;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;立ち
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 0]
type = S
physics = S
sprpriority = 0

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 0]
type = ChangeAnim
triggerall = name = "The Will Of Universe"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = VelSet
triggerall = name = "The Will Of Universe"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "The Will Of Universe"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[state a]
type = turn
triggerall = name = "The Will Of Universe"
triggerall = time = 0
triggerall = prevstateno = 20
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = lifeset
trigger1 = name != "The Will Of Universe"
value = 0
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name != "The Will Of Universe"
value = 0
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "The Will Of Universe"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name != "The Will Of Universe"
value = S
physics = N
ignorehitpause = 1

[State 0]
type = VelSet
trigger1 = name != "The Will Of Universe"
x = 0
y = 0
ignorehitpause = 1

[State 0]
type = CtrlSet
triggerall = name != "The Will Of Universe"
trigger1 = alive
value = 0
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = name != "The Will Of Universe" && !alive
flag = invisible
ignorehitpause = 1

[State 0]
type = ChangeState
triggerall = name != "The Will Of Universe"
trigger1 = alive && time >= 20
value = 13121
ignorehitpause = 1
[State 0]
type = ChangeState
triggerall = name != "The Will Of Universe"
trigger1 = !alive
value = 104010
ignorehitpause = 1

[State 0]
type = ChangeState
triggerall = name = "The Will Of Universe"
trigger1 = !alive
value = 5050

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ジャンプスタート
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 40]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;フロントステップ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 100]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 100]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100]
type = VelSet
trigger1 = animelem = 15
x = 0

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

[State 100]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ダッシュ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 101]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ステップ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 101]
type = ChangeState
trigger1 = Time = 7
value = 102

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;空中
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 102]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;着地
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 102]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 102]
type = PosSet
trigger1 = Time = 0
y = 0

[State 102]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 102]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;バックステップ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 105]
type = ChangeState
trigger1 = Time = 7
value = 106

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;空中
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 106]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 106]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;着地
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 107]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; RUN_UP
[Statedef 110]
type    = S
physics = N

[State 110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 110, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 110, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7

[State 110, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 110, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 110, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type    = S
physics = N

[State 115, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 115, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 115, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 115, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = 7

[State 115, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 115, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 115, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 115, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;-------------------------------------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; STAND GUARD (guarding)
[Statedef 130]
[State 0]
type = StateTypeSet
trigger1 = !ishelper
statetype = S
physics = S
persistent = 0
ignorehitpause = 1

[State 0]
type = ChangeAnim
triggerall = !ishelper
trigger1 = Anim != 130
value = 130

[State 0]
type = ChangeState
triggerall = !ishelper
trigger1 = command = "holddown"
value = 131

[State 0]
type = ChangeState
triggerall = !ishelper
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(1050)
statetype = A
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(1050)
x = 6
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(1050)
value = 1065
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(1050)
value = 0
persistent = 0
ignorehitpause = 1

[State 1065]
type = Explod
triggerall = ishelper(1050)
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
triggerall = ishelper(1050)
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
triggerall = ishelper(1050)
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
triggerall = ishelper(1050)
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
triggerall = ishelper(1050)
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
triggerall = ishelper(1050)
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Projectile
triggerall = ishelper(1050)
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 30,30
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1065]
type = Explod
triggerall = ishelper(1050)
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[state 1065]
type = destroyself
triggerall = ishelper(1050)
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(11100) || ishelper(11122)
statetype = S
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11100) || ishelper(11122)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(11100) || ishelper(11122)
value = 22106
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(11100) || ishelper(11122)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(11100) || ishelper(11122)
value = 2
persistent = 0
ignorehitpause = 1

[State 11100]
type = PlaySnd
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 11100]
type = velset
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = fvar(13)< 0 && Time >= 20
x = -(3.5+((root,palno=12&&root,var(29)>=1)*2.0))
[state 1]
type = velset
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = fvar(13) > 0 && Time >= 20
x = (3.5+((root,palno=12&&root,var(29)>=1)*2.0))
[state 11100]
type = velset
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = fvar(14) < 50 && Time >= 20
y = -(1+((root,palno=12&&root,var(29)>=1)*2.0))
[state 11100]
type = velset
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = fvar(14) > 50 && Time >= 20
y = (1+((root,palno=12&&root,var(29)>=1)*2.0))

[State 11100]
type = ReversalDef
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = root,palno=12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[State 11100]
type = Projectile
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11100]
type = HitDef
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = time >= 0 && root,var(1) != 1 && ishelper && root,palno!=12
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000

[state 11100]
type = targetdrop
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = numtarget

[State 11100]
type = ChangeState
triggerall = ishelper(11100) || ishelper(11122)
triggerall = root,var(1) = 1
trigger1 = fvar(13) = [-50,50]
trigger1 = fvar(14) = [-80,80]
value = 131

[State 11100]
type = ChangeState
triggerall = ishelper(11100) || ishelper(11122)
triggerall = root,var(1) != 1
trigger1 = Movecontact = 1
value = 131

[State 11100]
type = ChangeState
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = time >= ((root,var(1) = 1)*30)+30
value = 131

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(11500)
statetype = S
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11500)
x = 6
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(11500)
value = 22107
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(11500)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(11500)
value = 2
persistent = 0
ignorehitpause = 1

[State 1]
type = PlaySnd
triggerall = ishelper(11500)
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1]
type = Explod
triggerall = ishelper(11500)
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = ishelper(11500)
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = ishelper(11500)
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = ishelper(11500)
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
triggerall = ishelper(11500)
trigger1 = fvar(13)< 0 && Time >= 10
x = -1

[state 1]
type = velset
triggerall = ishelper(11500)
trigger1 = fvar(13) > 0 && Time >= 10
x = 1

[state 1]
type = velset
triggerall = ishelper(11500)
trigger1 = fvar(14) < 50 && Time >= 10
y = -0.2

[state 1]
type = velset
triggerall = ishelper(11500)
trigger1 = fvar(14) > 50 && Time >= 10
y = 0.2

[State 1]
type = helper
triggerall = ishelper(11500)
trigger1 = (GameTime%20) = 1
id = 11130
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 130;11130
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = helper
triggerall = ishelper(11500)
trigger1 = (GameTime%30) = 1
id = 11131
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 130;11131
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = DestroySelf
triggerall = ishelper(11500)
trigger1 = time >= ((root,var(1) = 1)*60)+80
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(11130) || ishelper(11131)
statetype = S
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11130)
x = -2
y = -10
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11131)
x = -2
y = 10
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(11130) || ishelper(11131)
value = 22127
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(11130) || ishelper(11131)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(11130) || ishelper(11131)
value = 2
persistent = 0
ignorehitpause = 1

[State 1]
type = Explod
triggerall = ishelper(11130) || ishelper(11131)
trigger1 = time >= 0
trigger1 = gametime%4 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
[State 1]
type = Explod
triggerall = ishelper(11130) || ishelper(11131)
trigger1 = time >= 0
trigger1 = gametime%4 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = veladd
triggerall = ishelper(11130) || ishelper(11131)
trigger1 = time>=10&&fvar(13)< 0&&Vel X >= -6
x = -0.6
[State 1]
type = veladd
triggerall = ishelper(11130) || ishelper(11131)
trigger1 = time>=10&&fvar(13) > 0&&Vel X <= 6
x = 0.6
[State 1]
type = veladd
trigger1 = ishelper(11130)
y = 0.5
[State 1]
type = veladd
trigger1 = ishelper(11131)
y = -0.5

[State 1]
type = Projectile
triggerall = ishelper(11130) || ishelper(11131)
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1]
type = HitDef
triggerall = ishelper(11130) || ishelper(11131)
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1]
type = Projectile
triggerall = ishelper(11130) || ishelper(11131)
triggerall = root,var(1) = 1
trigger1 = fvar(13) = [-40,40]
trigger1 = fvar(14) = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[State 1]
type = DestroySelf
triggerall = ishelper(11130) || ishelper(11131)
trigger1 = Movecontact = 1

[State 1]
type = DestroySelf
triggerall = ishelper(11130) || ishelper(11131)
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(11502) || ishelper(11503)
statetype = S
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11502) || ishelper(11503)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(11502) || ishelper(11503)
value = 22107
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(11502) || ishelper(11503)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(11502) || ishelper(11503)
value = 2
persistent = 0
ignorehitpause = 1

[State 1]
type = PlaySnd
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1]
type = Explod
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = fvar(13)< 0
trigger1 = Time >= 10
x = -1-((ishelper(11501))*2)
[state 1]
type = velset
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = fvar(13) > 0
trigger1 = Time >= 10
x = 1+((ishelper(11501))*2)
[state 1]
type = velset
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = fvar(14) < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11501))*0.6)
[state 1]
type = velset
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = fvar(14) > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11501))*0.6)

[State 1]
type = ChangeState
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = fvar(13) = [-50,50]
trigger1 = fvar(14) = [-80,80]
value = 131

[State 11502]
type = DestroySelf
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = time >= ((root,var(1)=1)*80)+100+((ishelper(11503))*50)

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(11508)
statetype = S
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11508)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(11508)
value = 22160
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(11508)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(11508)
value = 3
persistent = 0
ignorehitpause = 1

[State 0]
type = nothitby
trigger1 = ishelper(11508)
value = SCA
time = -1
ignorehitpause = 1

[State 1]
type = Explod
triggerall = ishelper(11508)
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 40,-40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,-20
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 10,-5
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 60,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -50,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11508)
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11508)
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 2900]
type = helper
triggerall = ishelper(11508)
trigger1 = Animelem = 18
id = 11509
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 130;11509
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 810, Grab Sound]
type = PlaySnd
triggerall = ishelper(11508)
trigger1 = AnimElem = 2
value = 2550,0
[State 810, Grab Sound]
type = PlaySnd
triggerall = ishelper(11508)
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562,9

[State 1020, 4]
type = EnvShake
triggerall = ishelper(11508)
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 5
ampl = -5
freq = 95
phase = 95

[State 1010]
type = DestroySelf
triggerall = ishelper(11508)
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(11509)
statetype = S
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11509)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(11509)
value = 22160
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(11509)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(11509)
value = 3
persistent = 0
ignorehitpause = 1

[State 0]
type = nothitby
trigger1 = ishelper(11509)
value = SCA
time = -1
ignorehitpause = 1

[State 1]
type = Explod
triggerall = ishelper(11509)
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 50,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,-80
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -70,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
[State 1000]
type = Explod
triggerall = ishelper(11509)
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999
[State 1000, 2]
type = Projectile
triggerall = ishelper(11509)
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

[State 810, Grab Sound];
type = PlaySnd
triggerall = ishelper(11509)
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562,9
[State 810, Grab Sound];
type = PlaySnd
triggerall = ishelper(11509)
trigger1 = AnimElem = 3
value = 2562,32

[State 1020, 4]
type = EnvShake
triggerall = ishelper(11509)
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 6
ampl = -6
freq = 95
phase = 95

[State 1010]
type = DestroySelf
triggerall = ishelper(11509)
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(22121)
statetype = S
movetype = A
physics = S
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(22121)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(22121)
value = 22121
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(22121)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(22121)
value = 4
persistent = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper(22121)
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil((0.005-((root,palno=12&&root,var(5)=1)*0.002))*enemy,Const(data.life))*root,var(39),Ceil(0.002*enemy,Const(data.life))*root,var(39)
getpower = 10+((root,palno=12&&root,var(5)=1)*10),10+((root,palno=12&&root,var(5)=1)*10)
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + root,var(35)
sparkxy = -5, -80
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
air.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4+((root,palno=12&&root,var(5)=1)*0.2)
fall = 1
fall.recover = 0
p2stateno = 19000

[State 2]
type = destroyself
triggerall = ishelper(22121)
trigger1 = animtime = 0

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(1400)
statetype = A
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(1400)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(1400)
value = 22120
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(1400)
value = 0
persistent = 0
ignorehitpause = 1

[state a]
type = posset
triggerall = ishelper(1400)
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state a]
type = playsnd
triggerall = ishelper(1400)
trigger1 = time = 25
value = 2552,0
[state a]
type = playsnd
triggerall = ishelper(1400)
trigger1 = time = 25
value = 2562,27
[state a]
type = playsnd
triggerall = ishelper(1400)
trigger1 = time = 25
value = 2551,0

[State 1000, 5]
type = Explod
triggerall = ishelper(1400)
trigger1 = time = 25
anim = 2551
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
triggerall = ishelper(1400)
trigger1 = time = 29
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
triggerall = ishelper(1400)
trigger1 = time = 29
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1000, 5]
type = Explod
triggerall = ishelper(1400)
trigger1 = time = 29
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
triggerall = ishelper(1400)
trigger1 = time = 29
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
triggerall = ishelper(1400)
trigger1 = time = 29
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
triggerall = ishelper(1400)
trigger1 = time = 29
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State a]
type = Explod
triggerall = ishelper(1400)
triggerall = time = 25 >= 0
trigger1 = (GameTime%(2+((root,palno=12)*2))) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]
type = Explod
triggerall = ishelper(1400)
trigger1 = time = 0
id = 22185
anim = 22185
sprpriority = 5
bindtime = -1
ignorehitpause =1
under = 0

[State 1020, 4]
type = EnvShake
triggerall = ishelper(1400)
trigger1 = time = 25
time = 12
ampl = -12
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = ishelper(1400)
triggerall = root,var(1) != 1
trigger1 = time = 29
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200
[State 1]
type = Projectile
triggerall = ishelper(1400)
triggerall = root,var(1) = 1
trigger1 = time = 29
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[state a]
type = destroyself
triggerall = ishelper(1400)
trigger1 = time > 47

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(2320)
statetype = A
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(2320)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(2320)
value = 2320
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(2320)
value = 0
persistent = 0
ignorehitpause = 1

[state 2901,1]
type = nothitby
triggerall = ishelper(2320)
trigger1 = 1
value = SCA
time = -1

[state a]
type = posset
triggerall = ishelper(2320)
trigger1 = fvar(13) < 0
x = enemy,pos x

[state a]
type = posset
triggerall = ishelper(2320)
trigger1 = fvar(13) > 100
x = enemy,pos x

[state a]
type = posadd
triggerall = ishelper(2320)
trigger1 = pos x = enemynear,pos x
x = -10

[State 1000, 0]
type = PlayerPush
triggerall = ishelper(2320)
trigger1 = 1
value = 1

[State 1000, 0]
type = velset
triggerall = ishelper(2320)
trigger1 = 1
x = 5

[state a]
type = destroyself
triggerall = ishelper(2320)
trigger1 = root,stateno != 2301

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(2401)
statetype = A
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(2401)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(2401)
value = 2401
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(2401)
value = 0
persistent = 0
ignorehitpause = 1

[State 2002]
type = PlaySnd
triggerall = ishelper(2401)
trigger1 = animelem = 12
value = 2563,3

[State 2002]
Type = AngleDraw
triggerall = ishelper(2401)
Trigger1 = AnimElemTime(12) = [1,40]
Scale = 1.0,1.0

[State 2002]
Type = AngleAdd
triggerall = ishelper(2401)
Trigger1 = AnimElemTime(12) = [1,40]
Value = -7

[state 2002]
type = velset
triggerall = ishelper(2401)
trigger1 = AnimElemTime(12) = [1,40]
x = ((root,var(1) = 1)*1)+1
[state 2002]
type = velset
triggerall = ishelper(2401)
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 2
y = -(((root,var(1) = 1)*1)+1)
[state 2002]
type = velset
triggerall = ishelper(2401)
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 3
y = (((root,var(1) = 1)*1)+1)
[state 2002]
type = velset
triggerall = ishelper(2401)
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 0
y = 0
[state 2002]
type = velset
triggerall = ishelper(2401)
trigger1 = AnimElemTime(12) != [1,40]
x = 0

[State 2793]
type = Trans
triggerall = ishelper(2401)
trigger1 = 1
trans = add

[state 2901,1]
type = nothitby
triggerall = ishelper(2401)
trigger1 = 1
value = SCA
time = -1

[State 2]
type = Projectile
triggerall = ishelper(2401)
trigger1 = AnimElemTime(12) = 2 || AnimElemTime(12) = 4 || AnimElemTime(12) = 6 || AnimElemTime(12) = 8 || AnimElemTime(12) = 10
trigger2 = AnimElemTime(12) = 12 || AnimElemTime(12) = 14 || AnimElemTime(12) = 16 || AnimElemTime(12) = 18 || AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22182
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)),0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 1,2
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s2562,19
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -2,-3
fall = 0
air.fall = 1
juggle = 0
fall.recover = 0
p2stateno = 19000
[State 2]
type = Projectile
triggerall = ishelper(2401)
trigger1 = AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22183
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 20
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2415

[State 1]
type = ChangeState
triggerall = ishelper(2401)
trigger1 = root,fvar(33)=1
value = 131

[state a]
type = destroyself
triggerall = ishelper(2401)
trigger1 = animtime = 0

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(2100)
statetype = S
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(2100)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(2100)
value = 3322
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(2100)
value = 0
persistent = 0
ignorehitpause = 1

[state 0]
type = posset
triggerall = ishelper(2100)
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0]
type = Projectile
triggerall = ishelper(2100)
triggerall = animelem=1&&root,var(1)!=1
trigger1 = var(0) = 0
trigger2 = var(0) = 4
trigger3 = var(0) = 8
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1
[State 1]
type = Projectile
triggerall = ishelper(2100)
triggerall = animelem=1&&root,var(1)!=0
trigger1 = var(0) = 0
trigger2 = var(0) = 4
trigger3 = var(0) = 8
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * (gametime%20>10)
p2stateno = 5110 + 43890 * (gametime%20<=10)
p2getp1state = (gametime%20<=10)
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = ishelper(2100)
triggerall = root,var(1)!=1
trigger1 = var(0) > 8
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1
[State 1]
type = HitDef
triggerall = ishelper(2100)
triggerall = root,var(1)!=0
trigger1 = var(0) > 8
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
fall.damage = 9999999999999*(gametime%20>10)
yaccel = .7
p2stateno = 5110 + 43890*(gametime%20<=10)
p2getp1state = (gametime%20<=10)
ignorehitpause = 1

[state 0]
type = varadd
triggerall = ishelper(2100)
trigger1 = 1
var(0) = 1
ignorehitpause = 1

[state 0]
type = destroyself
triggerall = ishelper(2100)
trigger1 = var(0) > 10
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(22101)
statetype = A
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(22101)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(22101)
value = 22175
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(22101)
value = 0
persistent = 0
ignorehitpause = 1

[State a]
type = Trans
triggerall = ishelper(22101)
trigger1 = 1
trans = add

[state a]
type = varset
triggerall = ishelper(22101)
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
triggerall = ishelper(22101)
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
triggerall = ishelper(22101)
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
triggerall = ishelper(22101)
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
triggerall = ishelper(22101)
trigger1 = Time >= 25

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(22175)
statetype = A
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(22175)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(22175)
value = 22175
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(22175)
value = 0
persistent = 0
ignorehitpause = 1

[State a]
type = Trans
triggerall = ishelper(22175)
trigger1 = 1
trans = add

[State 0]
type = BindToRoot
triggerall = ishelper(22175)
trigger1 = 1
pos = -5,-90
ignorehitpause = 1

[State 0]
Type = AngleDraw
triggerall = ishelper(22175)
trigger1 = 1
Value = gametime*1.5*(1+random%100)*0.1
Scale = (ifelse((gametime%120<=59),((gametime%60*0.01)/0.6),(1-(gametime%60*0.01)/0.6)))*1.5,1.5
ignorehitpause = 1

[state a]
type = destroyself
triggerall = ishelper(22175)
trigger1 = root,anim != 0

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(22187)
statetype = A
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(22187)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(22187)
value = 22120
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(22187)
value = 0
persistent = 0
ignorehitpause = 1

[State 310000]
type = null;PalFx
triggerall = ishelper(22187)
trigger1 = time = 30
sinadd = -256,-256,-256,200
time = 50

[State 310000]
type = Explod
triggerall = ishelper(22187)
trigger1 = time <= 80
anim = 22187
id = 22187
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
removetime = 8;16
ontop = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 310000]
type = RemoveExplod
triggerall = ishelper(22187)
trigger1 = time = 80
id = 22187

[State 2000]
type = DestroySelf
triggerall = ishelper(22187)
trigger1 = time > 80

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(169992)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(169992)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(169992)
value = 22181
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(169992)
value = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = AssertSpecial
triggerall = ishelper(169992)
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
ignorehitpause = 1

[State 0]
type = PlayerPush
triggerall = ishelper(169992)
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0]
type = PosSet
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno != 2205
trigger1 = Root,stateno != 22050
X = root,pos X
Y = root,pos Y
ignorehitpause = 1

[State 0]
type = PosSet
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 22050
X = root, Pos X
Y = 2400
ignorehitpause = 1

[State 0]
type = PosSet
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [20,70]
X = root, Pos X
Y = 240000000
ignorehitpause = 1
[State 0]
type = PosSet
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [71,140]
X = root, Pos X
Y = 340000000
ignorehitpause = 1
[State 0]
type = PosSet
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [141,210]
X = root, Pos X
Y = 440000000
ignorehitpause = 1
[State 0]
type = PosSet
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [211,220]
X = root, Pos X
Y = 540000000
ignorehitpause = 1
[State 0]
type = PosSet
triggerall = ishelper(169992)
trigger1 = enemynear,alive && roundstate > 2
X = root, Pos X
Y = 1040000000
ignorehitpause = 1

[State 0]
type = nothitby
triggerall = ishelper(169992)
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0]
type = hitby
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 22050
value = C,NP
ignorehitpause = 1

[State 0]
type = hitby
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [20,70]
value = C,NT
ignorehitpause = 1
[State 0]
type = hitby
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [71,140]
value = C,NA
ignorehitpause = 1
[State 0]
type = hitby
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [141,210]
value = C,NP
ignorehitpause = 1
[State 0]
type = hitby
triggerall = ishelper(169992)
trigger1 = roundstate = 2
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [211,220]
value = C,ST
ignorehitpause = 1

[State 0]
type = hitby
triggerall = ishelper(169992)
trigger1 = enemynear,alive && roundstate > 2
value = C,SP
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(169993)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(169993)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(169993)
value = 22120
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(169993)
value = 0
persistent = 0
ignorehitpause = 1

[State 169993]
type = BindtoRoot
triggerall = ishelper(169993)
trigger1 = 1
ignorehitpause = 1

[State 2]
type = pause
triggerall = ishelper(169993)
trigger1 = roundstate != 2
time = 0
movetime = 0
ignorehitpause = 1
[State 2]
type = superpause
triggerall = ishelper(169993)
trigger1 = roundstate != 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 2]
type = pause
triggerall = ishelper(169993)
trigger1 = win
trigger2 = enemynear,life = 0
trigger3 = enemynear,stateno = 5150
time = 3
movetime = 3
persistent = 0
ignorehitpause = 1
[State 2]
type = superpause
triggerall = ishelper(169993)
trigger1 = win
trigger2 = enemynear,life = 0
trigger3 = enemynear,stateno = 5150
time = 3
movetime = 3
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
persistent = 0
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(288888)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(288888)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(288888)
value = 22120
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(288888)
value = 0
persistent = 0
ignorehitpause = 1

[State 1]
type = AssertSpecial
triggerall = ishelper(288888)
trigger1 = root,stateno = 22050
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
[State 1]
type = AssertSpecial
triggerall = ishelper(288888)
trigger1 = root,stateno = 2205
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
[State -2]
type = assertspecial
triggerall = ishelper(288888)
trigger1 = root,stateno = 2205
flag = timerfreeze
ignorehitpause = 1

[State 1]
type = ReversalDef
triggerall = ishelper(288888)
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
ignorehitpause = 1

[State 1]
type = targetLifeAdd
triggerall = ishelper(288888)
trigger1 = numtarget
value = -9999999999999
absolute = 1
ignorehitpause = 1
[state 1]
type = targetstate
triggerall = ishelper(288888)
triggerall = root,stateno = 22050
trigger1 = numtarget
trigger1 = (target,stateno != [49000,49100]) && root,time >= 150
value = 49000
ignorehitpause = 1
[state a]
type = targetstate
triggerall = ishelper(288888)
triggerall = root,stateno = 22050
trigger1 = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1
[state 1]
type = targetstate
triggerall = ishelper(288888)
triggerall = root,stateno = 22050
trigger1 = numtarget
trigger1 = root,fvar(18) = 1 && enemynear,alive && root,time < 150
value = 169995
ignorehitpause = 1

[state 1]
type = targetstate
triggerall = ishelper(288888)
triggerall = root,stateno = 2205
triggerall = numtarget
trigger1 = time = [20,220]
trigger1 = target,stateno != 2636
trigger1 = target,stateno != 2638
trigger1 = target,stateno != 2639
value = 2636
ignorehitpause = 1

[State 0]
type = lifeadd
triggerall = ishelper(288888)
trigger1 = 1
value = lifemax
kill = 0
ignorehitpause = 1

[State 1]
type = ChangeState
triggerall = ishelper(288888)
trigger1 = root,stateno != 22050
trigger1 = root,stateno != 2205
value = 288888
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; CROUCH GUARD (guarding)
[Statedef 131]
[State 0]
type = StateTypeSet
trigger1 = !ishelper
statetype = C
physics = C
persistent = 0
ignorehitpause = 1

[State 131, 1]
type = ChangeAnim
triggerall = !ishelper
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
triggerall = !ishelper
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
triggerall = !ishelper
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(11100) || ishelper(11122)
statetype = A
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11100) || ishelper(11122)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(11100) || ishelper(11122)
value = 22162
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(11100) || ishelper(11122)
value = 0
persistent = 0
ignorehitpause = 1

[state 11125]
type = playsnd
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = time = 0
value = 2562,35

[state 11125]
type = nothitby
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = 1
value = SCA

[state 11125]
type = varset
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = time = 0
v = 1
value = 0

[State 11125]
type = VarAdd
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = var(1) <= 21
v = 1
value = 1

[State 11125]
type = Explod
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = time = 0
anim = 22127
id = 22106
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 19
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1]
type = Explod
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = time >= 0
trigger1 = gametime%2 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
[State 1]
type = Explod
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = time >= 0
trigger1 = gametime%2 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1

[State 11125]
type = Explod
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = time = 0
anim = 22163
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = ModifyExplod
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = Time >= 1
ID = 22106
scale = 1.2 - var(1)/15.0 , 1.2 - var(1)/15.0

[State 11125]
type = Projectile
triggerall = ishelper(11100) || ishelper(11122)
triggerall = root,var(1) = 1
trigger1 = time = 5
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[state 11125]
type = destroyself
triggerall = ishelper(11100) || ishelper(11122)
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(11502) || ishelper(11503)
statetype = S
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(11502) || ishelper(11503)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(11502) || ishelper(11503)
value = 22159
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(11502) || ishelper(11503)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(11502) || ishelper(11503)
value = 3
persistent = 0
ignorehitpause = 1

[State 1]
type = helper
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = Animelem = 2
id = 11508
persistent = 0
name = "hikari"
pos = 20,20
postype = P1
stateno = 130;11508
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = animelem = 6
anim = 22158
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1
type = PlaySnd
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = AnimElem = 2
value = 2550,0
[State 1]
type = PlaySnd
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = AnimElem = 3
value = 2552,0
volume = -50
[State 1]
type = PlaySnd
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = AnimElem = 2
value = 2562,33
volume = 220

[State 1]
type = EnvShake
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = AnimElem = 2
time = 8
ampl = -8
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = AnimElem = 2
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22159
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.007 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200

[State 1]
type = DestroySelf
triggerall = ishelper(11502) || ishelper(11503)
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(2401)
statetype = A
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(2401)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(2401)
value = 2410
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(2401)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = SprPriority
trigger1 = ishelper(2401)
value = 15
persistent = 0
ignorehitpause = 1

[State 2793]
type = Trans
triggerall = ishelper(2401)
trigger1 = 1
trans = add

[state a]
type = parentvarset
triggerall = ishelper(2401)
trigger1 = time = 0
v = 20
value = 1

[State 2000, 6]
type = PlaySnd
triggerall = ishelper(2401)
trigger1 = animtime = 0
value = 2300,3

[state 2901,1]
type = nothitby
triggerall = ishelper(2401)
trigger1 = 1
value = SCA
time = -1

[State 3040, 7]
type = EnvColor
triggerall = ishelper(2401)
trigger1 = time = 0
trigger2 = animtime = 0
;persistent = 0
ignorehitpause = 1
time = 5
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
triggerall = ishelper(2401)
trigger1 = time = 0
anim = 2411
sprpriority = 25
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
triggerall = ishelper(2401)
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

[state a]
type = destroyself
triggerall = ishelper(2401)
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; AIR GUARD (guarding)
[Statedef 132]
[State 0]
type = StateTypeSet
trigger1 = !ishelper
statetype = A
physics = N
persistent = 0
ignorehitpause = 1

[State 132, 1]
type = ChangeAnim
triggerall = !ishelper
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
triggerall = !ishelper
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
triggerall = !ishelper
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
triggerall = !ishelper
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
triggerall = !ishelper
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
triggerall = !ishelper
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
triggerall = !ishelper
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[state 140]
type = removeexplod
trigger1 = ishelper
ignorehitpause = 1
[state 140]
type = nothitby
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[state 140]
type = posset
trigger1 = ishelper
y = 9999
ignorehitpause = 1
[state 140]
type = destroyself
trigger1 = 1
ignorehitpause = 1

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

[State 140, 2]
type = StateTypeSet
triggerall = !ishelper
trigger1 = Time = 0 && statetype = S
physics = S
[State 140, 3]
type = StateTypeSet
triggerall = !ishelper
trigger1 = Time = 0 && statetype = C
physics = C
[State 140, 4]
type = StateTypeSet
triggerall = !ishelper
trigger1 = Time = 0 && statetype = A
physics = A
[State 140, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 140, Lo to Hi]
type = StateTypeSet
triggerall = !ishelper
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;-------------------------------------------------------------------------------------------------------
[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[State 150]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;-------------------------------------------------------------------------------------------------------
[Statedef 151]
type    = S
movetype= I
physics = S

[State 151]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;-------------------------------------------------------------------------------------------------------
[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State 152]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;-------------------------------------------------------------------------------------------------------
[Statedef 153]
type    = C
movetype= I
physics = C

[State 153]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;-------------------------------------------------------------------------------------------------------
[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State 154]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154]
type = ChangeState
trigger1 = HitShakeOver
value = 155 

[State 154]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;-------------------------------------------------------------------------------------------------------
[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State 155]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;タイムオーバー
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 170]
type = changeanim
trigger1 = time = 0
value = 171

[State 170]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;勝った動作１
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2

[State 180]
type = ChangeState
trigger1 = var(2) = 0
value = 184
[State 180]
type = ChangeState
trigger1 = var(2) = 1
value = 186
[State 180]
type = ChangeState
trigger1 = var(2) = 2
value = 187

;-------------------------------------------------------------------------------------------------------
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;-------------------------------------------------------------------------------------------------------
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 186]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 186]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;-------------------------------------------------------------------------------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 187]
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 187]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;通常登場
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[state 190]
type = changestate
trigger1 = time = 1
value = 192

;-------------------------------------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192]
type = removeexplod
trigger1 = 1
ID = 8200

[State 192]
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 192]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 192] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;挑発の動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[state 195]
type = null;varset
trigger1 = time = 0
v = 30
value =1

[State 195]
type = changeanim
trigger1 = time = 0
value = 196

[State 195]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;-------------------------------------------------------------------------------------------------------
;HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;-------------------------------------------------------------------------------------------------------
;HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;-------------------------------------------------------------------------------------------------------
;HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;-------------------------------------------------------------------------------------------------------
;HITA_UP
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;-------------------------------------------------------------------------------------------------------
;HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;-------------------------------------------------------------------------------------------------------
;HITA_RECOV
[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;-------------------------------------------------------------------------------------------------------
;HITA_FALL
[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;-------------------------------------------------------------------------------------------------------
;HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;-------------------------------------------------------------------------------------------------------
;HIT_TRIP2
[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;-------------------------------------------------------------------------------------------------------
;HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;-------------------------------------------------------------------------------------------------------
;HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;-------------------------------------------------------------------------------------------------------
;HIT_BOUNCE
[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;-------------------------------------------------------------------------------------------------------
;HIT_BOUNCE
[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;-------------------------------------------------------------------------------------------------------
;HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;-------------------------------------------------------------------------------------------------------
;HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = name != "The Will Of Universe" && prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
ignorehitpause = 1

[State 0]
type = lifeset
trigger1 = name != "The Will Of Universe"
value = 0
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name != "The Will Of Universe"
value = 0
ignorehitpause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1
[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1
[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1
[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1
[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1
[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = PosSet
trigger1 = name != "The Will Of Universe"
y = 0

[State 0]
type = VelSet
trigger1 = name != "The Will Of Universe"
x = 0
y = 0

[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0]
type = selfstate
trigger1 = !ishelper && alive && name = "The Will Of Universe"
value = 5120

;-------------------------------------------------------------------------------------------------------
;HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;-------------------------------------------------------------------------------------------------------
;HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;-------------------------------------------------------------------------------------------------------
;HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Varのラウンド持ち越し
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 5900]
type = S

[State 0]
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 0]
type = ChangeState
trigger1 = roundno = 1
value = 190
