;---------------------------------------------------------------------------
;super x
;---------------------------------------------------------------------------
;shining stars


[Statedef 2100]
type     = S
movetype = a
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2100
ctrl     = 0
sprpriority = 10

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

[State 700,]
type = palfx
triggerall = AnimElem = 2
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 2000, ]
type = SuperPause
trigger1 = var(59) = 1
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

[State 2000, ]
type = SuperPause
trigger1 = var(59) = 0
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

[State 1200, ]
type = ReversalDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 10,13
sparkno = s4120
hitsound = s2,1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7000
projshadow = 68,68,68
offset = -10, -64
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8
ownpal = 1


[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7010
projshadow = 68,68,68
offset = -10, -64
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12
ownpal = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [9,39]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1650

[State 0, VelSet]
type = VelSet
trigger1 = time = [31,37]
x = 8
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = [31,37]
trigger1 = gametime%3= 1
anim = 8033
pos = 50,10
postype = p1
bindtime = 1
random = 50,50
vel = -1,0
removetime = -2
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, VelSet]
type = VelSet
trigger1 = time = 38
x = 0
y = 0

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 2110, ]
type = AfterImage
trigger1 = time = 0
time = 47
length = 6
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = 0
time = 47

[State 200, ]
type = HitDef
trigger1 = animelem = 4
attr = S, HA
damage = 0,80
hitflag = MAFPDhl
getpower = 0
animtype = Hard
guardflag = M
priority = 3, Hit
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -4,-4.5
guard.velocity = -9
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
air.juggle = 0
fall = 1
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = -9
envshake.freq = 90
p2stateno = 81196
p1stateno = 21000
palfx.time = 6
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,31

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,31

[State 3000, ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 21000]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 21000
ctrl     = 0
sprpriority = 10

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
pos =50,0

[State 0, EnvColor]
type = EnvColor
trigger1 = time =0
value = 255,255,255
time = 4

[State 1000, ]
type = null
trigger1 = AnimElem = 4
value = s10,31

[State 3000, ]
type = ChangeState
trigger1 = animtime = 0
value = 2110
ctrl = 0

;---------------------------------------------------------------------------
; S 182 LV1

[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 3

[State 0, Explod]
type = Explod
trigger1 = time = [6,10]
trigger1 = gametime%1= 0
anim = 8033
pos = 40,10
postype = p1
bindtime = 1
random = 50,50
vel = -1,0
removetime = -2
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 2110, ]
type = AfterImage
trigger1 = time = 0
time = 47
length = 12
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = 0
time = 47

[State 0,]
type = velset
trigger1 = time = [7,10]
x = 20

[State 0,]
type = velset
trigger1 = time = 11
x = 0

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
trigger1 = movehit
anim = 8000
pos = 0,-60
ownpal = 1
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
trigger1 = movehit
anim = 8010
pos = 0,-60
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 6500
pos = 20,-5
postype = p1
bindtime = 10
removetime = -2
scale =1,1
sprpriority = 6
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = Enemy,stateno = 1462 && enemy,time = 1
anim = 8015
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0]
type = Playsnd
trigger1 = Enemy,stateno = 1462 && enemy,time = 1
value = s0,19

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Enemy,stateno = 1462 && enemy,time = 1
value = -40
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32


[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32
channel = 10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32
channel = 10

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 6
value = s1,20

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 5

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 4

[State 200, ]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 220,40
hitflag = mafd
getpower = 0
animtype = Hard
guardflag = M
priority = 3, Hit
pausetime = 6,6
sparkno = s4021
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,9
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -4,-4.5
guard.velocity = -9
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 90
p2stateno = 1460
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000, ChangeState]
type = ChangeState
triggerall = moveHIT
trigger1 = power >= 2000
trigger1 = command = "Kiya"
value = 2900

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2105]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 21007
ctrl     = 0
sprpriority = 10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
value = SCA

[State 170, ]
type = NotHitBy
trigger1 = time = 9
value = SCA
time = 30

[State 700,]
type = palfx
triggerall = AnimElem = 7
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 2000, ]
type = SuperPause
trigger1 = time = 9
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7000
projshadow = 68,68,68
offset = -10, -54
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7010
projshadow = 68,68,68
offset = -10, -54
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12
ownpal = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [9,39]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1650

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s9,0

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,47

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,47
[State 1000, ]
type = Varset
trigger1 = prevstateno != [1000,1999]
var(30) = 0

[State 1000, ]
type = Varset
trigger1 = prevstateno = [1000,1999]
var(30) = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "x"
var(15) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "y"
var(15) = 1

[State 3000, ]
type = ChangeState
triggerall = AnimElem = 8
trigger1 = 1
value = 2115



;---------------------------------------------------------------------------
; S 182 LV1

[Statedef 2115]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 211007
ctrl     = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 182
value = S1,46
[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 17
value = s10,59
[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 17
value = s10,59

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 49
value = s10,240
[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 49
value = s10,240

[State 0, Explod]
type = Explod
trigger1 = projhit = 1
trigger1 = Time = [110,178]
;trigger1 = p2movetype != H
;trigger1 = gametime%6= 0
anim = 4020
pos = 0,-77
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 99
[State 0, Projectile]
type = Projectile
trigger1 = Time = [182,184]
projanim = 2308
projhitanim = 2308
projremanim = 2308
projcancelanim = 2308
projscale = 1,1
projremove = 1
projremovetime = 20
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 50,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 70,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 0,0
kill = 1
hitflag = MAFDHL
guardflag =
hitsound = s1,40
guardsound = s0,20
pausetime = 1,3
sparkno = s-1
guard.sparkno = s4120
sparkxy = 0,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 30
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
P2stateno = 9000
[State 0, EnvShake]
type = EnvShake
trigger1 = Time = 182
time = 14
freq = 70
ampl = -12
phase = 90


[State 0, Projectile]
type = Projectile
trigger1 = Time = [110,176]
;trigger1 = p2movetype != H
trigger1 = gametime%5= 0
ProjID = 2308
projanim = 2308
projhitanim = 2308
projremanim = 2308
projcancelanim = 2308
projscale = 1,1
projremove = 1
projremovetime = 10
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 50,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 70,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 0,0
kill = 1
hitflag = MAFDHL
guardflag =
hitsound = s1,40
guardsound = s0,20
pausetime = 1,3
sparkno = s-1
guard.sparkno = s4120
sparkxy = 0,-70
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 20
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
P2stateno = 89999
[State 0, Turn]
type = Turn
trigger1 = animelem = 48
;ignorehitpause =
;persistent =
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 52
time = 60
freq = 60
ampl = 4
phase = 90
[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 19
value = s1,20
[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 20
value = s1,23
[State 2000]
type = Explod
trigger1 = animelem = 19
anim =10010
scale = 1,1
pos = 10,0
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
[State 2000]
type = Explod
trigger1 = animelem = 20
anim =10010
scale = 1,1
facing = -1
pos = 30,0
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
[State 0,坐标锁定至P2]
type = Posadd
trigger1 = AnimElem = 47
x = Ceil(P2BodyDist x)+130
y = Ceil(P2BodyDist y)+0
[State 0, TargetBind]
type = TargetBind
trigger1 = movehit = 1
trigger1 = time = [0,16]
pos = 66,0
[State 0, TargetBind]
type = TargetBind
trigger1 = p2movetype=H
trigger1 = animelem = 20
pos = 45,0
[State 0, TargetBind]
type = TargetBind
trigger1 = p2movetype=H
trigger1 = animelem = 21
pos = 10,0
[State 0, TargetBind]
type = TargetBind
trigger1 = p2movetype=H
trigger1 = animelem = 22
pos = -30,0
[State 0, Turn]
type = Turn
trigger1 = animelem = 24
;ignorehitpause =
;persistent =
[State 2000]
type = Explod
trigger1 = animelem = 54
anim =34562
scale = 1,1
pos = 86,4
sprpriority = 10
ownpal = 1
bindtime = 1
supermove = 1
[State 2000]
type = Explod
trigger1 = animelem = 54
anim =34563
scale = 1.1,1.7
pos = 75,0
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
[State 2000]
type = Explod
trigger1 = time = 182
anim =89977
scale = 1,1
pos = 75,10
sprpriority = 29
ownpal = 1
bindtime = 1
supermove = 1
[State 2000]
type = Explod
trigger1 = time = 182
anim =34562
scale = 1,1
pos = 80,5
sprpriority = 31
ownpal = 1
bindtime = 1
supermove = 1
[State 2000]
type = Explod
trigger1 = animelem = 54
anim =34564
scale = 0.7,1
pos = 75,0
sprpriority = 15
ownpal = 1
bindtime = 1
supermove = 1
[State 0, Explod]
type = Explod
trigger1 = p2stateno = 9001 && enemy,time = 1
anim = 8020
pos = 30,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = p2stateno = 9000 && enemy,time = 1
trigger2 = p2stateno = 9001 && enemy,time = 1
;trigger1 = p2movetype != H
;trigger1 = gametime%2= 0
anim = 8000
pos = 0,-60
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 99
[State 0, Explod]
type = Explod
trigger1 = p2stateno = 9000 && enemy,time = 1
trigger2 = p2stateno = 9001 && enemy,time = 1
;trigger1 = p2movetype != H
;trigger1 = gametime%1= 0
anim = 8010
pos = 0,-60
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 99
[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = S0,19
ignorehitpause =  1
[State 0, EnvShake]
type = EnvShake
trigger1 = p2stateno = 9001 && enemy,time = 1
time = 20
freq = 70
ampl = -7
phase = 90

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = -30
kill = 1
absolute = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 7
projanim = 34347
projshadow = 68,68,68
offset = 5,-96
velocity = 0.000001,0
projremovetime = 20
supermovetime = 22
projsprpriority = 7
ownpal = 1
[State 114, 13]
type = Projectile
trigger1 = AnimElem = 31
projanim = 234443
projshadow = 68,68,68
offset = -10,50
projscale = 1.3,1
velocity = 0.000001,-1
projremovetime = 22
supermovetime = 22
projsprpriority = 7
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%15= 0
trigger1 = movehit = 1
anim = 8000
pos = 0,-60
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = gametime%11= 0
trigger1 = movehit = 1
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
scale = 0.6,0.6
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9


[State 810, ]
type = Width
trigger1 = 1
edge = 45,0



[State 1000, ]
type = Posadd
trigger1 = AnimElem = 5
x = 5

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 7 | AnimElem = 8 | AnimElem = 9
x =6

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 31
time = 16
freq = 100
ampl = 6
persistent = 9
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 183
value = -100
kill = 0
absolute = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -20
kill = 0
absolute = 1
[State 200, ]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 20,5
hitflag = mafdh
getpower = 0
animtype = Hard
guardflag =
priority = 3, Hit
pausetime = 10,26
sparkno = s4020
guard.sparkno = s4120
sparkxy = -45, -50
hitsound = s1,33
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -4,-4.5
guard.velocity = -9
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 20
envshake.ampl = 6
envshake.freq = 90
p2stateno = 2030
palfx.time = 20
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 0, VelSet]
type = VelSet
trigger1 = time = [184,190]
x = -4
y = 0
;ignorehitpause =
;persistent =

[State 200, ]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage = 20,5
hitflag = mafdh
getpower = 0
animtype = Hard
guardflag =
priority = 3, Hit
pausetime = 10,26
sparkno = s4021
guard.sparkno = s4120
sparkxy = -55, -66
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -4,-4.5
guard.velocity = -9
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 20
envshake.ampl = 6
envshake.freq = 90
p2stateno = 2030
palfx.time = 20
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 0, TargetState]
type = TargetState
trigger1 = p2movetype = h
trigger1 = animelem = 21
value = 2020

[State 200, ]
type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
damage = 30,5
hitflag = mafdh
getpower = 0
animtype = Hard
guardflag =
priority = 3, Hit
pausetime = 9,26
sparkno = s4020
guard.sparkno = s4120
sparkxy = -75, -80
hitsound = s1,26
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -4,-4.5
guard.velocity = -9
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 20
envshake.ampl = 6
envshake.freq = 90
p2stateno = 4399
palfx.time = 20
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 31
value = S1,35


[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(17) < 0
trigger1 = power >= 2000
trigger1 = command = "bh"
value = 2908

[State 1000, ]
type = ChangeState
trigger1 = power >= 2000
trigger1 = var(59) = 1
trigger1 = animelem = 17
value = 2908
ctrl = 0

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;S 182 LV2

[Statedef 2111]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 3

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32
channel = 10

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 5

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 7 | AnimElem = 8 | AnimElem = 9 | AnimElem = 10
trigger2 = AnimElem = 17 | AnimTime = 0
x = 10

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 7718
projshadow = 68,68,68
offset = 10, 0
velocity = 0.000001,0
projremovetime = 30
projsprpriority = 5
ownpal = 1
afterimage.time = -1
afterimage.length = 20
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2100

[State 200, ]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 250,25
getpower = 0
animtype = hard
guardflag = M
hitflag = MAFd
priority = 3, Hit
pausetime = 35,36
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
air.type = Low
air.hittime = 12
forcestand = 1
fall = 1
fall.recover = 0
envshake.time = 18
envshake.ampl = 5
envshake.freq = 100

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;S 182 LV3

[Statedef 2112]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)=1,0,7)
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 3

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,34
channel = 10

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 5

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 7 | AnimElem = 8 | AnimElem = 9 | AnimElem = 10
trigger2 = AnimElem = 17 | AnimTime = 0
x = 10

[State 114, 13]
type = Projectile
trigger1 = TIME = 0
projanim = 7717
projshadow = 68,68,68
offset = 15, 0
velocity = 0.000001,0
projremovetime = 44
projsprpriority = 4
ownpal = 1
afterimage.time = -1
afterimage.length = 20
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2100

[State 200, ]
type = HitDef
trigger1 = ANIMELEM = 7
trigger2 = ANIMELEM = 9
attr = S, HA
damage = 180,28
getpower = 0
animtype =HARD
hitflag = MAFd
priority = 3, Hit
pausetime = 25,26
sparkno = s4020
sparkxy = -25, -70
hitsound = s1,4
ground.type = Low
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = 0,-6.5
air.velocity = -4,-6.5
air.type = Low
air.hittime = 12
forcestand = 1
fall = 1
fall.recover = 0
envshake.time = 23
envshake.ampl = 6
envshake.freq = 80

[State 200, ]
type = HitDef
trigger1 = ANIMELEM = 10
attr = S, HA
damage = 200,28
getpower = 0
animtype =digup
hitflag = MAFd
priority = 3, Hit
pausetime = 35,36
sparkno = s4020
sparkxy = -25, -70
hitsound = s1,7
ground.type = Low
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = -8,-7.5
air.velocity = -8,-7.5
air.type = Low
air.hittime = 12
forcestand = 1
fall = 1
fall.recover = 0
envshake.time = 23
envshake.ampl = 6
envshake.freq = 100

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;s 182 helper
[statedef 2105]
type = S
movetype = I
physics = N
anim = 7710
ctrl = 0
sprpriority = -1

[state 0, BindToRood]
type = BindToRoot
trigger1 = 1
time = 1
pos = -5,20

[state 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = -1
length = 10
palbright = 0,0,0
palcontrast = 250,200,50
paladd = 0,0,0
palmul = .95, .105, .105
timegap = 1
framegap = 1
trans = add

[state 0, Destroyself]
type = Destroyself
trigger1 = root,STATENO != 2100
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; mushiki
;YAOYONGDA0
[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 5

[State 9000, ]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40

[State 9000, ]
type = NotHitBy
trigger1 = AnimElemtime(23) < 0
value = ,NA

[State 9000,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 2
add = 230,230,230

[State 9000, ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 9000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1650

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 7100
projshadow = 68,68,68
offset = 13, -64
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = -3
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 7110
projshadow = 68,68,68
offset = 13, -64
velocity = 0.000001,0
projremovetime = 23
supermovetime = 30
projsprpriority = 6
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1
[State 9000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 9000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,2


[State 9000,]
type = PlaySnd
trigger1 = AnimElem = 7 | AnimElem = 19
value = s0,4

[State 9000, ]
type = Explod
trigger1 = time = 0
anim = 2205
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1

[State 9000,]
type = Width
trigger1 = AnimElem = 8
edge = 60,0

[State 9000,]
type = Width
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
edge = 40,0

[State 9000, ]
type = Width
trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(21) < 0
edge = 30,0

[State 9205, ]
type = Posadd
trigger1 = AnimElem = 5 | AnimElem = 6 | AnimElem = 7 | AnimElem = 8
x = 6

[State 9000, ]
type = Posadd
trigger1 = AnimElem = 12 | AnimElem = 14 | AnimElem = 15 | AnimElem = 16
trigger2 = AnimElem = 18 | AnimElem = 20 | AnimElem = 21 | AnimElem = 25
x = 10

[State 9000,]
type = Posadd
trigger1 = AnimElem = 18
x = 20

[State 9000, ]
type = Posadd
trigger1 = AnimElem = 13
x = 30

[State 9000,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 8
freq = 95
time = 20

[State 9000, ]
type = Targetbind
triggerall = prevstateno = [1000,2900]
trigger1 = ProjHit2200 = 1
pos = 50,0

[State 9000,]
type = Envcolor
triggerall = AnimElemtime(7) >= 0 && AnimElemtime(18) < 1
trigger1 = Movehit = 1
trigger2 = ProjHit2200 = 1
time = 1
value = 255,255,255
under = 0
ignorehitpause = 0

[State 9000,]
type = Envcolor
triggerall = AnimElemtime(20) > 0
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0
persistent = 0
ignorehitpause = 1

;[State 9000, ]
;type = Helper
;trigger1 = AnimElemtime(11) = 0
;trigger2 = AnimElemtime(11) = 10
;trigger3 = AnimElemtime(11) = 20
;name = "mushiki"
;stateno = 2210
;ID = 2210
;helpertype = Player
;pos = 0,0
;postype = p1
;facing = 1
;keyctrl = 0
;ownpal = 0
;pausemovetime = 0
;ignorehitpause = 1

[State 9000, ]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = 90,3
getpower = 0
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 25,26
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25,-65 + (floor(p2bodydist Y))
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0,0
air.velocity = 0,0
air.type = High
air.hittime = 12
snap = 25,0
fall = 0
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90

[State 9000, ]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 110,3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
pausetime = 35,36
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25,-80 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3,-7.5
air.velocity = -3,-7.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90


[State 9000, ]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage = 150,3
getpower = 0
animtype = Digaup
guardflag = M
hitflag = MAF
pausetime = 44,46
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -7,-5.5
air.velocity = -7,-5.5
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90

;[State 9000, ]
;type = Varset
;trigger1 = AnimElem = 1
;var(9) = 0

;[State 9000, ]
;type = Varset
;triggerall = AnimElemtime(9) >= 0 && AnimElemtime(23) < 1
;triggerall = movehit
;trigger1 = Command = "arenda" | Command = "brenda"
;var(9) = 1

[State 9000, ]
type = ChangeState
triggerall = movehit
;trigger1 = var(9) = 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State 9000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;mushiki -2

[Statedef 2210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 0

[State 9205, ]
type = NotHitBy
trigger1 = 1
value = SCA

[State 9205, ]
type = Width
trigger1 = 1
edge = 20,0

[State 9205, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 255,56

[State 1100, ]
type = AfterImage
trigger1 = AnimElem = 4
time = 110
trans = add1
length = 5
timeGap = 2
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

[State 9205,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4

[State 9205, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
trigger2 = AnimElem = 7 | AnimElem = 9 | AnimElem = 10
x = 10

[State 9205, ]
type = Posadd
trigger1 = AnimElem = 8
x = 20

[State 9205, ]
type = Posadd
trigger1 = AnimElem = 2
x = 30

[State 9000,]
type = Envcolor
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0
ignorehitpause = 0

[State 9205, ]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 20,3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 8,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -5,-2
air.type = Low
air.hittime = 12
air.fall = 1
fall.recovertime = 40

[State 9205, ]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 2200

;---------------------------------------------------------------------------
;mushik TB
[Statedef 2290]
type     = S
movetype = I
physics  = S
anim     = 2290
velset   = 0,0
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,50
channel = 10

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

[Statedef 2444]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2444
ctrl     = 0
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
statetype = S
movetype = A
physics = N
ignorehitpause = 1


[State 170, ]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1,36


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =  212122
pos = 30,-23
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.6,0.6
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = [67,80]
trigger1 = gametime%4 = 1
anim = 8033
pos = 20,8
vel = 2,0
facing = -1
random = 30,30
sprpriority = 4
ownpal = 1
bindtime = 1
supermove = 1
trans = add1

[State 震动]
type = EnvShake
trigger1 = animelem = 6
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 震动]
type = EnvShake
trigger1 = animelem = 10
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 114, 13]
type = Projectile
trigger1 = animelem = 6
projanim = 8015
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = -1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,19

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S9,0

[State 2000, ]
type = SuperPause
trigger1 = animelem = 1
anim = -1
poweradd = -1000
movetime = 60
time = 60

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim =  2446
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim =  1901
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, Explod]
type = Explod
trigger1 =  time=[63,69]
trigger1 = gametime%9 = 0
anim = 8000
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = 0,0
ownpal = 1
accel = 0,0
random = 80,100
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 =  time=[63,69]
trigger1 = gametime%9 = 0
anim = 8010
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,100
removetime = -2
sprpriority = 9
ownpal = 1


[State 114, 13]
type = Projectile
trigger1 = animelem = 9
projanim = 4330
projshadow = 68,68,68
offset = 50, -34
projscale = 1.1,1.1
velocity = 0.000001,0
projremovetime = 30
supermovetime = 30
projsprpriority = 20
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 7
projanim = 7000
projshadow = 68,68,68
offset = 26, -58
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 7
projanim = 7010
projshadow = 68,68,68
offset = 26, -58
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12
ownpal = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [24,54]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 10
value = s234,0

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 10
value = s12,4

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,17

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,17

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,17

[State 0]
type = HitDef
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
attr = S,NA
guardflag = H
givepower = 5,5
animtype = Hard
damage = 0
numhits = 1
pausetime = 1,20
sparkno = s4010
guard.sparkno = s7011
sparkxy = -15,-60
hitsound = s1,4
guardsound = s120,1
animtype = Hard
ground.type = Low
ground.slidetime = 1
ground.hittime  = 24
ground.velocity = -10
guard.ctrltime = 50
air.type = Low
air.velocity = -5,15
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
fall.envshake.time = 12
fall.envshake.ampl = 4
fall.envshake.freq = 90
P2STATENO = 79999
kill = 0


[State 3000, ]
type = ChangeState
trigger1= movehit
trigger1 = animelem = 14
value = 24441
CTRL = 0


[State 3000, ]
type = ChangeState
trigger1= ANIMTIME = 0
value = 0
CTRL = 1

[Statedef 2434]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2444
ctrl     = 0
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
statetype = S
movetype = A
physics = N
ignorehitpause = 1


[State 170, ]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1,34


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =  6566
pos = 30,-57
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 震动]
type = EnvShake
trigger1 = animelem = 6
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 震动]
type = EnvShake
trigger1 = animelem = 10
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 114, 13]
type = Projectile
trigger1 = animelem = 6
projanim = 8015
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = -1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,19

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S9,0

[State 2000, ]
type = SuperPause
trigger1 = animelem = 1
anim = -1
poweradd = -1000
movetime = 60
time = 60

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim =  2446
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim =  1901
pos = 30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999




[State 114, 13]
type = Projectile
trigger1 = animelem = 9
projanim = 2445
projshadow = 68,68,68
offset = 30, 0
velocity = 0.000001,0
projremovetime = 57
supermovetime = 30
projsprpriority = 10
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 7
projanim = 7000
projshadow = 68,68,68
offset = 26, -58
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 7
projanim = 7010
projshadow = 68,68,68
offset = 26, -58
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12
ownpal = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [24,54]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 10
value = s234,0

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 10
value = s12,4

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,17

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,17

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,17

[State 0]
type = HitDef
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
attr = S,NA
guardflag = H
givepower = 5,5
animtype = Hard
damage = 0
pausetime = 1,20
sparkno = s4020
guard.sparkno = s7011
sparkxy = -15,-60
hitsound = s1,4
guardsound = s120,1
animtype = Hard
ground.type = Low
ground.slidetime = 1
ground.hittime  = 24
ground.velocity = -10
guard.ctrltime = 50
air.type = Low
air.velocity = -5,15
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
fall.envshake.time = 12
fall.envshake.ampl = 4
fall.envshake.freq = 90
P2STATENO = 79999
kill = 0

[State 3000, ]
type = ChangeState
trigger1= movehit
trigger1 = animelem = 14
value = 24431
CTRL = 0

[State 3000, ]
type = ChangeState
trigger1= ANIMTIME = 0
value = 0
CTRL = 1

[Statedef 24431]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 100002
ctrl     = 0
sprpriority = 3

[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 160,160,160
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 80
TimeGap  = 1
FrameGap = 2
length = 10
PalBright = 1,1,1
PalContrast = 0,0,0
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 9001 && enemy,time = 1
anim = 8020
pos = 30,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 6
value = 255,255,255
time = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 5
pos = 60,0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 6500
pos = 20,0
postype = p1
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 7
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1,20

[State 200, ]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 30,30
animtype = up
guardflag =
hitflag = MAFPhl
priority = 3, Hit
pausetime = 2,4
sparkno = s4021
guard.sparkno = s4120
sparkxy = -25, -50
hitsound = s1,24
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.5
air.velocity = -3.2,-9.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.damage = 50
p2facing = 1
p2stateno = 2020
envshake.time = 15
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 22,8
animtype = up
guardflag =
hitflag = MAFPhl
priority = 3, Hit
pausetime = 4,4
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -67
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.5
air.velocity = -3.2,-9.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.damage = 50
p2facing = 1
p2stateno = 2030
envshake.time = 15
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 18
trigger2 = AnimElem = 19
attr = S, SA
damage = 15,8
animtype = up
guardflag =
hitflag = MAFPhl
priority = 3, Hit
pausetime = 4,4
sparkno = s4021
guard.sparkno = s4120
sparkxy = -25, -50
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.5
air.velocity = -3.2,-9.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.damage = 50
p2facing = 1
p2stateno = 4399
envshake.time = 15
envshake.ampl = 4
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 20
attr = S, SA
damage = 15,8
animtype = up
guardflag =
hitflag = MAFPhl
priority = 3, Hit
pausetime = 4,4
sparkno = s4021
guard.sparkno = s4120
sparkxy = -25, -50
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.5
air.velocity = -3.2,-9.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.damage = 50
p2facing = 1
p2stateno = 2030
envshake.time = 15
envshake.ampl = -6
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 34599
scale = 0.9,0.9
pos = 20,-55
postype = p1
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 7
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S1,43

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 24
anim = 15520
scale = 0.8,0.8
pos = 40,0
postype = p1
removetime = -2
bindtime = 4
pausemove = 1
supermove = 1
sprpriority = 7
ownpal = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 24,1
x = 20
y = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 24,2
pos = 60,0


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 24,2
x = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 24
anim = 97722
scale = 1.1,1.1
pos = 90,-65
postype = p1
removetime = -2
bindtime = 4
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1
trans = add1

[State 0, Explod]
type = Explod
trigger1 =  p2stateno = 8080
trigger1 = gametime%4 = 0
anim = 8000
pos = 0,-40
ownpal = 1
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = 0,-1
accel = 0,0
random = 120,120
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = 8080
trigger1 = gametime%4 = 0
anim = 8010
pos = 0,-40
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-2
accel = 0,0
random = 120,120
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 25
anim = 89977
scale = 1,1
pos = 60,15
postype = p1
removetime = -2
bindtime = 4
pausemove = 1
supermove = 1
sprpriority = 12
ownpal = 1
trans = none
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 25
anim = 69998
scale = 1.1,0.4
pos = 60,-50
postype = p1
removetime = -2
bindtime = 4
pausemove = 1
supermove = 1
sprpriority = 11
ownpal = 1
trans = none
[State 0,屏幕抖动]
type = EnvShake
trigger1 = AnimElem = 25
ignorehitpause = 1
time = 30
ampl = -11
freq = 70
phase = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S1,46

[State 2000]
type = Explod
trigger1 = time = [80,95]
trigger1 = gametime%4 = 1
anim = 8033
pos = 60,-25
vel = 2,0
ownpal = 1
facing = -1
random = 30,50
sprpriority = 10
bindtime = 1
supermove = 1
trans = add1

[State 2000]
type = Explod
trigger1 = time = [80,95]
trigger1 = gametime%4 = 1
anim = 8033
pos = 60,-25
vel = -2,0
facing = 1
random = 30,50
sprpriority = 10
ownpal = 1
bindtime = 1
supermove = 1
trans = add1


[State 200, ]
type = HitDef
trigger1 = AnimElem = 24
attr = S, SA
damage = 40,8
animtype = up
guardflag =
hitflag = MAFPhl
priority = 3, Hit
pausetime = 4,4
sparkno = s-1
guard.sparkno = s4120
sparkxy = -25, -50
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.5
air.velocity = -3.2,-9.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.damage = 50
p2facing = 1
p2stateno = 2020
envshake.time = 28
envshake.ampl = -6
envshake.freq = 50
envshake.phase = 50
kill = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 25
value = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 24
time = 10
pos = 50,0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 25
value = 8080

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 25
value = -80
kill = 0
absolute = 1

[State 0, Turn]
type = Turn
trigger1 = animelem = 16
ignorehitpause = 1

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 24441]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1002
ctrl     = 0
sprpriority = 3

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


[State a]
type = Afterimage
trigger1 = TIME = 0
trans = add1
palcontrast = 0,0,0
PalBright = 0,0,0
time    =  9
length  = 25
TimeGap = 1
FrameGap = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,29

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,29


[State 1000, ]
type = Posadd
trigger1 = TIME = [0,4]
x = 10

[State 200, ]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 0,0
numhits = 0
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 4,4
sparkno = s4040
guard.sparkno = s4120
sparkxy = -40, -56
hitsound = s1,5
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1
air.velocity = -4,2
air.hittime = 12
air.fall = 1
fall.recover = 0
p2facing = 1
p2stateno = 13908
p1stateno = 2445
kill = 0


[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 2445]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1003
ctrl     = 0
sprpriority = 3

[State 2000]
type = Explod
trigger1 = time = [10,22]
trigger1 = gametime%4 = 1
anim = 8033
pos = 50,8
vel = -1,0
facing = 1
random = 30,30
sprpriority = 4
ownpal = 1
bindtime = 1
supermove = 1
trans = add1

[State 2000]
type = Explod
trigger1 = time = [10,22]
trigger1 = gametime%4 = 1
anim = 8033
pos = 50,8
vel = 1,0
facing = -1
random = 30,30
sprpriority = 4
ownpal = 1
bindtime = 1
supermove = 1
trans = add1

[State 810, ]
type = Width
trigger1 = 1
edge = 60,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,34

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,34

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [12,43]
anim = 8010
pos = 0,-30
postype = p2
facing = 1
ownpal = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,20
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [12,44]
anim = 8000
pos = 0,-20
postype = p2
facing = 1
ownpal = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,10
removetime = -2
sprpriority = 9

[State 0, TargetFacing]
type = TargetFacing
trigger1 = AnimElem = 2
value = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 20
freq = 60
ampl = -20
phase = 190

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1


[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 13118
ignorehitpause = 1

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 0

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 66, 0

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 10011
scale = 1,1
postype = P1
pos = 50,0
sprpriority = 7
bindtime = -1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 10012
scale = 0.9,1
postype = P1
pos = 50,0
sprpriority = 8
bindtime = -1
ownpal = 1

[State 810, ]
type = Turn
trigger1 = AnimElem = 2


[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 40, 0

[State 1000, ]
type = ChangeState
trigger1 = ANIMTIME = 0
value = 2446
ctrl = 0

[Statedef 2446]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4332
ctrl     = 0
sprpriority = 3

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

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 6
value = 1


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =  4331
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =  4020
pos = 70,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 0
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =  4330
pos = 50,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 震动]
type = EnvShake
trigger1 = animelem = 6
ignorehitpause = 1
persistent = 0
time = 20
ampl = -15
freq = 100
phase = 90

[State 114, 13]
type = Projectile
trigger1 = animelem = 6
projanim = 8015
projshadow = 68,68,68
offset = 70, 0
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = -4
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 =  time >= 20
trigger1 = gametime%8 = 0
anim = 8000
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 8
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = time >= 20
trigger1 = gametime%8 = 0
anim = 8010
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9
ownpal = 1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 5
value = s211,0

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 6
value = s0,19

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 6
value = s1,4

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 6
value = s1,34

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 6
value = s211,0

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 6
value = s211,0


[State 1000, ]
type = PlaySnd
trigger1 = animelem = 6
value = s211,0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 6
value = 20002
ignorehitpause =  1
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -64
absolute = 1
kill = 0
ignorehitpause = 1




[State 3000, ]
type = ChangeState
trigger1= ANIMTIME = 0
value = 2447
CTRL = 0

[Statedef 2447]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4334
ctrl     = 0
sprpriority = 3


[State a]
type = Afterimage
trigger1 = TIME = 0
trans = add1
palcontrast = 0,0,0
PalBright = 0,0,0
time    =  30
length  = 28
TimeGap = 1
FrameGap = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim =  43345
pos = -35,-98
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 0
scale = 0.6,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
id = 43345

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim =  43345
pos = -35,-98
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 0
scale = 0.6,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1
id = 43345

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

[State 1000, ]
type = Velset
trigger1 = AnimElem = 2
y = -5.5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
x = 1
y = -5.5

[State 0, Explod]
type = Explod
triggerall = time = [15,999]
trigger1 = gametime%10 = 0
anim =  132266
pos = 20,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
removetime = -2
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 0
scale = 1,1
sprpriority = 26
ontop = 0
shadow = 0,0,0
ownpal = 1


[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s89,2

[State 震动]
type = EnvShake
trigger1 = animelem = 6
ignorehitpause = 1
persistent = 0
time = 20
ampl = -15
freq = 100
phase = 90

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(3) > 0
x = 1
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A


[State 1000, ]
type = PlaySnd
trigger1 = animelem = 4
value = s211,1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 4
value = s211,1


[State 1000, ]
type = PlaySnd
trigger1 = animelem = 4
value = s211,1



[State 1000, ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2448

;(下落)
[Statedef 2448]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 4335
sprpriority = 1
ctrl = 0

[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 110,110,110
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = [0,22]
trigger1 = gametime%5 = 1
anim = 8033
pos = 70,-10
vel = -2,0
facing = 1
random = 0,30
sprpriority = 4
ownpal = 1
bindtime = 1
supermove = 1
trans = add1
[State 2000]
type = Explod
trigger1 = time = [0,22]
trigger1 = gametime%5 = 1
anim = 8033
pos = 70,-10
vel = 2,0
facing = -1
random = 0,30
sprpriority = 4
ownpal = 1
bindtime = 1
supermove = 1
supermove = 1
trans = add1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  1
id = 43345

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s234,0


[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s0,19

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 1
value = 20002
ignorehitpause =  1
;persistent =

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 2
value = 23201
ignorehitpause =  1
absolute = 1
;persistent =



[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s1,4

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s1,37

[State 9001, Pause]
type = Pause
trigger1 = time = [5,35]
time = 1

[State 震动]
type = EnvShake
trigger1 = animelem = 1
ignorehitpause = 1
persistent = 0
time = 26
ampl = -16
freq = 100
phase = 90

[State 114, 13]
type = Projectile
trigger1 = animelem = 1
projanim = 8015
projshadow = 68,68,68
offset = 70, 0
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = -4
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 1
projanim = 10012
projshadow = 68,68,68
offset = 70, 0
velocity = 0.000001,0
projremovetime = 36
supermovetime = 30
projsprpriority = 10
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 1
projanim = 4331
projshadow = 68,68,68
offset = 70, 0
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = 8
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 1
projanim = 4020
projshadow = 68,68,68
offset = 90, -5
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = 30
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =  5666
pos = 70,-16
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
scale = 0.9,0.9
random = 0,0
removetime = -2
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, HELL]
type = PosSet
trigger1 = 1
y = 0

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

[Statedef 2770]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2770
ctrl     = 0
sprpriority = 10


[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 10
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0
y = 0

[State 2110, ]
type = AfterImage
trigger1 = time = 0
time = 16
length = 9
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
value = SCA

[State 700,]
type = palfx
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 2000, ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7000
projshadow = 68,68,68
offset = -10, -70
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7010
projshadow = 68,68,68
offset = -10, -70
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12
ownpal = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,32]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1650

[State 200, ]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 0,0
animtype = up
guardflag = m
hitflag = MAFPHL
priority = 3, Hit
pausetime = 0,0
sparkno = S4000
SPARKXY = -29,-70
HITSOUND = s1,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
air.type = High
air.hittime = 12
p2facing = 1
p2stateno = 2020
fall = 0
fall.recover = 0
kill = 0

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = 1844
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,62

[State 3000, ]
type = ChangeState
trigger1 = p2stateno = 2020
value = 2771
ctrl = 0

[State 3000, ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2771]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2771
ctrl     = 0
sprpriority = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [26,126]
trigger1 = gametime%7 = 0
value = S1,41

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = [26,126]
trigger1 = gametime%8 = 0
time = 10
freq = 110
ampl = -8
persistent = 9

[State -2,]
type = Explod
trigger1 = time = [26,126]
trigger1 = gametime%10 = 0
anim = 4010
pos = 0,-10
postype = p2
sprpriority = 99
removetime = -2
bindtime = 1
random = 90,90
ownpal = 1
ignorehitpause = 1
vel = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S1,36

[State 0, HitAdd]
type = HitAdd
trigger1 = time = [26,126]
trigger1 = gametime%10 = 0
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [10,126]
trigger1 = gametime%4 = 0
value = -1
kill = 0
absolute = 1
;ignorehitpause =
;persistent =

[State -2,]
type = Explod
trigger1 = time = [26,126]
trigger1 = gametime%8 = 0
anim = 299008
scale = 0.85,0.85
pos = 0,-10
postype = p2
sprpriority = 22
removetime = 12
bindtime = 1
random = 90,90
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
trigger1 = time = 15
;trigger1 = gametime%8 = 0
anim = 2912222
pos = 10,2
postype = p1
sprpriority = 15
removetime = -2
bindtime = 1
;random = 90,90
ownpal = 1
ignorehitpause = 1
vel = 0,0
[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 60
freq = 110
ampl = -6
persistent = 9

[State -2,]
type = Explod
trigger1 = time > 127
trigger1 = gametime%12 = 0
anim = 8000
scale = 1,1
pos = 0,-40
postype = p2
sprpriority = 15
bindtime = 1
random = 90,90
ownpal = 1
ignorehitpause = 1
vel = 0,0


[State -2,]
type = Explod
trigger1 = time > 127
trigger1 = gametime%12 = 0
anim = 8010
scale = 1,1
pos = 0,-40
postype = p2
sprpriority = 15
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1
vel = 0,0


[State -2,]
type = Explod
trigger1 = time > 127
trigger1 = gametime%10 = 0
anim = 8000
scale = 1,1
pos = 0,-40
postype = p2
sprpriority = 15
bindtime = 1
random = 90,0
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
trigger1 = time > 127
trigger1 = gametime%8 = 0
anim = 8010
scale = 1,1
pos = 0,-40
postype = p2
sprpriority = 15
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1
vel = 0,-6

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 9997
postype = P1
pos = 10,10
sprpriority = 40
bindtime = -1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 15520
scale = 0.8,0.8
facing = -1
postype = P1
pos = 70,4
sprpriority = 42
bindtime = -1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 15520
scale = 0.8,0.8
postype = P1
pos = -50,4
sprpriority = 42
bindtime = -1
ownpal = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = TIME = 127
trigger2 = TIME = 130
trigger3 = TIME = 133
trigger4 = TIME = 136
value = 255,255,255
time = 1
under = 0

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = TIME = 127
trigger2 = TIME = 130
trigger3 = TIME = 133
trigger4 = TIME = 136
anim = 4020
postype = P2
pos = 0,-20
sprpriority = 99
bindtime = 1
ownpal = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 7
value = 255,255,255
time = 4
under = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = TIME = 27
trigger2 = TIME = 37
trigger3 = TIME = 47
trigger4 = TIME = 57
trigger5 = TIME = 67
trigger6 = TIME = 77
trigger7 = TIME = 87
value = -10
kill = 0
absolute = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = TIME = 126
value = -90
kill = 0
absolute = 1
ignorehitpause = 1
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = TIME = 130
trigger2 = TIME = 134
value = -30
kill = 0
absolute = 1
ignorehitpause = 1
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = TIME = 138
value = -20
kill = 1
absolute = 1
ignorehitpause = 1
;persistent =

[State 0, HitAdd]
type = HitAdd
trigger1 = TIME = 126
trigger2 = TIME = 130
trigger3 = TIME = 134
trigger4 = TIME = 138
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S86,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1,46

[State 810, 3]
type = TargetBind
trigger1 =  AnimElem = 5
trigger2 =  AnimElem = 6
pos = 20,-110

[State 0, TargetState]
type = TargetState
trigger1 =  AnimElem = 5
value = 5477
ignorehitpause =1

[State 0, TargetState]
type = TargetState
trigger1 =  AnimElem = 7
value = 231930
ignorehitpause =1

[State 810, 3]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) <= 0
pos = 0,40

[State 3000, ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;P2状态(硬直)
[Statedef 5477]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0,]
type = velset
trigger1 = 1
x = 0
y = 0

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

[State 0,]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5477

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

;---------------------------------------------------------------------------
;l poweradd

[Statedef 1750]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1750
ctrl     = 0

[State 7215, ]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30

[State 3009, 1]
type = SuperPause
trigger1 = animelem = 4
time = 29
anim = -1
movetime = 29

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 4
projanim = 7000
projshadow = 68,68,68
offset = 5, -133
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = -3
afterimage.time = -1
afterimage.length = 6
afterimage.palbright = 0,0,0
afterimage.palcontrast = 15,5,150
afterimage.paladd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 4
projanim = 7010
projshadow = 68,68,68
offset = 5, -133
velocity = 0.000001,0
projremovetime = 23
supermovetime = 30
projsprpriority = 6
afterimage.time = -1
afterimage.length = 6
afterimage.palbright = 0,0,0
afterimage.palcontrast = 15,0,150
afterimage.paladd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
ownpal = 1

[State 7215,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s9,0

[State 7215,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,52

[State 7215,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s7710,0

[State 7215,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7710,1

[State 7215,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7710,2

[State 7215, ]
type = Width
trigger1 = 1
edge = 25,0

[State 1915,]
type = EnvShake
trigger1 = AnimElem = 5
ampl = 10
freq = 100
time = 120

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 5
projanim = 7713
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 120
projsprpriority = 6
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 5
projanim = 7710
projshadow = 68,68,68
offset = 0, 26
velocity = 0.000001,0
projremovetime = 120
projsprpriority = -1
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 6
projanim = 7711
projshadow = 68,68,68
offset = 0, -60
velocity = 0.000001,0
projremovetime = 26
projsprpriority = 6
ownpal = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.50,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 200, ]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
attr = S, SA
damage = 5,6
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = -1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0,15
air.velocity = 0,15
air.hittime = 12
air.fall = 1
fall.recover = 0
fall.damage = 20
fall.yvelocity = -7.5
fall.envshake.time = 10
fall.envshake.ampl = -8
fall.envshake.freq = 90
fall.envshake.phase = 90


[state 114, ]
type = poweradd
trigger1 = animelem = 6
value = 1000

[State 7215, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;False god Dust

[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2500
ctrl     = 0
sprpriority = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = SCA

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2900]
time = 5
add = 250,120,210

[State 2000, ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 7000
projshadow = 68,68,68
offset = 47, -83
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = -3
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,22
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,22
volume = 255

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 7010
projshadow = 68,68,68
offset = 47, -83
velocity = 0.000001,0
projremovetime = 23
supermovetime = 30
projsprpriority = 6
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,0




[State 800, ]
type = HitDef
triggerall = prevstateno != [2000,2999]
trigger1 = Time = 0
attr = S, HT
hitflag = MAFp
sparkno = s4020
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 2573
p2stateno = 2520
guard.dist = 0
fall = 1
SPARKXY = -25,-70
HITSOUND = s1,4
envshake.time = 10
envshake.ampl = -3
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 800, ]
type = HitDef
triggerall = prevstateno = [2000,2999]
trigger1 = Time = 0
attr = S, HT
hitflag = MAFp
sparkno = s4020
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 2573
p2stateno = 2520
guard.dist = 0
fall = 1
envshake.time = 10
envshake.ampl = -9
envshake.freq = 50
envshake.phase = 50
SPARKXY = -30,-70
HITSOUND = s1,4
kill = 0

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 2573]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2573
ctrl     = 0
sprpriority = 5
[State 0, TargetState]
type = TargetState
trigger1 = animelem = 4
value = 79999

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 22
freq = 60
ampl = -10
phase = 90
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1,44
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1,28
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 25104
pos = 40,-75
postype = p1
scale = 0.8,0.8
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -1
ownpal = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -40
kill = 0
absolute = 1


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1334
pos = 40,-75
postype = p1
scale = 1,1
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 10
ownpal = 1
[State 1000, Explod]
type = Explod
trigger1 =  time = [38,50]
trigger1 = gametime%5= 1
anim = ifelse(Random <= 500,8010,8000)
pos = 40,-75
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,0
accel = 0,0
random = 140,140
removetime = -2
sprpriority = 99
trans = none
supermove = 99999999999999
pausemove = 99999999999999
[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 40,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S10,16
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S10,16

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 2510
ctrl = 0

[Statedef 3530]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2500
ctrl     = 0
sprpriority = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2900]
time = 5
add = 250,120,210

[State 2000, ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 7100
projshadow = 68,68,68
offset = 47, -83
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = -3
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,22
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,22
volume = 255

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 7110
projshadow = 68,68,68
offset = 47, -83
velocity = 0.000001,0
projremovetime = 23
supermovetime = 30
projsprpriority = 6
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7610
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 800, ]
type = HitDef
trigger1 = Time = 0
attr = S, HT
hitflag = MAFDHL
sparkno = s4020
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = Ifelse(random<=490,3531,35299)
p2stateno = 2520
guard.dist = 0
fall = 1
envshake.time = 10
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
SPARKXY = 0,-70
HITSOUND = s1,4
kill = 0

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;P2躺地
[Statedef 95568]
type = A
movetype = H
physics = N
velset = 0,0

[State 0]
type = LifeAdd
Trigger1 = time = 0
value = -50
kill = 0
absolute = 1

[State 0, Turn]
type = Turn
trigger1 = time = [0,8]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = time = 0
time = 40
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 闪光]
type = EnvColor
value = 255,255,255
trigger1 = time = 0
ignorehitpause = 1
time = 2
under = 1

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

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 4
y = 0

[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing

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


[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 95568

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 25
value = 131135
[Statedef 35299]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 35299
ctrl     = 0
sprpriority = 5
[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 9896
pos = 30,-52
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
id = 11230

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 20701
pos = 30,-44
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
id = 11230
[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 30,0
;ignorehitpause =
;persistent =
[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 12
freq = 60
ampl = -4
phase = 90
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -39
kill = 0
absolute = 1
;ignorehitpause =
;persistent =
[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 6
value = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 4020
pos = 60,-55
postype = p1
scale = 1,1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 50
ownpal = 1
[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 6
value = 4399
ID = -1
;ignorehitpause =
;persistent =
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 10
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 0
y = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1,4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1,41
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S10,19
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S10,19

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S10,19
[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 170,170,170
sinadd = 0,0,0,10
invertall = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 35300
ctrl = 0
[Statedef 35300]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 35300
ctrl     = 0
sprpriority = 5
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 8
y = 0
[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim =4040
pos = 30,-70
postype = p1
facing = 1
vfacing = 1
ownpal = 1
bindtime = 1
scale = 1.1,1.1
removetime = -2
sprpriority = 99

[State 0, Turn]
type = Turn
trigger1 = frontedgedist <= 80
trigger1 = animelem = 2
ignorehitpause =  1

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 2
value = 255,255,255
time = 1
[State 1000, Explod]
type = Explod
trigger1 =  time = [68,75]
trigger1 = gametime%6= 0
anim = 8010
pos = 0,-10
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-4
accel = 0,0
random = 120,60
removetime = -2
sprpriority = 99
;trans = add1

[State 1000, Explod]
type = Explod
trigger1 =  time = [68,75]
trigger1 = gametime%6= 0
anim = 8000
pos = 0,-10
postype = p2
facing = 1
vfacing = 1
ownpal = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,-6
accel = 0,0
random = 120,60
removetime = -2
sprpriority = 99
;trans = add1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 14
value = 20002

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 14
value = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 2
value = 95568

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 2
pos = -4,-90

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 3
pos = 30,-80

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 4
pos = 60,-20

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 170,170,170
sinadd = 0,0,0,10
invertall = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 21
value = 255,255,255
time = 3

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4,5
anim = 10012
pos = -10,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
id = 11230

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4,5
anim = 25101
pos = -10,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.2,1.2
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
id = 11230


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10,20


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10,20



[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10,20


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10,20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,5
value = S1,40

[State 9116, 11]
type = EnvShake
trigger1 = AnimElem = 4,5
time = 15
ampl = -10
freq = 95
phase = 95

[State 9116, 11]
type = EnvShake
trigger1 = AnimElem = 14
time = 16
ampl = -10
freq = 95
phase = 95

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,5
value = S86,1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 12
anim = 12560
pos = 55,60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1.1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
id = 11230

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = S12,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = S1,34

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 14
anim = 25101
pos = 75,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.7,1.4
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
id = 11230

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 14
anim = 2307
pos = 75,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.9,0.9
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal =1
removeongethit = 0
ignorehitpause = 1
id = 11230

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 14
anim = 4020
pos = 75,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
id = 11230

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4,5
value = -80
kill = 0
absolute = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem =14
value = -140
kill = 0
absolute = 1

[State 0, TargetBind]
type = null
trigger1 = time = 0
time = 1
pos = 30,0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21
time = 1
pos = 55,0

[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 3537
ctrl = 0

[Statedef 3531]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3531
ctrl     = 0
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 17101
pos = 10,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 120,120,120
sinadd = 0,0,0,10
invertall = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S89,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S89,1

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(60) <= 12
pos = 35,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S10,19

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S10,19

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S10,14

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S10,14

[State a]
type = Afterimage
trigger1 = AnimElem = 18
trans = add1
palcontrast = 0,0,0
PalBright = 0,0,0
time    =  10
length  = 15
TimeGap = 1
FrameGap = 1

[State 0, VelSet]
type = VelSet
trigger1 = TIME = [52,55]
x = 4
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = TIME = [50,55]
x = 4
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = TIME = [38,42]
x = 5
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = TIME = 60
x = 0
y = 0

[State 99701, 15]
type = velset
triggerALL = time >= 0 && time <= 24
trigger1 = vel x > -5
trigger1 = backedgedist < 10
x = 8 ;4

[State 99701, 15]
type = velset
triggerALL = time >= 0 && time <= 24
trigger1 = vel x < 5
trigger1 = backedgedist > 90  ; > 100  ; > 130  ;> 48
x = -8.5 ;-4.5

[State 200, ]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 40,8
animtype = up
guardflag =
hitflag = MAFP
priority = 3, Hit
pausetime = 2,0
sparkno = S4021
SPARKXY = -25,-70
HITSOUND = s1,9
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
air.type = High
air.hittime = 12
p2facing = 1
p2stateno = 2020
fall = 0
fall.recover = 0
envshake.time = 12
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 14
anim = 4567
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 22
value = S1,23

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = S1,22

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = S1,25

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 14
anim = 15520
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -2,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 200, ]
type = HitDef
trigger1 = AnimElem = 15
attr = S, SA
damage = 0,0
animtype = up
guardflag =
hitflag = MAFP
priority = 3, Hit
pausetime = 2,0
sparkno = S4021
SPARKXY = -60,-70
HITSOUND = s1,8
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
air.type = High
air.hittime = 12
p2facing = 1
p2stateno = 4398
fall = 0
fall.recover = 0
envshake.time = 15
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 20
anim = 6500
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.1,1.1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 200, ]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 0,0
animtype = up
guardflag =
hitflag = MAFP
priority = 3, Hit
pausetime = 2,0
sparkno = S4020
SPARKXY = -25,-70
HITSOUND = s1,8
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
air.type = High
air.hittime = 12
p2facing = 1
p2stateno = 4396
fall = 0
fall.recover = 0
envshake.time = 13
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 28
attr = S, SA
damage = 40,0
animtype = up
guardflag =
hitflag = MAFP
priority = 3, Hit
pausetime = 2,0
sparkno = S4020
SPARKXY = -25,-70
HITSOUND = s1,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
air.type = High
air.hittime = 12
p2facing = 1
p2stateno = 4395
fall = 0
fall.recover = 0
envshake.time = 12
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
kill = 0


[State 0,changestate]
type =changestate
trigger1 = animtime = 0
value = 3102
ctrl = 0

[Statedef 3532]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3532
ctrl     = 0
sprpriority = 5

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 90,90,90
sinadd = 0,0,0,10
invertall = 0

[State 2110, ]
type = AfterImage
trigger1 = time = 0
time = 15
length = 9
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1

[State 0, Turn]
type = Turn
trigger1 = AnimElem = 5

[State 0, VelSet]
type = VelSet
trigger1 = TIME = 13
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = TIME = [0,12]
x = 12
y = 0

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 3533
ctrl = 0

[Statedef 3533]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 60
;velset   = 0,0
anim     = 12556
ctrl     = 0
sprpriority = 5

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0

[State 0, Turn]
type = Turn
trigger1 = AnimElem = 1

[State 0, HELL]
type = PosSet
trigger1 = 1
y = 0

[State 1000, ]
type = PlaySnd
trigger1 = time = 1
value = s1,29

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State -2]
type = AssertSpecial
trigger1 = 1
flag = UnGuardable

[State a]
type = Afterimage
trigger1 = TIME = 0
trans = add1
palcontrast = 0,0,0
PalBright = 0,0,0
time    =  12
length  = 15
TimeGap = 1
FrameGap = 1

[State 210, ]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 15,0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
x = 1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, ]
type = ChangeState
trigger1 = AnimElem = 2
value = 3534
ctrl = 0

;---------------------------------------------------------------------------
; 75-2

[Statedef 3534]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 30
anim     = 12455
ctrl     = 0
sprpriority = 5

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 90,90,90
sinadd = 0,0,0,10
invertall = 0

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

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 7
value = s89,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 7
value = s89,1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 7
anim = 25104
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.9,0.9
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
id = 11230

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
x = 4
y = -3

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
x = 2
y = -3

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
x = 0
y = -3

[State 1000, ]
type = Velset
trigger1 = AnimElem = 7
x = -1
y = -1

[State 1000, ]
type = Velset
trigger1 = AnimElem = 8
x = -2
y = -3

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(8) > 0
x = -0.1
y = .4

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 26,0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
pos = 40,-140

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = 34,-145

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
pos = 34,-130

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10
pos = 10,-70
time = 100

[State 0, Turn]
type = Turn
trigger1 = AnimElem = 9

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 4020
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 22334
pos = -8,25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,1.1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 4
value = -20
kill = 0
absolute = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,30

[State 0, Explod]
type = Explod
trigger1 = time >= 6
trigger1 = gametime%4 = 0
anim = 8000
pos = 20,-100
ownpal = 1
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.3,0.3
vel = 0,4
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = time >= 6
trigger1 = gametime%4 = 0
anim = 8010
pos = 20,-100
postype = p1
facing = 1
ownpal = 1
vfacing = 1
scale = 1,1
bindtime = 1
vel = 0,4
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 9

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,26

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,26

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 2020

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 5
value = 79929

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,19

[State 1000, ]
type = Posadd
trigger1 = time = 0
x = 0
y = 0

[State 1000, ]
type = ChangeState
trigger1 = AnimElem = 8
value = 3535

[Statedef 3535]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 30
anim     = 124556
ctrl     = 0
sprpriority = 5

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 110,110,110
sinadd = 0,0,0,10
invertall = 0

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,34

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,34

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(2) >= 0
x = 2
y = 3

[State 1000, ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3536

[Statedef 3536]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 30
anim     = 12456
ctrl     = 0
sprpriority = 5

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 90,90,90
sinadd = 0,0,0,10
invertall = 0

[State 0, Explod]
type = Explod
trigger1 = gametime%8 = 0
anim = 8000
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 8
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = gametime%5 = 0
anim = 8010
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9
ownpal = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,34

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 3

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 26
freq = 60
ampl = -10
phase = 90

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = -60
kill = 0
absolute = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4330
pos = 0,-10
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1.2,1.2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 20

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3557
pos = 0,0
postype = p2
facing = 1
vfacing = 1
ownpal = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = -1

[State 0, TargetBind]
type = TargetBind
trigger1 = 1
pos = 55,0

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

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 4396
ctrl = 0

[State 1000,]
type = ChangeState
trigger1 = AnimElem = 6
value = 3537
ctrl = 0

[Statedef 3537]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4334
ctrl     = 0
sprpriority = 3

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 120,120,120
sinadd = 0,0,0,10
invertall = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 5,8
trigger2 = animelem = 5,10
trigger3 = animelem = 5,12
trigger4 = animelem = 5,14
helpertype = normal ;player
name = "球"
ID = 5535
stateno = 5535
pos = -15,-78
postype = p1
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 5,10
helpertype = normal ;player
name = "球"
ID = 5534
stateno = 5534
pos = -15,-78
postype = p1
ownpal = 1
size.xscale = 1.4
size.yscale = 0.9

[State a]
type = Afterimage
trigger1 = TIME = 0
trans = add1
palcontrast = 0,0,0
PalBright = 0,0,0
time    =  30
length  = 28
TimeGap = 1
FrameGap = 1

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

[State 1000, ]
type = Velset
trigger1 = AnimElem = 2
x = -2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 2
x = -2
y = -7

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
x = -2
y = -5.5

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s89,2

[State 震动]
type = EnvShake
trigger1 = animelem = 6
ignorehitpause = 1
persistent = 0
time = 20
ampl = -15
freq = 100
phase = 90

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(3) > 0
x = 1
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A


[State 1000, ]
type = PlaySnd
trigger1 = animelem = 2
value = s10,26

[State 1000, ]
type = PlaySnd
trigger1 = animelem =2
value = s10,26


[State 1000, ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3538

;(下落)
[Statedef 3538]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 4335
sprpriority = 1
ctrl = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,0,0
mul = 110,110,110
sinadd = 0,0,0,10
invertall = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1,2
value = s1,26

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s234,0

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s0,19

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 1
value = 20002
ignorehitpause =  1
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -100
kill = 0
absolute = 1


[State 0, TargetState]
type = TargetState
trigger1 = animelem = 2
value = 232003
ignorehitpause =  1
absolute = 1
;persistent =

[State 0, TargetState]
type = TargetState
trigger1 = TIME = 8
value = 2211
ignorehitpause =  1
absolute = 1
;persistent =

[State 0, Explod]
type = Explod
triggerALL = TIME >= 8
trigger1 = gametime%2= 0
anim = 8000
pos = 0,-60
postype = p2
facing = 1
ownpal = 1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
vel = 6,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerALL = TIME >= 2
triggerall = p2stateno =2211
trigger1 = gametime%2= 0
anim = 8033
pos = 0,20
ownpal = 1
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 4,0
accel = 0,0
random = 30,60
removetime = -2
sprpriority = 90
trans = add1

[State 0, Explod]
type = Explod
triggerALL = TIME >= 8
trigger1 = gametime%1= 0
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
ownpal = 1
bindtime = 1
scale = 1,1
vel = 6,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 9

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = p2stateno = 2212 && enemy,time = 1
value = -30
kill = 0
absolute = 1

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 2212 && enemy,time = 1
anim = 8020
pos = 40,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 2212 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 2212 && enemy,time = 1
value = S1,28
ignorehitpause =  1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s1,4

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s1,37

[State 9001, Pause]
type = Pause
trigger1 = time = [5,35]
time = 2

[State 震动]
type = EnvShake
trigger1 = animelem = 1
ignorehitpause = 1
persistent = 0
time = 26
ampl = -16
freq = 100
phase = 90

[State 114, 13]
type = Projectile
trigger1 = animelem = 1
projanim = 8015
projshadow = 68,68,68
offset = 70, 0
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = -4
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 1
projanim = 23444
projshadow = 68,68,68
offset = 70, 0
velocity = 0.000001,0
projremovetime = 18
projscale = 1,1.1
supermovetime = 30
projsprpriority = 8
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 1
projanim = 1902
projshadow = 68,68,68
offset = 70, -9
projscale = 1.1,1.1
velocity = 0.000001,0
projremovetime = 39
supermovetime = 30
projsprpriority = -1
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 1
projanim = 4020
projshadow = 68,68,68
offset = 90, -5
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = 30
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 2212 && enemy,time = 1
anim = 183000
pos = 30,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, HitAdd]
type = HitAdd
trigger1 = p2stateno = 2212 && enemy,time = 1
value = 1


[State 0, HELL]
type = PosSet
trigger1 = 1
y = 0

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


;---------------------------------------------------------------------------
;False god Dust ACT2

[Statedef 2510]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2510
ctrl     = 0
sprpriority = 3
[State 0, Explod]
type = Explod
trigger1 = p2stateno = 22122 && enemy,time = 1
anim = 8020
pos = 40,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 22122 && enemy,time = 1
value = S0,19
ignorehitpause =  1
[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 65001
scale = 1,1
ownpal = 1
postype = P1
pos = 10,-5
sprpriority = 7
bindtime = -1
facing = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,43


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 26
value = S10,21

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 26
value = S10,21

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S89,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S89,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S89,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S89,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S100,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S100,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S100,2

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 2212 && enemy,time = 1
anim = 8020
pos = 40,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 2212 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [37,70]
anim = 8000
pos = 0,-60
ownpal = 1
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [37,70]
anim = 8010
pos = 0,-60
postype = p2
ownpal = 1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 810, ]
type = Width
trigger1 = time = [0,30]
edge = 75,0

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32


[State 114, 15]
type = TargetBind
trigger1 = time = 0
time = 65
pos = 45,0

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
anim = 10010
scale = 1,1
postype = P1
ownpal = 1
pos = -40,35
sprpriority = 7
bindtime = -1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 12
projanim = 8008
projshadow = 68,68,68
offset = -23, -60
velocity = 0.000001,0
projremovetime = 16
projsprpriority = 10
ownpal = 1

[State a]
type = Explod
trigger1 = P2MoveType = H
TRIGGER1 = TIME = [147,223]
anim = 8000
velset = 0,0
pos = 0, -47
ownpal = 1
postype = p2
sprpriority = 9
random = 120,120
bindtime = 1
scale = 1,1
[State a]
type = Explod
trigger1 = P2MoveType = H
TRIGGER1 = TIME = [147,223]
anim = 8010
velset = 0,0
pos = 0, -47
postype = p2
sprpriority = 9
random = 120,120
bindtime = 1
scale = 1,1
ownpal = 1

[State 200, ]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 38,8
animtype = up
guardflag =
hitflag = MAFP
priority = 3, Hit
pausetime = 8,5
sparkno = S4021
SPARKXY = -25,-70
HITSOUND = s1,9
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
air.type = High
air.hittime = 12
p2facing = 1
p2stateno = 2020
fall = 0
fall.recover = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 32,8
animtype = up
guardflag =
hitflag = MAFP
priority = 3, Hit
pausetime = 6,4
sparkno = s4022
guard.sparkno = s4120
sparkxy = -25, -20
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.5
air.velocity = -3.2,-9.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.damage = 50
p2facing = 1
p2stateno = 2030
envshake.time = 10
envshake.ampl = -4
envshake.freq = 50
envshake.phase = 50
palfx.time = 14
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 40,8
animtype = up
guardflag =
hitflag = MAFP
priority = 3, Hit
pausetime = 5,0
sparkno = s4020
guard.sparkno = s4120
sparkxy = -30, -70
hitsound = s1,19
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.5
air.velocity = -3.2,-9.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.damage = 50
p2facing = 1
p2stateno = 22111
envshake.time = 16
envshake.ampl = -8
envshake.freq = 50
envshake.phase = 50
kill = 0

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 24
projanim = 25105
projshadow = 68,68,68
projscale = 0.9,0.9
offset = 0, -50
projremovetime = 24
projsprpriority = 20
postype = p2
ownpal = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 148
trigger2 = time = 152
trigger3 = time = 156
trigger4 = time = 160
trigger5 = time = 164
trigger6 = time = 168
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 148
trigger2 = time = 152
trigger3 = time = 156
trigger4 = time = 160
trigger5 = time = 164
trigger6 = time = 168
value = S1,40

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 148
trigger2 = time = 156
trigger3 = time = 164
value = 255,255,255
time = 2

[State 0, Explod]
type = Explod
trigger1 = time = 148
trigger2 = time = 152
trigger3 = time = 156
trigger4 = time = 160
trigger5 = time = 164
trigger6 = time = 168
anim =  4020
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1


[State 114, 13]
type = Projectile
trigger1 = AnimElem = 25
projanim = 25104
projshadow = 68,68,68
projscale = 0.9,0.9
offset = 20, -120
projremovetime = 24
projsprpriority = 20
postype = p1
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 26
projanim = 25103
projshadow = 68,68,68
projscale = 0.9,0.9
offset = 0, 0
projremovetime = 50
projsprpriority = 30
postype = p1
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 26
projanim = 251022
projshadow = 68,68,68
projscale = 0.9,0.9
offset = 0, 0
projremovetime = 50
projsprpriority = 1
postype = p1
ownpal = 1
[State 114, 13]
type = Projectile
trigger1 = AnimElem = 26
projanim = 25102
projshadow = 68,68,68
projscale = 0.9,0.9
offset = 0, 0
projremovetime = 38
projsprpriority = 5
postype = p1
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 26
projanim = 251111
projshadow = 68,68,68
projscale = 1.1,1.1
offset = 0, 0
projremovetime = 26
projsprpriority = -2
postype = p1
ownpal = 1

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 24
value = 2344
ctrl = 0

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 25
value = 2355
ctrl = 0

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 26
value = 23200
ctrl = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 26
value = -30
kill = 0
absolute = 1

[State 114, 15]
type = TargetBind
trigger1 = AnimElem = 25
pos = 20,-40
[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(59) = 1
trigger1 = power >= 2999
value = 4600
ctrl = 0
[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(59) = 1
trigger1 = power >= 2000
value = 3530
ctrl = 0
[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(59) = 1
trigger1 = power < 2000
value = 0
ctrl = 0
[State 1000, ]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------
;st2510 ENNEMY
[Statedef 2520]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 2520, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2520

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;st2510 ENNEMY2
[Statedef 2525]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2525, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2525

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1



;---------------------------------------------------------------------------
;MAX W 182

[Statedef 4600]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4600
ctrl     = 0
sprpriority = 3

[State 170, ]
type = NotHitBy
trigger1 = 1
value = SCA
time = 40

[State 1200, ]
type = ReversalDef
trigger1 = AnimElem = 3 | AnimElem = 4
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1


[State 700,]
type = palfx
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,3999]
time = 4
add = 250,120,210

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,3999]
anim = 7710
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 2000, ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 52
time = 52


[State 2000]
type = AssertSpecial
trigger1 = Time = [8,42]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [10,52]
trigger1 = gametime%10= 0
anim = 8010
pos = 40,-120
postype = p1
bindtime = 1
random = 50,50
vel = -2,-1
removetime = -2
scale =1,1
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time = [10,52]
trigger1 = gametime%10= 0
anim = 8000
pos = 40,-120
postype = p1
bindtime = 1
random = 50,50
vel = -2,-1
removetime = -2
scale =1,1
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 7400
projshadow = 68,68,68
offset = 40, -114
velocity = 0.000001,0
projremovetime = 30
supermovetime = 30
projsprpriority = -3
ownpal = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 7410
projshadow = 68,68,68
offset = 40, -114
velocity = 0.000001,0
projremovetime = 30
supermovetime = 30
projsprpriority = 6
ownpal = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = s9,2

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,43
channel = 10

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,43


[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,43

[State 3000, ]
type = ChangeState
trigger1 = palno < 6
trigger1 = AnimElem = 4
value = 4440

[State 3000, ]
type = ChangeState
trigger1 = palno = [6,12]
trigger1 = AnimElem = 4
value = 4610

[Statedef 4440]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 4440
ctrl     = 0
sprpriority = 3

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

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

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,20

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,20

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim =  10010
pos = -7, -8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim =  29112
pos = 20, -54
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = P2STATENO = 28301
trigger1 = PROJHIT = 1
anim =  4051
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = P2STATENO = 28301
trigger1 = PROJHIT = 1
anim =  4052
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = P2STATENO = 28301
trigger1 = PROJHIT = 1
anim =  4054
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = P2STATENO = 28301
trigger1 = PROJHIT = 1
anim =  4021
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 24
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = P2STATENO = 28301
trigger1 = PROJHIT = 1
anim =  80344
pos = -10,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.01,1.01
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = P2STATENO = 28301
trigger1 = PROJHIT = 1
anim =  10010
pos = -10,-25
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,0.8
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
trigger1 = time = [8,28]
trigger1 = gametime%2 = 0
ProjID = 46122
projanim = 46122
projhitanim = 46122
projremanim = 46122
projcancelanim = 46122
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
ownpal = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 100,100
kill = 0
hitflag = MAFHLD
guardflag =
hitsound = s1,45
guardsound = 2,1
pausetime = 1,3
sparkno = s-1
guard.sparkno = s4120
sparkxy = 80,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 6
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 8
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
P2stateno = 28301
EnvShake.time = 26
EnvShake.freq = 100
EnvShake.ampl = -10

[State 0,changestate]
type = changestate
trigger1 = P2stateno = 28301
trigger1 = AnimElem = 4
value = 4620
ctrl = 0

[State 1000, ]
type = ChangeState
trigger1 = AnimElem = 4
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; MAX W 182 ACT1

[Statedef 4610]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 4610
ctrl     = 0
sprpriority = 3

[State 0, Helper]
type = Helper
triggerall = Time = [93,166]
trigger1 = gametime%8= 0
helpertype = normal ;player
ID =  4566
stateno = 4566
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 0, Helper]
type = Helper
trigger1 = Time = [30,88]
trigger1 = gametime%10= 0
helpertype = normal ;player
ID =  2306
stateno = 2306
pos = 0,9
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 0, Helper]
type = Helper
trigger1 =  animelem = 1
helpertype = normal ;player
ID =  2305
stateno = 2305
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 1

[State 0, Explod]
type = Explod
trigger1 = time =[98,168]
trigger1 = gametime%5= 0
anim = 8010
pos = -10,-35
postype = p1
bindtime = 1
random = 100,70
vel = -3,0
removetime = -2
scale = 1,1
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time =[98,168]
trigger1 = gametime%6= 0
anim = 8000
pos = -10,-35
postype = p1
bindtime = 1
random = 100,70
vel = -3,0
removetime = -2
scale = 1,1
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 88
freq = 120
ampl = -2
phase = 120
ignorehitpause = 1
persistent = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 25
time = 62
freq = 120
ampl = -9
phase = 120
ignorehitpause = 1
persistent = 1

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [0,90]
trigger1 = gametime%5= 0
anim = 8010
pos = 40,-120
postype = p1
bindtime = 1
random = 50,50
vel = -3,-2
removetime = -2
scale =1,1
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time = [0,90]
trigger1 = gametime%15= 0
anim = 8000
pos = 40,-120
ownpal = 1
postype = p1
bindtime = 1
random = 50,50
vel = -3,-2
removetime = -2
scale =1,1
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim =  2602
pos = 40, -114
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 88
pausemovetime = 0
scale = 1.1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim =  2601
pos = 40, -114
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 88
pausemovetime = 0
scale = 1.1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 25
value = s234,2

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 25
anim =  2603
pos = -7, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 65
pausemovetime = 0
scale = 1.04,1.04
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 25
anim =  190000
pos = -7, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 65
pausemovetime = 0
scale = 1.04,1.04
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,44
channel = 10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,44
channel = 10

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,30
[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 29
value = s1,20

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 29
value = s1,20

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 29
anim =  10010
pos = -7, 10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 24
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = P2STATENO = 28301
trigger1 = PROJHIT = 1
anim =  4021
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 24
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
trigger1 = time = [179,182]
trigger1 = gametime%2 = 0
ProjID = 46122
projanim = 46122
projhitanim = 46122
projremanim = 46122
projcancelanim = 46122
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
ownpal = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 100,100
kill = 0
hitflag = MAFHLD
guardflag =
hitsound = s1,45
guardsound = 2,1
pausetime = 1,3
sparkno = s80344
guard.sparkno = s4120
sparkxy = 40,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 20
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
P2stateno = 28301
EnvShake.time = 26
EnvShake.freq = 100
EnvShake.ampl = -10

[State 0,changestate]
type = changestate
trigger1 = P2stateno = 28301
trigger1 = AnimElem = 31
value = 4620
ctrl = 0

[State 1000, ]
type = ChangeState
trigger1 = AnimElem = 31
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAX W 182 ACT2

[Statedef 4620]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 4620
ctrl     = 0
sprpriority = -1

[State 114, 15]
type = TargetBind
Trigger1 = AnimElem = 3
pos = 20,-134
[State 114, 15]
type = TargetBind
Trigger1 = AnimElem = 5
pos = 20,-30
[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = [31,138]
trigger1 = gametime%1 = 0
value = 30
ignorehitpause = 1
;persistent =


[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 3
value = 283111
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = [31,138]
trigger1 = gametime%6 = 0
value = -5
kill = 0
absolute = 1
;ignorehitpause =
;persistent =


[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 5
value = 9000
ignorehitpause = 1
;persistent =


[State 0, Explod]
type = Explod
trigger1 = gametime%9 = 0
trigger1 = time = [136,200]
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%8 = 0
trigger1 = time = [136,200]
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9
ownpal = 1

[State 震动]
type = EnvShake
trigger1 = time = 136
ignorehitpause = 1
persistent = 0
time = 40
ampl = -10
freq = 100
phase = 90

[State 0,白色闪光]
type = Envcolor
trigger1 = time = [136,154]
trigger1 = gametime%5= 0
time = 2
value = 255,255,255
under = 1

[State 0, HELL]
type = PlaySnd
trigger1 = time = [136,154]
trigger1 = gametime%5= 0
value = 1,28

[State 0, HitAdd]
type = HitAdd
trigger1 = time = [136,154]
trigger1 = gametime%5= 0
value = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [136,154]
trigger1 = gametime%5= 0
anim = 5666
pos = -5,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 99
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [136,154]
trigger1 = gametime%5= 0
value = S1,28

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 9001 && enemy,time = 1
anim = 8020
pos = 30,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = S0,19
ignorehitpause =  1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S223,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S223,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S223,0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1


[State 0, Explod]
type = Explod
trigger1 = time =[30,176]
trigger1 = gametime%6= 0
anim = 8010
pos = -10,20
postype = p2
bindtime = 1
random = 50,50
vel = -4,-2
removetime = -2
scale = 1,1
sprpriority = -2
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [136,176]
trigger1 = life <=400
trigger1 = gametime%7= 0
value = -9999
kill = 1
ignorehitpause =1
absolute = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = time = [136,176]
triggerall = life >400
trigger1 = gametime%1= 0
value = -16
kill = 1
ignorehitpause =1
absolute = 1


[State 0, Explod]
type = Explod
trigger1 = time =[30,176]
trigger1 = gametime%6= 0
anim = 8000
pos = -10,20
postype = p2
bindtime = 1
random = 50,50
vel = -4,-2
removetime = -2
scale = 1,1
sprpriority = -2
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim =  4621
id = 44444
pos = -14,20
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3,82
anim =  25105
id = 45558
pos = 8,-120
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 40
trans = none
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,82
value = S89,0

[State 0, Explod]
type = explod
trigger1 = AnimElem = 4
anim =  455566
id = 45558
pos = 8,-120
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 40
trans = none
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 5
id = 44444
ignorehitpause =  1
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim =  190000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 110
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = time = [30,140]
trigger1 = gametime%10= 0
anim = 8010
pos = 0,0
postype = p1
bindtime = 1
random = 90,0
vel = 0,-10
removetime = -2
scale = 1,1
sprpriority = 10
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
triggerall = time = [30,140]
trigger1 = gametime%12= 0
anim = 8000
pos = 0,0
postype = p1
bindtime = 1
random = 90,0
vel = 0,-10
removetime = -2
scale = 1,1
sprpriority = 10
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim =  11230
pos = 33,-125
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 110
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type =null
trigger1 = AnimElem = 4
anim =  3444
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
pausemovetime = 0
scale = 1.01,1.01
sprpriority = 30
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,46

[State 114, 15]
type = TargetBind
trigger1 = AnimElem = 1
pos = 55,0

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s234,2

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s234,2

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,9

;[State 1000, ]
;type = ChangeState
;triggerall = palno < 6
;triggerALL = var(14) = 1
;triggerALL = AnimElem = 6
;trigger1 = ALIVE
;value = 90000
;ctrl = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(14) = 1
trigger1 = palno = [6,12]
trigger1 = time = [136,180]
trigger1 = gametime%7= 0
value = -9999999999
kill = 1
ignorehitpause =1
absolute = 1



[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAX W 182 ACT3

[Statedef 2612]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2610
ctrl     = 0
sprpriority = 3

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

[State 170, ]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10,44
channel = 10

[State 1200, ]
type = ReversalDef
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 8
x = 25

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 7 | AnimElem = 10
x = 9

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 5 | AnimElem = 6
x = 18

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 20
x = 5

[State 200, ]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = 220,28
getpower = 0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 27,37
sparkno = s4020
sparkxy = -25, -70
hitsound = s1,4
ground.type = High
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = -1
air.velocity = -1
air.type = High
air.hittime = 12
fall.recover = 0
envshake.time = 23
envshake.ampl = 6
envshake.freq = 100
p2facing = 1

[State 200, ]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage = 280,28
getpower = 0
animtype = Diagup
hitflag = MAF
priority = 3, Hit
pausetime = 57,57
sparkno = s4020
sparkxy = -13, -90
hitsound = s1,4
ground.type = High
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = 0,-7.5
air.velocity = 0,-7.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 23
envshake.ampl = 6
envshake.freq = 100
p1stateno = 2620
p1facing = 1

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;p2 st
[Statedef 2630]
type    = S
movetype= H
physics = S

[State 9530, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 9530, 2]
type = PosSet
trigger1 = 1
y = 0

[State 9530]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2630

[State 9530]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MAX W 182 ADD

[Statedef 2620]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2620
ctrl     = 0
sprpriority = 3

[State 1910, ]
type = Turn
triggerall = p2bodydist X < 0
trigger1 = time = 0

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

[State 2000, ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = 0
movetime = 90
time = 90

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 12
projanim = 2115
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 35
projsprpriority = -2
ownpal = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 6
projanim = 7000
projshadow = 68,68,68
ownpal = 1
offset = -15, -61
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = -3
afterimage.time = -1
afterimage.length = 6
afterimage.palbright = 0,0,0
afterimage.palcontrast = 15,5,150
afterimage.paladd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 6
projanim = 7010
projshadow = 68,68,68
offset = -15, -61
velocity = 0.000001,0
ownpal = 1
projremovetime = 23
supermovetime = 30
projsprpriority = 20
afterimage.time = -1
afterimage.length = 6
afterimage.palbright = 0,0,0
afterimage.palcontrast = 15,0,150
afterimage.paladd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 2000, ]
type = SuperPause
trigger1 = AnimElem = 20
anim = -1
movetime = 30
time = 30

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 20
projanim = 7100
projshadow = 68,68,68
offset = -10, -64
velocity = 0.000001,0
projremovetime = 26
ownpal = 1
supermovetime = 30
projsprpriority = -3
afterimage.time = -1
afterimage.length = 6
afterimage.palbright = 0,0,0
afterimage.palcontrast = 60, 0, 50
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 20
projanim = 7110
projshadow = 68,68,68
offset = -10, -64
velocity = 0.000001,0
projremovetime = 23
supermovetime = 30
ownpal = 1
projsprpriority = 20
afterimage.time = -1
afterimage.length = 6
afterimage.palbright = 0,0,0
afterimage.palcontrast = 60, 0, 50
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 2000, ]
type = SuperPause
trigger1 = AnimElem = 30
anim = -1
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 30
projanim = 7200
projshadow = 68,68,68
offset = -20, -55
velocity = 0.000001,0
projremovetime = 23
supermovetime = 30
projsprpriority = -3
ownpal = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 60, 0, 50
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 30
projanim = 7210
projshadow = 68,68,68
offset = -20, -55
velocity = 0.000001,0
projremovetime = 23
supermovetime = 30
ownpal = 1
projsprpriority = 20
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 60, 0, 50
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = animelem = 9
projanim = 7720
projshadow = 68,68,68
offset = -15, 0
velocity = 0.000001,0
projremovetime = 10
projsprpriority = -1
ownpal = 1
supermovetime = 30
afterimage.time = -1
afterimage.length = 3
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = animelem = 8
projanim = 7719
projshadow = 68,68,68
offset = 45, -50
velocity = 0.000001,0
projremovetime = 12
ownpal = 1
projsprpriority = -1
supermovetime = 30
afterimage.time = -1
afterimage.length = 3
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = animelem = 14
projanim = 7721
projshadow = 68,68,68
offset = 50, -64
velocity = 0.000001,0
projremovetime = 40
ownpal = 1
projsprpriority = 20
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

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

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 6
value = s9,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10,41

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 7
value = s2620,2
channel = 10

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 13
value = s3,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 20
value = s9,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 22
value = s3,2

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 22
value = s10,40

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 30
value = s9,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 34
value = s0,4

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 33
value = s10,42

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 15
value = s12,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 23
value = s12,3

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 16 | AnimElem = 18 | AnimElem = 23 | AnimElem = 24 | AnimElem = 26
x = 5

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 12
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 13
x = 18

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 14 | AnimElem = 15
x = 24

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 42
x = 5

[State 2000,]
type = Envcolor
trigger1 = movehit = 1
time = 1
value = 255,255,255
under = 0
ignorehitpause = 0

[State 114, 13]
type = Projectile
trigger1 = animelem = 34
projanim = 7717
projshadow = 68,68,68
offset = -15, 0
velocity = 0.000001,0
projremovetime = 44
projsprpriority = 4
ownpal = 1
afterimage.time = -1
afterimage.length = 20
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 200, ]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
damage = 200
getpower = 0
animtype = hard
hitflag = MAF
pausetime = 40,55
sparkno = s4020
sparkxy = -25, -70
hitsound = s1,4
ground.type = High
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = -1
air.velocity = -1
air.type = low
air.hittime = 12
fall.recover = 0
envshake.time = 23
envshake.ampl = 6
envshake.freq = 100

[State 200, ]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
damage = 150
getpower = 0
animtype = up
hitflag = MAF
pausetime = 0,40
sparkno = s4020
sparkxy = -18, -84
hitsound = s1,4
ground.type = High
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = 0,-7.5
air.velocity = 0,-7.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 23
envshake.ampl = 6
envshake.freq = 100

[State 200, ]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
damage = 220
getpower = 0
animtype = digaup
hitflag = MAF
pausetime = 34,35
sparkno = s4020
sparkxy = -13, -90
hitsound = s1,4
ground.type = High
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = -1,-12.5
air.velocity = -1,-12.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.yvelocity = -7.5
envshake.time = 23
envshake.ampl = 6
envshake.freq = 100
yaccel = .9
;p2stateno = 1564

[State 9000, ]
type = Varset
triggerall = var(16) = 1
trigger1 = AnimElem = 1
trigger2 = AnimTime = 0
var(16) = 0

[State 9000, ]
type = Varset
triggerall = AnimElemtime(36) >= 0
trigger1 = Command = "MAX 182 add2"
var(16) = 1

[State 9000, ]
type = ChangeState
triggerall = movehit = 1
trigger1 = var(16) = 1
trigger1 = AnimElemtime(36) >= 0
value = 2800

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MAX W 182 ADD2

[Statedef 2800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2800
ctrl     = 0
sprpriority = 5

[State 170, ]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

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

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2900]
time = 5
add = 250,120,210

[State 2000, ]
type = SuperPause
trigger1 = animelem = 3
anim = -1
poweradd = 0
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 114, 13]
type = Projectile
trigger1 = animelem = 3
projanim = 7400
projshadow = 68,68,68
offset = 45, -85
velocity = 0.000001,0
ownpal = 1
projremovetime = 30
supermovetime = 30
projsprpriority = -3
afterimage.time = -1
afterimage.length = 2
afterimage.palbright = 0,0,0
afterimage.palcontrast = 15,5,150
afterimage.paladd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = animelem = 3
projanim = 7410
projshadow = 68,68,68
offset = 45, -85
velocity = 0.000001,0
ownpal = 1
projremovetime = 30
supermovetime = 30
projsprpriority = 6
afterimage.time = -1
afterimage.length = 2
afterimage.palbright = 0,0,0
afterimage.palcontrast = 155,5,130
afterimage.paladd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7600
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7620
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,2

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,38
channel = 10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10,23

[State 800, ]
type = HitDef
triggerall = prevstateno != [2000,2999]
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 2810
p2stateno = 2820
guard.dist = 0
snap = 40,0
fall = 1

[State 800, ]
type = HitDef
triggerall = prevstateno = [2000,2999]
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = MAF
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 2810
p2stateno = 2820
snap = 40,-40
guard.dist = 0
fall = 1

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MAX W 182 ADD2 ACT2

[Statedef 2810]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2810
ctrl     = 0
sprpriority = 4

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

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 3
time = 1
value = 255,255,255
under = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,29

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,53

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,40

[State 1100, ]
type = AfterImage
trigger1 = AnimElem = 1
time = 110
trans = add1
length = 4
timeGap = 2
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 5 | animelem = 6
projanim = 1430
projshadow = 68,68,68
offset = 0, -55
velocity = 0.000001,0
projremovetime = 36
projsprpriority = 6
postype = p2
ownpal = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 9116, 11]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElemtime(3) = 40 | AnimElemtime(3) = 60
trigger3 = AnimElemtime(3) = 80 | AnimElemtime(3) = 100
trigger4 = AnimElemtime(3) = 110 | AnimElemtime(3) = 120
trigger5 = AnimElemtime(3) = 130 | AnimElemtime(3) = 140 | AnimElemtime(3) = 140
time = 15
ampl = -5
freq = 80
phase = 80

[State 9116, 11]
type = hitadd
trigger1 = AnimElem = 3
trigger2 = AnimElemtime(3) = 40 | AnimElemtime(3) = 60
trigger3 = AnimElemtime(3) = 80 | AnimElemtime(3) = 100
trigger4 = AnimElemtime(3) = 110 | AnimElemtime(3) = 120
trigger5 = AnimElemtime(3) = 130 | AnimElemtime(3) = 140 | AnimElemtime(3) = 140
value = 1

[State 9116, 11]
type = EnvShake
trigger1 = AnimElem = 5
time = 15
ampl = -5
freq = 95
phase = 95

[State 9116, 11]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
ampl = -8
freq = 115
phase = 115

[State 200, ]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage = 80,0
animtype = Hard
hitflag = MAF
pausetime = 5,10
sparkno = -1
hitsound = s12,8
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2845
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 1
numhits = 0

[State 200, ]
type = HitDef
trigger1 = AnimElemtime(3) = 40 | AnimElemtime(3) = 60
trigger2 = AnimElemtime(3) = 80 | AnimElemtime(3) = 100
attr = S, HA
getpower = 0
damage = 40,0
animtype = Hard
hitflag = MAF
pausetime = 5,10
sparkno = -1
hitsound = s12,8
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2845
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0
numhits = 0

[State 200, ]
type = HitDef
trigger1 = AnimElemtime(3) >= 110 && AnimElemtime(3) <= 150
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
pausetime = 0,0
sparkno = -1
hitsound = s12,8
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2845
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0
numhits = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 50,0
animtype = Hard
hitflag = MAF
pausetime = 35,36
sparkno = -1
hitsound = s2811,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
palfx.time = 60
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 2845;1564
kill = 1

[State 200, ]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
getpower = 0
damage = 130,0
animtype = Hard
hitflag = MAF
pausetime = 5,0
sparkno = -1
hitsound = s2811,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 2,-5
air.velocity = 2,-6
palfx.time = 60
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1561
kill = 1

[state 114]
type = playsnd
trigger1 = animelem = 6
trigger1 = movehit = 1
value = 1,7

[State 114, 13]
type = Projectile
trigger1 = animelem = 6
projanim = 7717
projshadow = 68,68,68
offset = -20, 0
velocity = 0.000001,0
projremovetime = 44
projsprpriority = 4
afterimage.time = -1
afterimage.length = 20
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = animelem = 6
projanim = 7722
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projremovetime = 44
projsprpriority = 4
afterimage.time = -1
afterimage.length = 20
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[state 1000,]
type = lifeadd
trigger1 = AnimElem = 3
trigger2 = AnimElemtime(3) = 40 | AnimElemtime(3) = 60
trigger3 = AnimElemtime(3) = 80 | AnimElemtime(3) = 100
trigger4 = AnimElemtime(3) = 110 | AnimElemtime(3) = 120
trigger5 = AnimElemtime(3) = 130 | AnimElemtime(3) = 140 | AnimElemtime(3) = 140
value = -50

[state 1000,]
type = lifeadd
trigger1 = AnimElem = 5
value = -80

[State 1000, ]
type = Helper
trigger1 = AnimElem = 3
stateno = 2811
ID = 2810
pos = 40,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 40 | AnimElemtime(3) = 60
stateno = 2811
ID = 2810
pos = 40,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 80 | AnimElemtime(3) = 100
stateno = 2811
ID = 2810
pos = 40,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 110
stateno = 2814
ID = 2810
pos = 10,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 120
stateno = 2814
ID = 2810
pos = -20,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 130
stateno = 2814
ID = 2810
pos = -50,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 140
stateno = 2814
ID = 2810
pos = -80,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 150
stateno = 2814
ID = 2810
pos = -110,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 110
stateno = 2814
ID = 2810
pos = 70,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 120
stateno = 2814
ID = 2810
pos = 100,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 130
stateno = 2814
ID = 2810
pos = 130,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 140
stateno = 2814
ID = 2810
pos = 160,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(3) = 150
stateno = 2814
ID = 2810
pos = 190,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;st2810 helper
[Statedef 2811]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2213
ctrl     = 0
sprpriority = 5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,5

[State 114, 13]
type = Projectile
trigger1 = time = 1
projanim = 2211
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 43
projsprpriority = 6
afterimage.time = -1
afterimage.length = 8
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 1000, ]
type = Helper
trigger1 = AnimElem = 3
stateno = 2812
ID = 2812
pos = 0,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 2]
type = HitDef
trigger1 = animelem = 3
attr = S, HA
animtype  = hard
damage    = 15,0
getpower = 30,40
guardflag = H
hitflag = mafd
pausetime = 11,12
sparkno = -1
hitsound = s12,8
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 2845
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 1

[State a]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 2813]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2213
ctrl     = 0
sprpriority = 5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,7

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 2211
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 43
projsprpriority = 6
afterimage.time = -1
afterimage.length = 8
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 1000, ]
type = Helper
trigger1 = AnimElem = 3
stateno = 2812
ID = 2812
pos = 0,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 2]
type = HitDef
trigger1 =  animelem = 3
attr = S, HA
animtype  = up
damage    = 80,20
getpower = 40,40
guardflag = H
hitflag = mafd
pausetime = 0,0
sparkno = -1
hitsound = s12,8
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 1

[State a]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 2814]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2213
ctrl     = 0
sprpriority = 5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,7

[State 114, 13]
type = Projectile
trigger1 = time = 0
projanim = 2211
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 43
projsprpriority = 6
afterimage.time = -1
afterimage.length = 8
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 1000, ]
type = Helper
trigger1 = AnimElem = 3
stateno = 2812
ID = 2812
pos = 0,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0

[State 2]
type = HitDef
trigger1 =  animelem = 3
attr = S, HA
animtype  = up
damage    = 80,20
getpower = 40,40
guardflag = H
hitflag = mafd
pausetime = 0,0
sparkno = -1
hitsound = s12,8
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,-6.5
air.velocity = 0,-6.5
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 1

[State a]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;st2811 helper
[Statedef 2812]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 7716
ctrl     = 0
sprpriority = 6

[State -1]
type = Afterimage
trigger1 = time = 0
trans = add
PalBright = 0,0,0
paladd = 0,0,0
palcontrast = 250,200,50
palmul = .95,.105,.105
time = -1
length = 8
TimeGap = 1
FrameGap = 1

[State a]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;MAX2 FGD

;haiken slash
[Statedef 3000]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3000
poweradd = 0
ctrl     = 0
sprpriority = -1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [4,34]
flag = nobardisplay

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 7610
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 0
value = S215,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 0
value = S215,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,1

[State 2000]
type = AssertSpecial
trigger1 = time = [4,34]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1



[State 2000, SuperPause]
type = SuperPause
triggerall = palno < 6
triggerall = animelem = 2
trigger1 = alive
anim = -1
poweradd = -2000
movetime = 30
time = 30
darken = 0

[State 2000, SuperPause]
type = SuperPause
triggerall = palno = [6,12]
triggerall = animelem = 2
trigger1 = alive
anim = -1
poweradd = -1000
movetime = 30
time = 30
darken = 0


[State 922, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7100
pos = 0,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = -2
[State 922, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7110
pos = 0,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 10

[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 3
attr = S, HA
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MAFLDP
guardflag =
pausetime = 10,10
sparkno = s4020
sparkxy = -10,-40
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s9,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -1,-3
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
p2facing = 1
p2stateno = 60013
snap = 37,0

[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 4
attr = S, HA
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MAFLDP
guardflag =
pausetime = 10,10
sparkno = s4020
sparkxy = -10,-40
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s9,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -1,-3
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
p2facing = 1
p2stateno = 60013
snap = 30,0



[State 0, VelMul]
type = VelMul
trigger1 = animelemtime(6) > 0
x = .95
[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .9

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = animelem = 5
value = 30000

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = movehit
value = 3010

[StateDef 30000]
type = S           ;S,A,C,L    状态设定 S站立 A空中 C下蹲 L躺倒
movetype = A       ;I,A,H      行动状态设定 I无作用 A攻击 H受击
physics = S        ;A,C,S,N    物理摩擦 A空中 C下蹲 S站立 N无摩擦
anim = 3010
ctrl = 0
velset = 0,0

[State 922, Explod]
type = Explod
trigger1 = animelem = 2
anim = 132266
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
vel = -4,-4
sprpriority = -2

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = 0
value = S10,34    ;SND中的声音编号

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = 0
value = S10,34    ;SND中的声音编号

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = 0
value = S10,34    ;SND中的声音编号

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 80,80,80
under = 2

[State 0, VelSet]
type = VelSet    ;速度设定
trigger1 = 1
x = 5          ;横向速度
y = 9           ;纵向..

[State 0, ChangeState]
type = ChangeState ;改变状态控制器
trigger1 = vel y>= 0
trigger1 = pos y>= 0
value = 30001;statedef编号
ctrl = 0 ;是否可控

[Statedef 30001]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 30001
ctrl     = 0
sprpriority = 2

[State 0, Projectile]
type = Projectile
trigger1 = time = 4
ProjID = 45555
projanim = 45555
projhitanim = 45555
projremanim = 45555
projcancelanim = 45555
projscale = 1,1
projremove = 1
projremovetime = 25
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 20,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 20,20
kill = 1
hitflag = MAFDP
guardflag = M
hitsound = s0,13
guardsound = 2,1
pausetime = 1,3
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 28300
EnvShake.time = 30
EnvShake.freq = 100
EnvShake.ampl = -10


[State 0, Explod]
type = Explod
trigger1 = time = [4,25]
anim = 8000
pos = 30,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 140,140
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = time = [4,25]
anim = 8010
pos = 30,0
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 140,140
removetime = -2
sprpriority = 10

[State 1000, Explod]
type = Explod
trigger1 = P2stateno = 28300
trigger1 = time = [4,60]
trigger1 = Random < 600
anim = 8010
scale = 1,1
pos = 0,-55
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 90,90
removetime = -2

[State 1000, Explod]
type = Explod
trigger1 = P2stateno = 28300
trigger1 = time = [4,60]
trigger1 = Random < 600
anim = 8000
scale = 0.9,0.9
pos = 0,-55
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 90,90
removetime = -2

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

[State 0, TargetState]
type = TargetState  ;敌人状态改变
trigger1 = P2stateno = 28300
value = 60015
ctrl = 0

[State 30022, 5]
type = null
trigger1 = 1
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state 30022, 6]
type = null
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 60,60,60
under = 2

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1000, ]
type = PlaySnd
trigger1 = time = 1
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[state a,]
type = posadd
trigger1 = animelem = 10
x = p2bodydist x -35
y = 0

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s1,7


[State 1000, ]
type = PlaySnd
trigger1 = time = 4
value = s1,28

[State 1000, ]
type = PlaySnd
trigger1 = time = 4
value = s1,32

[State 114, 13]
type = Projectile
trigger1 = time = 4
projanim = 5567
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projremovetime = 57
projsprpriority = 12

[State 114, 13]
type = Projectile
trigger1 = time = 4
projanim = 5569
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projremovetime = 57
projsprpriority = 1

[State 114, 13]
type = Projectile
trigger1 = time = 4
projanim = 5568
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projremovetime = 20
projsprpriority = 10


[State 5100, KOFM]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 210
ampl = 9

[State 5100, KOFM]
type = EnvShake
trigger1 = time = 4
time = 19
freq = 210
ampl = 12

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;MAX2 FGD ACT2

[StateDef 3010]
type = A           ;S,A,C,L    状态设定 S站立 A空中 C下蹲 L躺倒
movetype = A       ;I,A,H      行动状态设定 I无作用 A攻击 H受击
physics = N        ;A,C,S,N    物理摩擦 A空中 C下蹲 S站立 N无摩擦
anim = 3001
ctrl = 0
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = 0
value = S215,1    ;SND中的声音编号


[State 0, VelSet]
type = VelSet    ;速度设定
trigger1 = time = 1
x = 5           ;横向速度
y = -1           ;纵向..

[State 0, VelAdd]
type = VelAdd  ;速度改变
trigger1 = time > 1
y = 0.5          ;纵向。。。。

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = 1
attr = S, HA
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MAFLDP
numhits = 0
guardflag =
pausetime = 0,20
sparkno = s4010
sparkxy = -10,-40
hitsound   = s1,3
guard.sparkno = s4120
guardsound = s9,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -1,-3
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
p2facing = 1
p1stateno = 30115
p2stateno = 60013
snap = 37,0
kill = 0

[State 922, Explod]
type = Explod
trigger1 = animelem = 3
anim = 132266
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
vel = 0,-4
sprpriority = -2

[StateDef 30115]
type = S           ;S,A,C,L    状态设定 S站立 A空中 C下蹲 L躺倒
movetype = A       ;I,A,H      行动状态设定 I无作用 A攻击 H受击
physics = S        ;A,C,S,N    物理摩擦 A空中 C下蹲 S站立 N无摩擦
anim = 3010
ctrl = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = 0
value = S10,34    ;SND中的声音编号

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = 0
value = S10,34    ;SND中的声音编号

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = 0
value = S10,34    ;SND中的声音编号

[State 0, TargetBind]
type = TargetBind  ;绑定敌人位置
trigger1 = 1
;time = 40               ;持续时间              ;hitdef中设定的敌人ID
pos = 37,-52                  ;位置

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 80,80,80
under = 2

[State 0, VelSet]
type = VelSet    ;速度设定
trigger1 = 1
x = 0          ;横向速度
y = 10           ;纵向..

[State 0, ChangeState]
type = ChangeState ;改变状态控制器
trigger1 = vel y>= 0
trigger1 = pos y>= 0
value = 30151;statedef编号
ctrl = 0 ;是否可控
;---------------------------------------------------------------------------
;NAX2 FGD ACT3

[Statedef 30151]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3015
ctrl     = 0
sprpriority = 2



[State 0, Explod]
type = Explod
trigger1 = time = [4,25]
anim = 8000
pos = 30,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 140,140
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = time = [4,25]
anim = 8010
pos = 30,0
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 140,140
removetime = -2
sprpriority = 10

[State 1000, Explod]
type = Explod
trigger1 = time = [4,30]
trigger1 = Random < 600
anim = 8010
scale = 1,1
pos = 0,-55
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 90,90
removetime = -2

[State 1000, Explod]
type = Explod
trigger1 = time = [4,30]
trigger1 = Random < 600
anim = 8000
scale = 0.9,0.9
pos = 0,-55
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 90,90
removetime = -2

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

[State 0, TargetState]
type = TargetState  ;敌人状态改变
trigger1 = time = 0
value = 60014

[State 0, TargetState]
type = TargetState  ;敌人状态改变
trigger1 = time = 10
value = 60015


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 10
value = 150
kill = 0
absolute = 1
;ignorehitpause =
;persistent =


[State 30022, 5]
type = null
trigger1 = 1
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state 30022, 6]
type = null
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 10
mul = 60,60,60
under = 2

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1000, ]
type = PlaySnd
trigger1 = time = 1
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[state a,]
type = posadd
trigger1 = animelem = 10
x = p2bodydist x -35
y = 0

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s1,7


[State 1000, ]
type = PlaySnd
trigger1 = time = 4
value = s1,28

[State 1000, ]
type = PlaySnd
trigger1 = time = 4
value = s1,32

[State 114, 13]
type = null
trigger1 = time = 4
projanim = 5567
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projremovetime = 57
projsprpriority = 12

[State 114, 13]
type = Projectile
trigger1 = time = 4
projanim = 23567
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projremovetime = 36
projsprpriority = 11

[State 114, 13]
type = Projectile
trigger1 = time = 4
projanim = 5568
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projremovetime = 20
projsprpriority = 10

[State 5100, KOFM]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 210
ampl = 9

[State 5100, KOFM]
type = EnvShake
trigger1 = time = 4
time = 19
freq = 210
ampl = 12


[State 0, HitAdd]
type = HitAdd
trigger1 = time = 4
value = 1
ignorehitpause = 1


[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 301600;ifelse(Random <=499,3016,30160)
ctrl = 0

[Statedef 301600]
type = S
movetype = I
physics = S
juggle =0
poweradd = 50
velset = 0,0
anim = 301600
ctrl = 0
sprpriority = 2

[State 1000, Explod]
type = Explod
trigger1 =  time = [13,31]
trigger1 = gametime%2= 0
anim = 8000
pos = 20,-140
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = -1,0
accel = 0,0
random = 40,60
removetime = -2
sprpriority = 99
trans = add1

[State 1000, Explod]
type = Explod
trigger1 =  time = [13,31]
trigger1 = gametime%2= 0
anim = 8010
pos = 20,-140
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = -1,0
accel = 0,0
random = 40,60
removetime = -2
sprpriority = 99
trans = add1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 14
freq = 100
ampl = -9
phase = 90

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 11
value = 255,255,255
time = 3

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 10
projanim = 4020
projshadow = 68,68,68
offset = 70, -70
velocity = 0.000001,0
projscale = 1,1
projremovetime = 42
projsprpriority =999

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 10
trigger2 = animelem = 11
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S10,62

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S10,62
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S1,40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S86,6

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
value = -80
kill = 0
absolute = 1

[State 922, Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 1334
pos = 60,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
vel = 0,0
sprpriority = -2

[State 922, Explod]
type = Explod
trigger1 = animelem = 11
anim = 69998
pos = 60,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
vel = 0,0
sprpriority = -2

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 11
time = 12
freq = 100
ampl = -9
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,16]
x = 4
y = 0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 10
value = 2020

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 11
pos = 70,0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 11
value = 2030
[State 2110, ]
type = AfterImage
trigger1 = time = 0
time = 18
length = 12
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 10
mul = 160,160,160
under = 2

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 30160;ifelse(Random <=499,3016,30160)
ctrl = 0


[Statedef 30160]
type = S
movetype = I
physics = S
juggle =0
poweradd = 50
velset = 0,0
anim = 30160
ctrl = 0
sprpriority = 2

[State 1000, Explod]
type = Explod
trigger1 =  time = [32,42]
trigger1 = gametime%2= 0
anim = 8010
pos = 20,-140
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = -6,0
accel = 0,0
random = 40,100
removetime = -2
sprpriority = 99
trans = add1

[State 1000, Explod]
type = Explod
trigger1 =  time = [32,42]
trigger1 = gametime%2= 0
anim = 8000
pos = 20,-140
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = -6,0
accel = 0,0
random = 40,100
removetime = -2
sprpriority = 99
trans = add1


[State 1000, Explod]
type = Explod
trigger1 =  time = [32,42]
trigger1 = gametime%2= 0
anim = 8010
pos = 20,-140
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 6,0
accel = 0,0
random = 40,100
removetime = -2
sprpriority = 99
trans = add1

[State 1000, Explod]
type = Explod
trigger1 =  time = [32,42]
trigger1 = gametime%2= 0
anim = 8000
pos = 20,-140
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 6,0
accel = 0,0
random = 40,100
removetime = -2
sprpriority = 99
trans = add1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = nobardisplay


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

[State 0, VelSet]
type = VelSet
trigger1 = time = [7,14]
x = 7
y = 0

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 190,190,190
under = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10,250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10,250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1,28

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1,32

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 8
projanim = 25104
projshadow = 68,68,68
offset = 23, -94
velocity = 0.000001,0
projscale = 1,0.3
projremovetime = 24
projsprpriority = 2

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 7
projanim = 9997
projshadow = 68,68,68
offset = 23, -80
velocity = 0.000001,0
projscale = 0.7,1
projremovetime = 41
projsprpriority = 8

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 7
projanim = 212122
projshadow = 68,68,68
offset = 23, -60
velocity = 0.000001,0
projscale = 0.6,0.6
projremovetime = 20
projsprpriority = 12

[State 0, Pause]
type = Pause
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
time = 6
movetime = 2
[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 7
value = 255,255,255
time = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1,36

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1901
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projscale = 0.9,0.9
projremovetime = 20
projsprpriority = -2

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1902
projshadow = 68,68,68
offset = 20, 0
velocity = 0.000001,0
projscale = 0.9,0.9
projremovetime = 20
projsprpriority = -2

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8
time = 25
freq = 100
ampl = -11
phase = 50

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 90,0

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 8
value = 23201
ctrl = 0

[State 2110, ]
type = AfterImage
trigger1 = time = 7
time = 8
length = 12
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1

[State 0, VelSet]
type = VelSet
trigger1 = time = 15
x = 0
y = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 7
value = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -100
kill = 1
absolute = 1


[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 举刺
[Statedef 3016]
type = S
movetype = I
physics = S
juggle = 2
poweradd = 50
velset = 0,0
anim = 3016
ctrl = 0
sprpriority = 2

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

[State 30022, 5]
type = null
trigger1 = 1
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state 30022, 6]
type = null
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 60,60,60
under = 2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = animelem = 4
value = s200,1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 3016

[State 1000, ]
type = STATETYPESET
trigger1 = ANIMELEMtime(4)=0
STATETYPE = A

[State 1000, ]
type = VELset
trigger1 = ANIMELEM = 4,=0
x = -3
y = -8

[State 1000, ]
type = POSADD
trigger1 = ANIMELEM = 9,=0
trigger2 = ANIMELEM = 10,=0
trigger3 = ANIMELEM = 11,=0
trigger4 = ANIMELEM = 12,=0
x = -5



[State 1000, ]
type = VELADD
trigger1 = ANIMELEMtime(4)>=0
x = -0.3
y = .35


[State 1000, ]
type = VELADD
trigger1 = ANIMELEMtime(4)>=0
x = -0.7
y = 0.15



[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = ANIMELEM = 4
value = s23,2

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = TIME>=20
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3017

;---------------------------------------------------------------------------
; 償傽儞僨儈僄乕儖

[Statedef 3017]
type     = A
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 3017
ctrl     = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = gametime%8= 0
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = gametime%8= 0
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 10

[State 30022, 5]
type = null
trigger1 = 1
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state 30022, 6]
type = null
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 60,60,60
under = 2

[State 1000, ]
type = VELADD
trigger1 = TIME >=0
triggerall = var(5) = 0
x = .25
y = .35

[State 1000, ]
type = VELADD
trigger1 = var(20) > 1
y = .25

[State 1000, ]
type = VELADD
trigger1 = TIME >=0
triggerall = var(5) = 1
x = -0.25
y = .35

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3018




;---------------------------------------------------------------------------
; 償傽儞僨儈僄乕儖

[Statedef 3018]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
anim     =3018
ctrl     = 0
sprpriority = 2

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%8= 0
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%8= 0
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 10

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8015
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 6
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =  1


[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
ampl = 12
freq = 100
time = 15

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s0,19

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(20) > 1
trigger1 = TIME= 0
value = 0
CTRL = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = ANIMTIME= 0
value = 0
CTRL = 1

;---------------------------------------------------------------------------
;st3015 helper
[Statedef 3110]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3110
ctrl     = 0
sprpriority = 5

[State 30022, 5]
type = null
trigger1 = 1
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state 30022, 6]
type = null
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

[State 30022, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 60,60,60
under = 2

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = s3110,0


[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 8
value = s3110,1

[State 114, 13]
type = Projectile
trigger1 = animelem = 8
projanim = 3112
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 20
projsprpriority = 6

[State 114, 13]
type = Projectile
trigger1 = animelem = 8
projanim = 3113
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 20
projsprpriority = 6

[State 1000, ]
type = Helper
trigger1 = AnimElem = 4
stateno = 3111
ID = 3111
pos = 0,0
postype = p2
facing = 1
ownpal = 1
keyctrl = 0

[State a]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;st3015 helper2
[Statedef 3111]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3111
ctrl     = 0
sprpriority = 5

[State 1000, ]
type = PlaySnd
trigger1 = movehit = 1
value = s3110,2

[State 2000]
type = Explod
trigger1 = movehit = 1
anim = 4021
pos = 0,-55
ontop = 1
ownpal = 1
postype = p2
bindtime = -1
supermove = 1

[State 200, ]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
getpower = 0
damage = 50,0
animtype = Hard
hitflag = MAF
pausetime = 5,10
sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2850
kill = 0
numhits = 0

[State a]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;st3015 helper3
[Statedef 3112]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3114
ctrl     = 0
sprpriority = 3

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


[State 1000, ]
type = PlaySnd
trigger1 = animelem = 6
value = s3113,1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 34
value = s3113,2

[State 1000, ]
type = Helper
trigger1 = AnimElem = 7
stateno = 3113
ID = 3113
pos = -30,0
postype = p1
ownpal = 1
keyctrl = 0

[State a]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;st3112 helper
[Statedef 3113]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3116
ctrl     = 0
sprpriority = 6

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 1
value = s12,5

[State 9116, 11]
type = EnvShake
trigger1 = AnimElem = 2
time = 123
ampl = -5
freq = 75
phase = 75

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 3115
projshadow = 68,68,68
projsprpriority = 9
offset = 0, 0
velocity = 0.000001,0
projremovetime = 123
afterimage.time = -1
afterimage.length = 7
afterimage.palbright = 0,30,255
afterimage.palcontrast = 0,0,255
afterimage.paladd = 0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 29
projanim = 1430
projshadow = 68,68,68
projsprpriority = 8
offset = 7, -33
velocity = 0.000001,0
projremovetime = 46
afterimage.time = -1
afterimage.length = 7
afterimage.palbright = 0,30,255
afterimage.palcontrast = 0,0,255
afterimage.paladd = 0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 29
projanim = 1430
projshadow = 68,68,68
projsprpriority = 10
offset = 15, -66
velocity = 0.000001,0
projremovetime = 46
afterimage.time = -1
afterimage.length = 7
afterimage.palbright = 0,30,255
afterimage.palcontrast = 0,0,255
afterimage.paladd = 0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 29
projanim = 1430
projshadow = 68,68,68
projsprpriority = 10
offset = -15, -88
velocity = 0.000001,0
projremovetime = 46
afterimage.time = -1
afterimage.length = 7
afterimage.palbright = 0,30,255
afterimage.palcontrast = 0,0,255
afterimage.paladd = 0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 2]
type = HitDef
trigger1 =  animelem = 3 ,>= 0 && animelem = 30, <=0
attr = S, HA
animtype  = hard
damage    = 5,20
getpower = 40,40
guardflag = 
hitflag = mafd
pausetime = 0,0
sparkno = -1
hitsound = -1
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
fall = 1
fall.recover = 0
p2stateno = 2860
snap = 0,0
palfx.time = 40
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 2]
type = HitDef
trigger1 =  animelem = 30
attr = S, HA
animtype  = hard
damage    = 20,20
getpower = 40,40
guardflag =
hitflag = mafd
pausetime = 0,0
sparkno = -1
hitsound = s12,8
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,-6.5
air.velocity = 0,-6.5
fall = 1
fall.recover = 0
p2stateno = 2860
snap = 0,0
palfx.time = 40
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
kill = 1

[State a]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;3010 P2st
[Statedef 3020]
type    = S
movetype= H
physics = S
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3040

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;3010 P2st
[Statedef 30201]
type    = S
movetype= H
physics = S
velset = 0,0

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

[State 700,]
type = Palfx
trigger1 = time = 0
time = 40
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -320
kill = 1
absolute = 1
ignorehitpause =  1


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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;3010 P2st 2
[Statedef 3030]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;3010 P2st 3
[Statedef 3035]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 8
x = -6
y = 0

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;3010 P2st 4
[Statedef 3040]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;2810 P2st
[Statedef 2820]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3040

;[State 1830]
;type = SelfState
;trigger1 = Enemy,Stateno != 2810
;value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;2810 P2st 2
[Statedef 28300]
type    = S
movetype= H
physics = S
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020


[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;2810 P2st 2
[Statedef 28301]
type    = S
movetype= H
physics = S
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 30200


[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;2810 P2st 2
[Statedef 283111]
type    = S
movetype= H
physics = S
velset = 0,0

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

[State 0, Turn]
type = Turn
trigger1 = time = [0,8]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4664

[State 0, PowerAdd]
type = PowerAdd
trigger1 = gametime%1 = 0
value = -30
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = gametime%6= 0
value = -8
kill = 0
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 5
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;2810 P2st 3
[Statedef 2835]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 8
x = -6
y = 0

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 2810
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;2810 P2st 4
[Statedef 2840]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 2810
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;2811p2 st
[Statedef 2845]
type    = S
movetype= H
physics = S

[State 9530, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 9530, 2]
type = PosSet
trigger1 = 1
y = 0

[State 9530]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2830

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 2810
value = 5100

[State 9530]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;3111p2 st
[Statedef 2850]
type    = S
movetype= H
physics = S

[State 9530, 1]
type = Hitfallset
trigger1 = 1
value = 0

[state 0,posset]
type = posset
trigger1 = 1
y = 0

[state 0,posset]
type = posset
trigger1 = time = 1
x = 10

[State 9530]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2831

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3015
value = 5100

[State 9530]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 2860]
type    = S
movetype= H
physics = S

[State 9530, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 9530, 2]
type = PosSet
trigger1 = 1
y = 0

[State 9530]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2831

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3015
value = 5100

[State 9530]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;3400p2 st
[Statedef 2870]
type    = S
movetype= H
physics = S

[State 9530, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 9530, 2]
type = PosSet
trigger1 = 1
y = 0

[State 9530]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2830

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3410
value = 5100

[State 9530]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;3410p2 st
[Statedef 2880]
type    = S
movetype= H
physics = S

[State 9530, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 9530, 2]
type = PosSet
trigger1 = 1
y = 0

[State 9530]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2830

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3410
trigger1 = Enemy,Stateno != 3500
value = 5100

[State 9530]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MAX mushiki
[Statedef 3400]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3400
ctrl     = 0
sprpriority = 5

[State 700,]
type = palfx
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,3999]
time = 4
add = 250,120,210

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,3999]
anim = 7710
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S234,1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8000
facing = 1
pos = 0,-60
postype = p1
bindtime = 1
removetime = -2
scale = 0.7,0.7
sprpriority = 9
ownpal = 1
random = 80,70
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8010
facing = 1
pos = 0,-60
postype = p1
bindtime = 1
removetime = -2
scale = 0.9,0.9
random = 80,70
sprpriority = 9
ownpal = 1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

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

[State 2000, ]
type = SuperPause
trigger1 = animelem = 3
anim = -1
poweradd = -3000
movetime = 104
time = 104


[State 114, 13]
type = Projectile
trigger1 = animelem = 4
projanim = 7717
projshadow = 68,68,68
offset = 0,0
velocity = 0.000001,0
projremovetime = 74
supermovetime = 74
projsprpriority = 5
;afterimage.time = -1
;afterimage.length = 2
;afterimage.palbright = 0,0,0
;afterimage.palcontrast = 15,5,150
;afterimage.paladd = 0,0,0
;afterimage.palmul = 0.9,0.9,0.9
;afterimage.timegap = 1
;afterimage.framegap = 1
;afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = animelem = 3
projanim = 7501
projshadow = 68,68,68
offset = 0,-84
velocity = 0.000001,0
projremovetime = 30
supermovetime = 74
projsprpriority = -3

[State 114, 13]
type = Projectile
trigger1 = animelem = 3
projanim = 7502
projshadow = 68,68,68
offset = 0,-84
velocity = 0.000001,0
projremovetime = 30
supermovetime = 74
projsprpriority = -1

[State 114, 13]
type = Projectile
trigger1 = animelem = 3
projanim = 7500
projshadow = 68,68,68
offset = 0, -84
velocity = 0.000001,0
projremovetime = 30
supermovetime = 30
projsprpriority = 6

[State 2000,]
type = PlaySnd
trigger1 = animelem = 2
value = s223,4
[State 2000,]
type = PlaySnd
trigger1 = animelem = 2
value = s223,4
[State 2000,]
type = PlaySnd
trigger1 = animelem = 2
value = s223,4

[State 2000,]
type = PlaySnd
trigger1 = animelem = 3
value = s9,3

[State 2000,]
type = PlaySnd
trigger1 = animelem = 4
value = s1,30

[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 3101
ctrl = 0

;印式(突击)
[Statedef 3101]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 3101
sprpriority = 1
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 =  AnimElem = 1
anim = 15520
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =  1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 =  AnimElem = 1
anim = 6501
pos = -90,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 3
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =  1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 =  AnimElem = 1
anim = 6502
pos = -90,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 3
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =  1
supermove = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 4
ignorehitpause = 1

[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

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

[State 0,VelSet]
type = VelSet
trigger1 = Animelem = 2
x = 15

[State 0, VelAdd]
type = VelAdd
trigger1 = Animelem = 3
x = 0.3
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = Animelem = 4
x = .1
ignorehitpause = 1

[State 0,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8000
facing = 1
pos = 0,-60
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9
ownpal = 1
random = 40,40
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8010
facing = 1
pos = 0,-60
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
random = 40,40
sprpriority = 9
ownpal = 1
supermove = 99999999999999
pausemove = 99999999999999


[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8033
facing = 1
pos = 0,0
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Projectile]
type = Projectile
trigger1 = gametime%2 = 0
ProjID = 3008
projanim = 3008
projhitanim = 3008
projremanim = 3008
projcancelanim = 3008
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 0,80
kill = 0
hitflag = MAFHLd
guardflag = M
hitsound = s1,41
guardsound = 2,1
pausetime = 1,3
sparkno = s20701
guard.sparkno = s4120
sparkxy = 40,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 100
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
P2stateno = 28300
p1stateno = 4302
EnvShake.time = 30
EnvShake.freq = 100
EnvShake.ampl = -10

[State 0,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 12,3

[State 0,PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 12,4

[State 0,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,35

[State 0,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,33

[State 0,changestate]
type = null
trigger1 = P2stateno = 28300
value = 3102
ctrl = 0

[State 0,changestate]
type = changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1
;火焰90度翻转
[Statedef 34340]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 34340
poweradd = 0
sprpriority = 19


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90
ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1
;火焰翻转35度
[Statedef  3023]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3023
poweradd = 0
sprpriority = 8

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -35
ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1
;火焰顺时针翻转145度
[Statedef  3024]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3024
poweradd = 0
sprpriority = 10

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 145
ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;刮痕（光效）
[Statedef 14030]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4567
poweradd = 0
sprpriority = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,8

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 6
value = 1
ignorehitpause = 1
;persistent =



[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
freq = 60
ampl = -12
phase = 90
ignorehitpause =
persistent =

[State 114, 13]
type = Projectile
trigger1 = time = 5
projanim = 4021
projshadow = 68,68,68
offset = 40, -40
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 101

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -40
ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;刮痕（光效）
[Statedef 14031]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6500
poweradd = 0
sprpriority = 100

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
freq = 60
ampl = -12
phase = 90
ignorehitpause =
persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,8

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 6
value = 1
ignorehitpause = 1
;persistent =

[State 114, 13]
type = Projectile
trigger1 = time = 6
projanim = 4021
projshadow = 68,68,68
offset = 40, -40
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 101

;[State 0, AngleDraw]
;type = AngleDraw
;trigger1 = 1
;value = -40
;ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;刮痕（光效）
[Statedef 14032]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 65001
poweradd = 0
sprpriority = 100

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
freq = 60
ampl = -12
phase = 90
ignorehitpause =
persistent =

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 6
value = 1
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,9

[State 114, 13]
type = Projectile
trigger1 = time = 6
projanim = 4021
projshadow = 68,68,68
offset = -40, -40
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 101

;[State 0, AngleDraw]
;type = AngleDraw
;trigger1 = 1
;value = -40
;ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;刮痕（光效）
[Statedef 14033]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 65002
poweradd = 0
sprpriority = 100

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
freq = 60
ampl = -12
phase = 90
ignorehitpause =
persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,9

[State 114, 13]
type = Projectile
trigger1 = time = 6
projanim = 65004
projshadow = 68,68,68
offset = -40, -40
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 101

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 40
ignorehitpause =  1

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 6
value = 1
ignorehitpause = 1
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;刮痕（光效）
[Statedef 14036]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 65002
poweradd = 0
sprpriority = 100

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
freq = 60
ampl = -12
phase = 90
ignorehitpause =
persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,9

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 6
value = 1
ignorehitpause = 1
;persistent =

[State 114, 13]
type = Projectile
trigger1 = time = 6
projanim = 65004
projshadow = 68,68,68
offset = 0, -40
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 101


[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;刮痕（光效）
[Statedef 14034]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 65003
poweradd = 0
sprpriority = 100

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
freq = 60
ampl = -12
phase = 90
ignorehitpause =
persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,9

[State 114, 13]
type = Projectile
trigger1 = time = 6
projanim = 4021
projshadow = 68,68,68
offset = 0, -40
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 101

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 6
value = 1
ignorehitpause = 1
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;刮痕（光效）
[Statedef 14035]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4567
poweradd = 0
sprpriority = 100

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
freq = 60
ampl = -12
phase = 90
ignorehitpause =
persistent =

[State 114, 13]
type = Projectile
trigger1 = time = 6
projanim = 65004
projshadow = 68,68,68
offset = 0, -40
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 101

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S1,8

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 6
value = 1
ignorehitpause = 1
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1



;--------------------------------------------------------------------------
;MAX MUSHIKI ACT2
[Statedef 3102]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3102
ctrl     = 0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [31,302]
flag = nobardisplay

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S223,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S223,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S223,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S223,5


[State 0, Explod]
type = Explod
triggerall = time = [0,30]
trigger1 = gametime%5= 0
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = time = [0,30]
trigger1 = gametime%5= 0
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = time = [239,289]
trigger1 = gametime%2= 0
anim = 8000
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 270,270
removetime = -2
sprpriority = 920

[State 0, Explod]
type = Explod
triggerall = time = [239,289]
trigger1 = gametime%2= 0
anim = 8010
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 180,180
removetime = -2
sprpriority = 900


[State 0, TargetState]
type = TargetState
trigger1 = animelem = 4
value = 3020



[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8033
facing = 1
pos = 20,-50
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
supermove = 99999999999999
pausemove = 99999999999999

[State 3234]
type = Explod
trigger1 = animelem = 4
anim = 31025
id = 31025
sprpriority = 40
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
scale = 1.2,1.2
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 17
id = 31025
ignorehitpause = 1


[State 3234]
type = Explod
trigger1 = animelem = 2
anim = 31023
id = 61100
sprpriority = 40
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
scale = 1.2,1.2
removetime = 20
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = animelem = 3
anim = 31024
id = 61100
sprpriority = 90
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 20
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = -10*facing

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, TargetBind]
type = TargetBind
trigger1 = 1
time = 1
pos = 40,0
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
triggerall = !numhelper(14030)
trigger1 = animelem = 5
ID = 14030
pos = -20,-10
postype = p1
stateno = 14030
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14032)
trigger1 = animelem = 6
ID = 14032
pos = 0,0
postype = p1
stateno = 14032
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14031)
trigger1 = animelem = 7
ID = 14031
pos = 0,0
postype = p1
stateno = 14031
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14033)
trigger1 = animelem = 8
ID = 14033
pos = 15,-10
postype = p1
stateno = 14033
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14034)
trigger1 = animelem = 9
ID = 14034
pos = 0,0
postype = p1
stateno = 14034
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14032)
trigger1 = animelem = 10
ID = 14032
pos = 0,0
postype = p1
stateno = 14032
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14035)
trigger1 = animelem = 11
ID = 14035
pos = -10,-8
postype = p1
stateno = 14035
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14030)
trigger1 = animelem = 12
ID = 14030
pos = -20,-10
postype = p1
stateno = 14030
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14030)
trigger1 = animelem = 12
ID = 14034
pos = 0,0
postype = p1
stateno = 14033
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14031)
trigger1 = animelem = 13
ID = 14031
pos = 0,0
postype = p1
stateno = 14031
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14032)
trigger1 = animelem = 13
ID = 14032
pos = 0,0
postype = p1
stateno = 14032
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14032)
trigger1 = animelem = 14
ID = 14034
pos = 0,0
postype = p1
stateno = 14034
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14032)
trigger1 = animelem = 14
ID = 14032
pos = 0,0
postype = p1
stateno = 14032
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14030)
trigger1 = animelem = 15
ID = 14030
pos = -20,-10
postype = p1
stateno = 14030
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14033)
trigger1 = animelem = 15
ID = 14033
pos = -10,-10
postype = p1
stateno = 14033
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14035)
trigger1 = animelem = 15
ID = 14035
pos = -20,-10
postype = p1
stateno = 14035
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14032)
trigger1 = animelem = 15
ID = 14032
pos = 0,0
postype = p1
stateno = 14032
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14031)
trigger1 = animelem = 15
ID = 14031
pos = 0,0
postype = p1
stateno = 14031
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = !numhelper(14036)
trigger1 = animelem = 15
ID = 14036
pos = 20,-10
postype = p1
stateno = 14036
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1


[state a,]   
type = posadd
trigger1 = time = 0
x = 0
y = 0


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

[state a,]
type = posset
trigger1 = animelem = 16
y = -50

[state a,]
type = posset
trigger1 = animelem = 17
y = 0


[State 1000, Explod]
type = Explod
trigger1 = animelem = 16
anim = 4050
pos = 125,-125
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,2
anim = 4050
pos = 120,-120
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,2
anim = 4050
pos = 115,-115
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,3
anim = 4050
pos = 110,-110
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,3
anim = 4050
pos = 105,-105
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,4
anim = 4050
pos = 100,-100
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,4
anim = 4050
pos = 95,-95
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,5
anim = 4050
pos = 90,-90
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,5
anim = 4050
pos = 85,-85
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,6
anim = 4050
pos = 80,-80
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,6
anim = 4050
pos = 75,-75
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,7
anim = 4050
pos = 70,-70
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,7
anim = 4050
pos = 65,-65
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,8
anim = 4050
pos = 60,-60
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,8
anim = 4050
pos = 55,-55
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,9
anim = 4050
pos = 50,-50
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,9
anim = 4050
pos = 45,-45
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,10
anim = 4050
pos = 40,-40
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,10
anim = 4050
pos = 35,-35
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,11
anim = 4050
pos = 30,-30
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,11
anim = 4050
pos = 25,-25
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,12
anim = 4050
pos = 20,-20
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,12
anim = 4050
pos = 15,-15
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,13
anim = 4050
pos = 10,-10
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,13
anim = 4050
pos = 5,-5
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,14
anim = 4050
pos = 0,0
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,14
anim = 4050
pos = -5,5
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,15
anim = 4050
pos = -10,10
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,15
anim = 4050
pos = -15,15
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,16
anim = 4050
pos = -20,20
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,16
anim = 4050
pos = -25,25
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,17
anim = 4050
pos = -30,30
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,17
anim = 4050
pos = -35,35
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,18
anim = 4050
pos = -40,40
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,18
anim = 4050
pos = -45,45
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,19
anim = 4050
pos = -50,50
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,19
anim = 4050
pos = -55,55
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,20
anim = 4050
pos = -60,60
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,20
anim = 4050
pos = -65,65
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,21
anim = 4050
pos = -70,70
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,21
anim = 4050
pos = -75,75
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,22
anim = 4050
pos = -80,80
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,22
anim = 4050
pos = -85,85
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,23
anim = 4050
pos = -90,90
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,23
anim = 4050
pos = -95,95
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,24
anim = 4050
pos = -100,100
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,24
anim = 4050
pos = -105,105
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1






[State 1000, Explod]
type = Explod
trigger1 = animelem = 16
anim = 4050
pos = -125,-125
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,2
anim = 4050
pos = -120,-120
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,2
anim = 4050
pos = -115,-115
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,3
anim = 4050
pos = -110,-110
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,3
anim = 4050
pos = -105,-105
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,4
anim = 4050
pos = -100,-100
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,4
anim = 4050
pos = -95,-95
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,5
anim = 4050
pos = -90,-90
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,5
anim = 4050
pos = -85,-85
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,6
anim = 4050
pos = -80,-80
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,6
anim = 4050
pos = -75,-75
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,7
anim = 4050
pos = -70,-70
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,7
anim = 4050
pos = -65,-65
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,8
anim = 4050
pos = -60,-60
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,8
anim = 4050
pos = -55,-55
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,9
anim = 4050
pos = -50,-50
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,9
anim = 4050
pos = -45,-45
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,10
anim = 4050
pos = -40,-40
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,10
anim = 4050
pos = -35,-35
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,11
anim = 4050
pos = -30,-30
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,11
anim = 4050
pos = -25,-25
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,12
anim = 4050
pos = -20,-20
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,12
anim = 4050
pos = -15,-15
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,13
anim = 4050
pos = -10,-10
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,13
anim = 4050
pos = -5,-5
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,14
anim = 4050
pos = 0,0
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,14
anim = 4050
pos = 5,5
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,15
anim = 4050
pos = 10,10
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,15
anim = 4050
pos = 15,15
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,16
anim = 4050
pos = 20,20
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,16
anim = 4050
pos = 25,25
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,17
anim = 4050
pos = 30,30
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,17
anim = 4050
pos = 35,35
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,18
anim = 4050
pos = 40,40
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,18
anim = 4050
pos = 45,45
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,19
anim = 4050
pos = 50,50
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,19
anim = 4050
pos = 55,55
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,20
anim = 4050
pos = 60,60
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,20
anim = 4050
pos = 65,65
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,21
anim = 4050
pos = 70,70
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,21
anim = 4050
pos = 75,75
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,22
anim = 4050
pos = 80,80
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,22
anim = 4050
pos = 85,85
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,23
anim = 4050
pos = 90,90
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,23
anim = 4050
pos = 95,95
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,24
anim = 4050
pos = 100,100
postype = p1
facing = -1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16,24
anim = 4050
pos = 105,105
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 1
sprpriority = 900
ignorehitpause = 1
persistent = 1


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16,2
trigger2 = animelem = 16,4
trigger3 = animelem = 16,6
trigger4 = animelem = 16,8
trigger5 = animelem = 16,10
trigger6 = animelem = 16,12
trigger7 = animelem = 16,14
trigger8 = animelem = 16,16
trigger9 = animelem = 16,18
trigger10 = animelem = 16,20
trigger11 = animelem = 16,22
trigger12 = animelem = 16,24
trigger13 = animelem = 16,26
value = S0,14
volume = 255
ignorehitpause = 1
persistent = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16,2
trigger2 = animelem = 16,4
trigger3 = animelem = 16,6
trigger4 = animelem = 16,8
trigger5 = animelem = 16,10
trigger6 = animelem = 16,12
trigger7 = animelem = 16,14
trigger8 = animelem = 16,16
trigger9 = animelem = 16,18
trigger10 = animelem = 16,20
trigger11 = animelem = 16,22
trigger12 = animelem = 16,24
trigger13 = animelem = 16,26
value = S9999,2
volume = 255
ignorehitpause = 1
persistent = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 30
ampl = -10
phase = 90
ignorehitpause = 1
persistent = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 16
time = 30
ampl = -12
phase = 90
ignorehitpause = 1
persistent = 1

[State 1000, HitAdd]
type = HitAdd
trigger1 = animelem = 16,2
trigger2 = animelem = 16,4
trigger3 = animelem = 16,6
trigger4 = animelem = 16,8
trigger5 = animelem = 16,10
trigger6 = animelem = 16,12
trigger7 = animelem = 16,14
trigger8 = animelem = 16,16
trigger9 = animelem = 16,18
trigger10 = animelem = 16,20
trigger11 = animelem = 16,22
trigger12 = animelem = 16,24
trigger13 = animelem = 16,26
trigger14 = animelem = 16,28
trigger15 = animelem = 16
value = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 17
value = 30201

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 16,2
trigger2 = animelem = 16,4
trigger3 = animelem = 16,6
trigger4 = animelem = 16,8
trigger5 = animelem = 16,10
trigger6 = animelem = 16,12
trigger7 = animelem = 16,14
trigger8 = animelem = 16,16
trigger9 = animelem = 16,18
trigger10 = animelem = 16,20
trigger11 = animelem = 16,22
trigger12 = animelem = 16,24
trigger13 = animelem = 16,26
trigger14 = animelem = 16,28
trigger15 = animelem = 16
value = -4
kill = 0
absolute = 1
;ignorehitpause =
;persistent =


[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 16,2
trigger2 = animelem = 16,4
trigger3 = animelem = 16,6
trigger4 = animelem = 16,8
trigger5 = animelem = 16,10
trigger6 = animelem = 16,12
trigger7 = animelem = 16,14
trigger8 = animelem = 16,16
trigger9 = animelem = 16,18
trigger10 = animelem = 16,20
trigger11 = animelem = 16,22
trigger12 = animelem = 16,24
trigger13 = animelem = 16,26
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S234,2

[State 0, Explod]
type = Explod
triggerall = time = [289,309]
trigger1 = gametime%8= 0
anim = 4051
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 920

[State 0, Explod]
type = Explod
triggerall = time = [289,309]
trigger1 = gametime%8= 0
anim = 4052
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 900

[State 0, Explod]
type = Explod
triggerall = time = [289,309]
trigger1 = gametime%8= 0
anim = 4053
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 920

[State 0, Explod]
type = Explod
triggerall = time = [289,309]
trigger1 = gametime%8= 0
anim = 4054
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 900

[State 0, Explod]
type = Explod
triggerall = time = [289,309]
trigger1 = gametime%8= 0
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 920

[State 0, Explod]
type = Explod
triggerall = time = [289,309]
trigger1 = gametime%8= 0
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 900


[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MAX mushiki ACT3

[Statedef 3500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3500
ctrl     = 0
sprpriority = 5

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

[State 2100,]
type = Envcolor
trigger1 = 1
time = 1
value = 0,0,0
under = 1
invertall = 1
ignorehitpause = 1

[State 700,]
type = palfx
trigger1 = time = 0
time = 5
add = 230,230,230

[State 700,]
type = palfx
trigger1 = time = 0
time = 5
add = 250,120,210

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,38

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 30
value = s10,40

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7 | AnimElem = 18 | AnimElem = 28 | AnimElem = 33
trigger2 = AnimElem = 46 | AnimElem = 52
value = s0,3

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 52
value = s3,1

[State 210, ]
type = Width
trigger1 = AnimElem = 8
edge = 60,0

[State 210, ]
type = Width
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(13) < 0
edge = 40,0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 7 | AnimElem = 8 | AnimElem = 9
trigger2 = AnimElem = 11 | AnimElem = 13 | AnimElem = 14 | AnimElem = 15
trigger3 = AnimElem = 16 | AnimElem = 17 | AnimElem = 18 | AnimElem = 19
trigger4 = AnimElem = 24 | AnimElem = 25 | AnimElem = 26 | AnimElem = 28
trigger5 = AnimElem = 30 | AnimElem = 31 | AnimElem = 32 | AnimElem = 33
trigger6 = AnimElem = 34 | AnimElem = 35 | AnimElem = 36 | AnimElem = 40
trigger7 = AnimElem = 42 | AnimElem = 43 | AnimElem = 45 | AnimElem = 46
trigger8 = AnimElem = 47 | AnimElem = 48 | AnimElem = 55
x = 5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 51
x = 3
y = -5.5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 52
y = -4.5

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(52) >= 0
y = .43

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 52
statetype = A

[State 170, ]
type = Targetbind
triggerall = prevstateno = [1000,2900]
trigger1 = ProjHit3500 = 1
pos = 50,0

[State 1000, ]
type = Helper
trigger1 = AnimElemtime(2) = 0
name = "01"
stateno = 3505
ID = 3505
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

[State 200,]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
getpower = 0
damage = 35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
getpower = 0
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 55,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
getpower = 0
damage = 55,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 42
attr = S, HA
getpower = 0
damage = 65,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
getpower = 0
damage = 75,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-60
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 51
attr = A, HA
getpower = 0
damage = 85,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,7
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-4.5
air.velocity = -8,-5.5
air.type = High
fall = 1
air.hittime = 12
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 52
attr = A, HA
getpower = 0
damage = 65,0
animtype = up
hitflag = MAF
priority = 3, Hit
pausetime = 35,36
sparkno = s4020
sparkxy = -25,-60
hitsound = s1,7
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3,-9.4
air.velocity = -2,-9.4
yaccel = .46
fall = 1
fall.recover = 0
kill = 1
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 9000,]
type = Envcolor
triggerall = AnimElemtime(4) >= 0 && AnimElemtime(53) < 1
trigger1 = Movehit = 1
trigger2 = ProjHit3500 = 1
time = 1
value = 255,255,255
under = 0
ignorehitpause = 0

[State 9000,]
type = Envcolor
triggerall = AnimElemtime(52) > 0
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3540

;---------------------------------------------------------------------------
; mushiki

[Statedef 3505]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3510
ctrl     = 0
sprpriority = 0

[State 9000,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 700,]
type = palfx
trigger1 = time = 0
time = 5
add = 230,230,230

[State 700,]
type = palfx
trigger1 = time = 0
time = 5
add = 250,120,210

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1100, ]
type = AfterImage
trigger1 = AnimElem = 4
time = 110
trans = add1
length = 5
timeGap = 2
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6 | AnimElem = 17 | AnimElem = 27 | AnimElem = 32
trigger2 = AnimElem = 45 | AnimElem = 51
value = s0,3

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 51
value = s3,1

[State 210, ]
type = Width
trigger1 = AnimElem = 6
edge = 60,0

[State 210, ]
type = Width
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(13) < 0
edge = 40,0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 7 | AnimElem = 8 | AnimElem = 9
trigger2 = AnimElem = 11 | AnimElem = 13 | AnimElem = 14 | AnimElem = 15
trigger3 = AnimElem = 16 | AnimElem = 17 | AnimElem = 18 | AnimElem = 19
trigger4 = AnimElem = 24 | AnimElem = 25 | AnimElem = 26 | AnimElem = 28
trigger5 = AnimElem = 30 | AnimElem = 31 | AnimElem = 32 | AnimElem = 33
trigger6 = AnimElem = 34 | AnimElem = 35 | AnimElem = 36 | AnimElem = 40
trigger7 = AnimElem = 42 | AnimElem = 43 | AnimElem = 45 | AnimElem = 46
trigger8 = AnimElem = 47 | AnimElem = 48 | AnimElem = 55
x = 5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 50
x = 3
y = -5.5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 51
y = -4.5

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(51) >= 0
y = .43

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 51
statetype = A

[State 170, ]
type = Targetbind
triggerall = prevstateno = [1000,2900]
trigger1 = ProjHit3500 = 1
pos = 50,0

[State 200,]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
getpower = 0
damage = 35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
getpower = 0
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
getpower = 0
damage = 55,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
getpower = 0
damage = 55,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 65,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 49
attr = S, HA
getpower = 0
damage = 75,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-60
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2880
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 50
attr = A, HA
getpower = 0
damage = 85,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,7
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-4.5
air.velocity = -8,-5.5
air.type = High
fall = 1
air.hittime = 12
kill = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 51
attr = A, HA
getpower = 0
damage = 65,0
animtype = up
hitflag = MAF
priority = 3, Hit
pausetime = 11,11
sparkno = s4020
sparkxy = -25,-60
hitsound = s1,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3,-9.4
air.velocity = -2,-9.4
yaccel = .36
fall = 1
fall.recover = 0
kill = 1

[State 9000,]
type = Envcolor
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(52) < 1
trigger1 = Movehit = 1
trigger2 = ProjHit3500 = 1
time = 1
value = 255,255,255
under = 0
ignorehitpause = 0

[State 9000,]
type = Envcolor
triggerall = AnimElemtime(51) > 0
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0
persistent = 0
ignorehitpause = 1

[State 1001, ]
type = DestroySelf
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger2 = Root,Anim != 3500

;---------------------------------------------------------------------------
;p2st
[Statedef 3530]
type    = S
movetype= H
physics = S

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
trigger1 = Pos Y >= 0
value = 3530

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ON F

[Statedef 3540]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3540
ctrl     = 0
sprpriority = 2

[State 1000, ]
type = PlaySnd
trigger1 = time = 1
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; p2 st2
[Statedef 1562]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = 1
ctrl = 0

[State 1120, ]
type = NotHitBy
trigger1 = 1
value = SCA

[State 821, 1]
type = velset
trigger1 = time = 34
y = -25

[State 821, 1]
type = veladd
trigger1 = time = [35,70]
y = 1.25

[State 821, 1]
type = veladd
trigger1 = time = [34,999]
x = -1.17

[State 821, 1]
type = veladd
trigger1 = time = [71,999]
y = 2.4

[State 821, 1]
type = envshake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
freq = 179
ampl = 10
time = 10

[State 2000, 8]
type = ChangeAnim2
trigger1 = Time = 0
value = 1562

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;p2 st 3
[Statedef 1563]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = 1
ctrl = 0

[State 1120, ]
type = NotHitBy
trigger1 = 1
value = SCA

[State 821, 1]
type = velset
trigger1 = time = 57
y = -25

[State 821, 1]
type = veladd
trigger1 = time = [58,95]
y = 1.25

[State 821, 1]
type = veladd
trigger1 = time = [57,999]
x = -1.17

[State 821, 1]
type = veladd
trigger1 = time = [96,999]
y = 2.4

[State 821, 1]
type = envshake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
freq = 179
ampl = 10
time = 10

[State 2000, 8]
type = ChangeAnim2
trigger1 = Time = 0
value = 1563

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;p2st 4
[Statedef 1564]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = 1
ctrl = 0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 821, 1]
type = velset
trigger1 = time = 60
y = -25

[State 821, 1]
type = velset
trigger1 = alive
trigger1 = time = [86,259]
y = 0

[State 821, 1]
type = veladd
trigger1 = alive
trigger1 = time = [260,999]
y = 1

[State 821, 1]
type = veladd
trigger1 = Life = 0
trigger1 = time = [86,999]
y = 0.65

[State 1]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
kill = 1

[State 821, 1]
type = envshake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
freq = 179
ampl = 10
time = 10

[State 2000, 8]
type = ChangeAnim2
trigger1 = Time < 69
value = 1564
persistent = 0

[State 2000, 8]
type = ChangeAnim2
trigger1 = Time >= 70
value = 1565
persistent = 0

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;P2ST 5
[Statedef 4055]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = 1
ctrl = 0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 821, 1]
type = velset
trigger1 = time = 60
y = -85

[State 1]
type = lifeadd
trigger1 = alive
value = -9999
kill = 1

[State 1]
type = lifeset
trigger1 = time = 0
value = 0
kill = 1

[State 821, 1]
type = veladd
trigger1 = time = [101,999]
y = 1

[State 821, 1]
type = velset
trigger1 = time = [66,100]
y = 0

[State 821, 1]
type = envshake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
freq = 179
ampl = 10
time = 10

[State 2000, 8]
type = ChangeAnim2
trigger1 = Time < 101
value = 1564
persistent = 0

[State 700,]
type = palfx
trigger1 = time = [101,999]
time = -1
add = 100,100,100
mul = 30,30,30
invertall = 1
color = 0

[State 2000, 8]
type = ChangeAnim2
trigger1 = Time >= 70
value = 1565
persistent = 0

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;P2(站立缓慢躺下)
[Statedef 1460]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing

[State 0,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1460

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1461

;P2甩出
[Statedef 1461]
type    = A
movetype= H
physics = N
velset = -4,7

[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing


[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 17100

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 1462

;【P2躺地】
[Statedef 1462]
type    = L
movetype= H
physics = N
velset = 0,0

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = 10
freq = 100
phase = 90

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

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5221

[State 0, SelfState]
type =  ChangeState
trigger1 = time = 5
value = 1463
ignorehitpause = 1

;【P2空中旋转A】
[Statedef 1463]
type = A
movetype = H
physics = N

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

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1007

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=3
value = 1464

;【P2空中旋转B】
[Statedef 1464]
type    = A
movetype= H
physics = N
velset = -1,-10

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = .5

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5061)
value = 5061

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -15 && Vel Y > 0
value = 5100

;P2弹墙
[Statedef 2212]
type     = A
movetype = H
physics  = N

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 16
ampl = 6
freq = 100
phase = 90


[State 0, Velset]
type = VelSet
trigger1 = Time = 0
y = -8

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 1

[State 0, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;P2弹墙3
[Statedef 2212333]
type     = A
movetype = H
physics  = N

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = 20
freq = 100
phase = 90

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0

value = -800
;ignorehitpause =
;persistent =



[State 0, Velset]
type = VelSet
trigger1 = Time = 0
y = -8

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 1

[State 0, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
trigger1 = power > 0
value = 100
kill = 1
absolute = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 505011

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


;P2弹墙
[Statedef 22122]
type     = A
movetype = H
physics  = N

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = 20
freq = 100
phase = 90

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0, Velset]
type = VelSet
trigger1 = Time = 0
y = -8

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 1

[State 0, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


[Statedef 1380]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 400
velset = 0,0
anim = 1380
sprpriority = 1
ctrl = 0

[State 170, ]
type = NotHitBy
trigger1 = palno = [6,12]
value = SCA

[State 1300, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
numhits = 0
pausetime = 3,10
hitflag = MADF-phl
sparkxy = 0,-50
sparkno = s4120
hitsound = s0,20
p2facing = 1
p2stateno = 1390
[State 0, PlaySnd]
type = PlaySnd
Trigger1 = TIME= 10
value = S10,24

[State 0, HELL]
type = ChangeState
trigger1 = P2stateno = 1390
value = 1381
ctrl = 0

[State 0, HELL]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;P2代入状态
[Statedef 1390]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 50000

[State 0, SelfState]
type = SelfState
trigger1 = time = 50
value = 0
ctrl = 1

;P2代入状态
[Statedef 13901]
type    = A
movetype= H
physics = N
velset = 0,0

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

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



[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5000

[State 0, SelfState]
type = SelfState
trigger1 = time = 50
value = 0
ctrl = 1

;
[Statedef 1381]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 50
velset = 0,0
anim = 1381
sprpriority = 1
ctrl = 0

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA

[State 0, Explod]
type = Explod
trigger1 = p2stateno= 1384
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 60,60
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = p2stateno= 1384
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 60,60
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = p2stateno= 1383
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = p2stateno= 1384
anim = 8010
pos = 0,-40
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 60,60
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = p2stateno= 1383
anim = 8000
pos = 0,-40
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 9


[State 0, Explod]
type = Explod
trigger1 = p2stateno= 1383
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 9

[State 震动]
type = EnvShake
trigger1 = AnimElem = 8
ignorehitpause = 1
persistent = 0
time = 23
ampl = 20
freq = 100
phase = 90

[State 闪光]
type = EnvColor
value = 255,255,255
trigger1 = AnimElem = 8
ignorehitpause = 1
time = 2
under = 1


[State 114, 13]
type = Projectile
trigger1 = AnimElem = 8
projanim = 13821
projshadow = 68,68,68
offset = 30,0
velocity = 0.000001,0
projremovetime = 36
supermovetime = 30
projsprpriority = 6

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 17101
pos = 55,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.87,0.87
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1


[State 114, 13]
type = Projectile
trigger1 = AnimElem = 8
projanim = 13822
projshadow = 68,68,68
offset = 30,0
velocity = 0.000001,0
projremovetime = 36
supermovetime = 30
projsprpriority = 6

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 8
value = 1


[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50,-40
ignorehitpause = 1

[State 0,HitDef]
type = HitDef
Trigger1 = TIME= 0
attr = S, ST
hitflag = MAHL
hitsound = s1,4
sparkno = s4020
sparkxy = -15,-60
numhits = 0
p2facing = 1
p2stateno = 13901
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -9

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 8
anim =  21144
pos = 45,-84
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.76,0.76
sprpriority = 18
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 8
anim =  4020
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,8

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim =  4021
pos = 80,-68
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 1382
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1,31

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S10,25


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1,7


[State 0, HELL]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;【P2被抓起】
[Statedef 1382]
type = A
movetype = H
physics = N

[State 0, DestroySelf]
type = DestroySelf
trigger1 =1
ignorehitpause = 1

;[State 1028, Turn]
;type = Turn
;trigger1 = enemy,facing!=  facing
;[State 1028, Turn]
;type = Turn
;trigger1 = facing != enemy,facing

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


[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1382

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 40
value = 1383

;【P2带投B】
[Statedef 1383]
type = A
movetype = H
physics = N

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -150
kill = 1
absolute = 0



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

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = -20
z = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 1284

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=5;HitShakeOver = 1
value = 1384

;【P2投带入B】
[Statedef 1384]
type    = A
movetype= H
physics = N
velset = -3,-8

[State 700,]
type = Palfx
trigger1 = time = 0
time = 60
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1


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

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = .5

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause = 0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5061)
;trigger1 = enemy,stateno !=  2100
value = 5061

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -15 && Vel Y > 0
;trigger1 = enemy,stateno !=  2100
value = 5100

[Statedef 2222]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2222
ctrl     = 0
sprpriority = 10

[State 0, Helper]
type = Helper
triggerall = var(14)= 0
triggerall = !numhelper(2305)
trigger1 =  animelem = 4
helpertype = normal ;player
ID =  23051
stateno = 23051
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
name = "暗物质"
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
size.xscale = 0.8
size.yscale = 0.7

[State 225, 1]
type = ChangeAnim
triggerall = var(14)= 1
trigger1 = Time = 0
value = 22221

[State 170, ]
type = NotHitBy
triggerall = palno <=5
trigger1 = time = 0
value = SCA
time = 2
[State 170, ]
type = NotHitBy
trigger1 = palno =[6,12]
value = SCA

[State 114, 13]
type = Projectile
triggerall = var(14)= 1
trigger1 = AnimElem = 4
projanim = 25105
projshadow = 68,68,68
projscale = 0.9,0.9
offset = 20, -120
projremovetime = 24
projsprpriority = 20
postype = p1

[State 700,]
type = palfx
triggerall = AnimElem = 2
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = palno =[6,12]
trigger1 = AnimElem = 4
helpertype = normal
name = "dangshen"
stateno = 19179
pos = -50,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S234,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S234,3

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(14)= 1
trigger1 = AnimElem = 4
value = S89,0

[State 4016, Helper]
type = Helper
triggerall = var(14)= 0
triggerall = !numhelper(80000)
trigger1 = AnimElem = 5
ID = 80000
pos = 20,-84
stateno = 80000
facing = 1
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1


[State 0, Helper]
type = Helper
triggerall = var(14)= 1
triggerall = !numhelper(2305)
trigger1 =  animelem = 4
helpertype = normal ;player
ID =  23051
stateno = 23051
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
name = "暗物质"
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
size.xscale = 0.8
size.yscale = 0.7

[State 0, Helper]
type = Helper
triggerall = var(14)= 1
triggerall = !numhelper(2305)
trigger1 =  animelem = 4
helpertype = normal ;player
ID =  2305
stateno = 2305
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
name = "火"
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 1

[State 2000, ]
type = SuperPause
trigger1 = AnimElem = 3
anim = -1
poweradd = -1000
movetime = 35
time = 35

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(14)= 0
trigger1 = AnimElem = 3
value = S1,30

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
triggerall = var(14)= 0
projanim = 2336
projshadow = 68,68,68
offset = -30, -85
velocity = 0.000001,0
projremovetime = 35
supermovetime = 30
projsprpriority = 11

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 4
triggerall = var(14)= 0
projanim = 2337
projshadow = 68,68,68
offset = -25, -84
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 12

[State 114, 13]
type = Projectile
triggerall = var(14)= 1
trigger1 = AnimElem = 3
projanim = 7010
projshadow = 68,68,68
offset = 20, -120
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12
[State 114, 13]
type = Projectile
triggerall = var(14)= 1
trigger1 = AnimElem = 3
projanim = 7000
projshadow = 68,68,68
offset = 20, -120
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8

[State 114, 13]
type = Projectile
triggerall = var(14)= 0
trigger1 = AnimElem = 3
projanim = 7000
projshadow = 68,68,68
offset = -30, -85
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 5
triggerall = var(14)= 0
projanim = 2335
projshadow = 68,68,68
offset = 28, -14
velocity = 0.000001,0
projremovetime = 24
supermovetime = 37
projsprpriority = 18

[State 114, 13]
type = Projectile
triggerall = var(14)= 0
trigger1 = AnimElem = 5
projanim = 2334
projshadow = 68,68,68
offset = 32, -82
velocity = 0.000001,0
projremovetime = 24
supermovetime = 30
projsprpriority = 17
[State 114, 13]
type = Projectile
triggerall = var(14)= 0
trigger1 = AnimElem = 3
projanim = 7010
projshadow = 68,68,68
offset = -30, -85
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12

[State 2000]
type = AssertSpecial
trigger1 = AnimElem = 3
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = s9,0

[State 3000, ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl= 1

;P2空中
[Statedef 14641]
type    = A
movetype= H
physics = N
velset = -1,-5

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = .5

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5061)
value = 5061

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -15 && Vel Y > 0
value = 5100

;憡庤摦嶌(忋抜傗傜傟)
[Statedef 2020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 700,]
type = Turn
trigger1 = time = [0,4]
trigger1 = facing =enemy,facing
ignorehitpause = 1

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

[State 1830]
type = SelfState
trigger1 = time > 80 && Enemynear,Stateno != [2000,3999]
value = 5000

[State 1830]
type = SelfState
trigger1 = TIME = 80
value = 0
ctrl = 1

[Statedef 20233]
type    = A
movetype= H
physics = N
velset = 0,0

[State 700,]
type = Turn
trigger1 = time = [0,4]
trigger1 = facing =enemy,facing
ignorehitpause = 1

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

[State 1830]
type = SelfState
trigger1 = time > 400 && Enemynear,Stateno != [2000,3999]
value = 20233

[State 1830]
type = SelfState
trigger1 = TIME = 500
value = 0
ctrl = 1

[Statedef 20002]
type    = A
movetype= H
physics = N
velset = 0,0

[State 700,]
type = Palfx
trigger1 = TIME = 0
time = 25
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

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

[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing

[State 1320, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 20002


;---------------------------------------------------------------------------
;憡庤摦嶌(壓抜傗傜傟)
[Statedef 2030]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2030

[State 1830]
type = SelfState
trigger1 = time > 20 && Enemynear,Stateno != [2000,3999]
value = 5000

[State 1830]
type = SelfState
trigger1 = TIME = 30
value = 0
ctrl = 1

;P2被击飞至空中
[Statedef 12100]
type = A
movetype = H
physics = N


[State 0, DestroySelf]
type = DestroySelf
trigger1 =1
ignorehitpause = 1


[State 700,]
type = Palfx
trigger1 = time = 0
time = 40
add = 0,-50,80
sinadd = 50,50,50,15
color = 1
invertall = 1


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


[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing

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

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1211

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=6
value = 12110

;P2空中
[Statedef 12110]
type    = A
movetype= H
physics = N
velset = -4,-9

[State 0, DestroySelf]
type = DestroySelf
trigger1 =1
ignorehitpause = 1


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

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = .5

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5061)
value = 5061

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -15 && Vel Y > 0
value = 5100

[Statedef 23200]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 700,]
type = Palfx
trigger1 = time = 0
time = 80
add = 0,-50,80
sinadd = 50,50,50,15
color = 1
invertall = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = [0,20]
value = -9
kill = 1
absolute = 1


[State 810,]
type = EnvShake
trigger1 = time = [0,4]
ampl = 10
freq = 120
time = 30

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

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


[State 52, 1]
type = VelSet
trigger1 = time = [0,20]
x = 0
y = -8

[State 52, 1]
type = VelSet
trigger1 = time = 21
x = 0
y = -20


[State 52, 2]
type = Veladd
trigger1 = time >= 22
y = .6

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 0, SprPriority]
type = SprPriority
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = -5



[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;max1 p2升天
[Statedef 232003]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 700,]
type = Palfx
trigger1 = time = 0
time = 80
add = 0,-50,80
sinadd = 50,50,50,15
color = 1
invertall = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = [0,20]
value = -6
kill = 1
absolute = 1


[State 810,]
type = EnvShake
trigger1 = time = [0,4]
ampl = 10
freq = 120
time = 30

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

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


[State 52, 1]
type = VelSet
trigger1 = time = [0,20]
x = 0
y = -8

[State 52, 1]
type = VelSet
trigger1 = time = 21
x = 0
y = -20


[State 52, 2]
type = Veladd
trigger1 = time >= 22
y = .6

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 0, SprPriority]
type = SprPriority
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = -5



[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


[Statedef 23201]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 700,]
type = Palfx
trigger1 = time = 0
time = 60
add = 0,-50,80
sinadd = 50,50,50,15
color = 1
invertall = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 1


[State 810,]
type = EnvShake
trigger1 = time = [0,4]
ampl = 10
freq = 120
time = 30

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

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


[State 52, 1]
type = VelSet
trigger1 = time = [0,20]
x = -2
y = -6

[State 52, 2]
type = Veladd
trigger1 = time >= 21
y = .6

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 0, SprPriority]
type = SprPriority
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = -5



[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 234463]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0
[State 170, ]
type = NotHitBy
trigger1 = 1
value = SCA



[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 234463


[State 1830]
type = SelfState
trigger1 = TIME = 60
value = 5000
ctrl = 0

[Statedef 2344]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0
[State 170, ]
type = NotHitBy
trigger1 = 1
value = SCA



[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2344

[State 1830]
type = SelfState
trigger1 = time > 20 && Enemynear,Stateno != [2000,3999]
value = 5000

[State 1830]
type = SelfState
trigger1 = TIME = 60
value = 5000
ctrl = 0

[Statedef 2355]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10


[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2355

[State 1830]
type = SelfState
trigger1 = time > 20 && Enemynear,Stateno != [2000,3999]
value = 5000

[State 1830]
type = SelfState
trigger1 = TIME = 60
value = 5000
ctrl = 0

;【P2被抓起】
[Statedef 6382]
type = A
movetype = H
physics = N

[State 0, DestroySelf]
type = DestroySelf
trigger1 =1
ignorehitpause = 1

;[State 1028, Turn]
;type = Turn
;trigger1 = enemy,facing!=  facing
;[State 1028, Turn]
;type = Turn
;trigger1 = facing != enemy,facing

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


[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1382

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 600
value = 1383

;P2代入状态
[Statedef 13908]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5000

[State 0, SelfState]
type = SelfState
trigger1 = time = 50
value = 0
ctrl = 1

;P2躺地
[Statedef 13118]
type = A
movetype = H
physics = N
velset = 0,0

[State 0]
type = LifeAdd
Trigger1 = time = 0
value = -50
kill = 1
absolute = 1

[State 700,]
type = Palfx
trigger1 = time = 0
time = 40
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 闪光]
type = EnvColor
value = 255,255,255
trigger1 = time = 0
ignorehitpause = 1
time = 2
under = 1

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


[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing

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


[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1311

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 25
value = 131135

;P2躺地
[Statedef 131135]
type    = L
movetype= H
physics = N
velset = 0,0

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

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

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause = 1


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 35

[State 0, SelfState]
type = SelfState
trigger1 = time = 40
value = 5110
ignorehitpause = 1
;P2（被击飞）
[Statedef 494000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

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


[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9000

[State 0,VelSet]
type = VelSet
trigger1 = time = 0
x = -14
y = 0

[State 0,Veladd]
type = Veladd
trigger1 = time = 5
y = .2

[State 0,ChangeState]
type = ChangeState
triggerall = time >10
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 9001

;P2（被击飞）
[Statedef 9000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

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

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9000

[State 0,VelSet]
type = VelSet
trigger1 = time = 0
x = -9
y = -3

[State 0,Veladd]
type = Veladd
trigger1 = time = 5
y = .2

[State 0,ChangeState]
type = ChangeState
triggerall = time >10
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 9001

;P2（弹墙）
[Statedef 9001]
type     = A
movetype = H
physics  = N

[State 0, Pause]
type = Pause
trigger1 = time = [0,10]
time = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 =time = 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1


[State 0, Velset]
type = VelSet
trigger1 = Time = 0
y = -7

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 1

[State 0, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;P1（被吹飞）
[Statedef 90000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1



[State 0, Explod]
type = Explod
trigger1 = time =[30,176]
trigger1 = gametime%5= 0
anim = 8010
pos = -10,-70
postype = p2
bindtime = 1
random = 50,50
vel = -3,-2
removetime = -2
scale = 1,1
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = gametime%7= 0
value = -99999
kill = 1
ignorehitpause =1
absolute = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%8= 0
anim = 8000
pos = -10,-70
postype = p2
bindtime = 1
random = 50,50
vel = -3,-2
removetime = -2
scale = 1,1
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999



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

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 9001 && enemy,time = 1
anim = 8020
pos = 40,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = S0,19
ignorehitpause =  1


[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8010
pos = -10,-35
postype = p1
bindtime = 1
random = 100,70
vel = -3,0
removetime = -2
scale = 1,1
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = gametime%6= 0
anim = 8000
pos = -10,-35
postype = p1
bindtime = 1
random = 100,70
vel = -3,0
removetime = -2
scale = 1,1
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -400
kill = 1
absolute = 1


[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9000

[State 0,VelSet]
type = VelSet
trigger1 = time = 0
x = -9
y = -3

[State 0,Veladd]
type = Veladd
trigger1 = time = 5
y = .2

[State 0,ChangeState]
type = ChangeState
triggerall = time >10
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 90001

;P1（弹墙）
[Statedef 90001]
type     = A
movetype = H
physics  = N

[State 0, Explod]
type = Explod
trigger1 = stateno = 90001 && time = 1
anim = 8020
pos = 36,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = p2stateno = 9001 && enemy,time = 1
anim = 8020
pos = 40,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9001 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = stateno = 90001 && time = 1
value = S0,19
ignorehitpause =  1


;[State 0, Pause]
;type = Pause
;trigger1 = time = [0,10]
;time = 1
;ignorehitpause = 1


[State 0, Velset]
type = VelSet
trigger1 = Time = 0
y = -7

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 1

[State 0, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;苍纵云
[Statedef 3222]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2222
ctrl     = 0
sprpriority = 10

[State 0, Helper]
type = Helper
triggerall = var(14)= 0
triggerall = !numhelper(2305)
trigger1 =  animelem = 4
helpertype = normal ;player
ID =  23051
stateno = 23051
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
name = "暗物质"
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
size.xscale = 0.8
size.yscale = 0.7

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

[State 0, HELL]
type = PosSet
trigger1 = 1
y = 0

[State 1000, 1]
type = Velset
trigger1 = 1
y = 0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [6,36]
flag = noBG
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 2212 && enemy,time = 1
anim = 8020
pos = 40,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 2212 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, Explod]
type = Explod
triggerall = var(14)= 0
triggerall = p2movetype = H
trigger1 = gametime%5= 0
trigger1 = movehit
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = var(14)= 0
triggerall = p2movetype = H
trigger1 = gametime%5= 0
trigger1 = movehit
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[state a];
type = Helper
triggerall = var(14)= 0
trigger1 = animelem = 7
id = 2803
name = "火柱"
sprpriority = 2
pos = -140,0
postype = p1
stateno = 2803
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall = var(14)= 1
trigger1 = animelem = 5
id = 28037
name = "暗物质"
sprpriority = 2
pos = 40,-85
postype = p1
stateno = 28037
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall = var(14)= 1
trigger1 = animelem = 7
id = 28039
name = "暗物质"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 28039
helpertype = normal
keyctrl = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,1

[State 700,]
type = palfx
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 7610
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1
[State 4016, Helper]
type = Helper
triggerall = var(14)= 0
triggerall = !numhelper(900001)
trigger1 = AnimElem = 5
ID = 900001
pos = 20,-84
stateno = 900001
facing = 1
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 2000, ]
type = SuperPause
triggerall = palno <6
triggerall = AnimElem = 3
trigger1 = alive
anim = -1
poweradd = -2000
movetime = 35
time = 35

[State 2000, ]
type = SuperPause
triggerall = palno = [6,12]
triggerall = AnimElem = 3
trigger1 = alive
anim = -1
poweradd = -1000
movetime = 35
time = 35

[State 0, PlaySnd]
type = PlaySnd
triggerall = var(14)= 0
trigger1 = AnimElem = 3
value = S1,30

[State 114, 13]
type = Projectile
triggerall = var(14)= 0
trigger1 = AnimElem = 3
projanim = 2336
projshadow = 68,68,68
offset = -30, -85
velocity = 0.000001,0
projremovetime = 35
supermovetime = 30
projsprpriority = 11

[State 114, 13]
type = Projectile
triggerall = var(14)= 0
trigger1 = AnimElem = 4
projanim = 2337
projshadow = 68,68,68
offset = -25, -84
velocity = 0.000001,0
projremovetime = 32
supermovetime = 30
projsprpriority = 12

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 7100
projshadow = 68,68,68
offset = -30, -85
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8

[State 114, 13]
type = Projectile
triggerall = var(14)= 0
trigger1 = AnimElem = 5
projanim = 2335
projshadow = 68,68,68
offset = 28, -14
velocity = 0.000001,0
projremovetime = 24
supermovetime = 37
projsprpriority = 18

[State 114, 13]
type = Projectile
triggerall = var(14)= 0
trigger1 = AnimElem = 5
projanim = 2334
projshadow = 68,68,68
offset = 32, -82
velocity = 0.000001,0
projremovetime = 24
supermovetime = 30
projsprpriority = 17
[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 7110
projshadow = 68,68,68
offset = -30, -85
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12



[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = s9,1

[State 3000, ]
type = ChangeState
trigger1 = AnimElem = 8
value = 3223
ctrl= 0

;苍纵云 （收招）
[Statedef 3223]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3223
ctrl     = 0
sprpriority = 10

[State 3000, ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl= 1


;火柱helper
[Statedef 2803];僀乕僨傿傾儞僽儗僀僪僿儖僷乕
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 888
juggle = 0;15

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%6= 0
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.7,0.7
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 12

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%7= 0
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 14

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1,34

[State 4100,1]
type = Helper
trigger1 = time = 5
ID = 2803
name = "火焰"
postype = p1
pos = 50,0
sprpriority = 999
stateno = 2803
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1



[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 10000
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))



[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 10000
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 5
freq = 95
time = 15

[State 1034, 2]
type = Projectile
trigger1 = time = 0
projremove = 0
Projremovetime = 20
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
projsprpriority = 10
;projremove = 1344
projanim = 3557
projID = 3557
offset = -30,0
velocity = 0,0
attr = S, HP
damage = 100,40
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAFDP
pausetime = 0,3
sparkno = s4020
guard.sparkno = S4120
sparkxy = 0,-76
hitsound   = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -6,-5
air.velocity = -6,-5
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1034, 2]
type = Projectile
trigger1 = time = 0
projremove = 0
Projremovetime = 21
projsprpriority = 12
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 3556
projID = 3556
offset = -30,0
velocity = 0,0
attr = S, HP
damage = 105,20
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAFDP
pausetime = 0,3
sparkno = s4020
guard.sparkno = S4120
sparkxy = 0,-74
hitsound   = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -6,-5
air.velocity = -6,-5
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1


[State 240, 4]
type = destroyself
trigger1 = Time = 40
trigger2 = FrontEdgeBodyDist < -50

;暗物质helper
[Statedef 28039];僀乕僨傿傾儞僽儗僀僪僿儖僷乕
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 888
juggle = 0;15

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1,47

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 1,41

[State 4100,1]
type = Helper
trigger1 = time = 5
ID = 28039
name = "火焰"
postype = p1
pos = 50,0
sprpriority = 999
stateno = 28039
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1



[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 10000
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))



[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 10000
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 810,]
type = EnvShake
trigger1 = projhit = 1
trigger1 = time = 0
ampl = -13
freq = 95
time = 15

[State 1034, 2]
type = Projectile
trigger1 = time = 0
projremove = 0
Projremovetime = 17
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
projsprpriority = 8
;projremove = 1344
projanim = 789
projID = 789
offset = -30,0
velocity = 0,0
attr = S, HP
damage = 100,40
getpower = 0,0
givepower = 20,0
animtype = DiagUp
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 1034, 2]
type = Projectile
trigger1 = time = 0
projremove = 0
Projremovetime = 15
projsprpriority = 12
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 790
;projremove = 1344
projanim = 790
projID = 790
offset = -30,0
velocity = 0,0
attr = S, HP
damage = 105,20
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAFDP
pausetime = 0,3
sparkno = s4020
guard.sparkno = S4120
sparkxy = 0,-88
hitsound   = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -6,-5
air.velocity = -6,-5
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1


[State 240, 4]
type = destroyself
trigger1 = Time = 40
trigger2 = FrontEdgeBodyDist < -50

;暗物质helper 1
[Statedef 28037];僀乕僨傿傾儞僽儗僀僪僿儖僷乕
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 888
juggle = 0;15

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1,41

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = -10
freq = 95
time = 20

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1,41


[State 1034, 2]
type = Projectile
trigger1 = time = 0
projremove = 0
Projremovetime = 23
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
projsprpriority = 14
;projremove = 1344
projanim = 792
projID = 792
offset = 10,0
velocity = 0,0
attr = S, HP
damage = 100,40
getpower = 0,0
givepower = 20,0
animtype = DiagUp
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 1034, 2]
type = Projectile
trigger1 = time = 0
projremove = 0
Projremovetime = 24
projsprpriority = 16
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 790
;projremove = 1344
projanim = 791
projID = 791
offset = 0,0
velocity = 0,0
attr = S, HP
damage = 110,20
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag =
hitflag = MAFP
pausetime = 0,3
sparkno = s40200
guard.sparkno = S4120
sparkxy = 0,-74
hitsound   = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -6,-5
air.velocity = -6,-5
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1
P2stateno = 2211

[State 0, Explod]
type = Explod
trigger1 = P2stateno = 2211 && enemy,time = 1
anim = 4020
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1


[State 240, 4]
type = destroyself
trigger1 = Time = 40
trigger2 = FrontEdgeBodyDist < -50


[Statedef 2900]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 21007
ctrl     = 0
sprpriority = 10



[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
value = SCA

[State 170, ]
type = NotHitBy
trigger1 = time = 9
value = SCA
time = 30

[State 700,]
type = palfx
triggerall = AnimElem = 7
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 2000, ]
type = SuperPause
triggerall = palno <6
triggerall = time = 9
trigger1 = alive
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000, ]
type = SuperPause
triggerall = palno = [6,12]
triggerall = time = 9
trigger1 = alive
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7100
projshadow = 68,68,68
offset = -10, -54
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8


[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7110
projshadow = 68,68,68
offset = -10, -54
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12

[State 2000]
type = AssertSpecial
trigger1 = Time = [9,39]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 7610
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1


[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s9,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,31

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,31

[State 3000, ]
type = ChangeState
triggerall = AnimElem = 8
trigger1 = 1
value = 2910

[Statedef 2908]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2908
ctrl     = 0
sprpriority = 10



[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
value = SCA

[State 700,]
type = palfx
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 2000, ]
type = SuperPause
triggerall = time = 0
trigger1 = alive
anim = -1
poweradd = -2000
movetime = 59
time = 59

[State 2000, ]
type = SuperPause
triggerall = palno = [6,12]
triggerall = time = 9
trigger1 = alive
anim = -1
poweradd = 1000
movetime = 59
time = 59

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7100
projshadow = 68,68,68
offset = 0, -74
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = 8


[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7110
projshadow = 68,68,68
offset = 0, -74
velocity = 0.000001,0
projremovetime = 27
supermovetime = 30
projsprpriority = 12

[State 2000]
type = AssertSpecial
trigger1 = Time = [9,39]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 7610
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -2
ownpal = 1


[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 9
value = s1,42

[State 1000, ]
type = Varset
trigger1 = prevstateno != [1000,1999]
var(30) = 0

[State 1000, ]
type = Varset
trigger1 = prevstateno = [1000,1999]
var(30) = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,270

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 212123
pos = 0,15
scale = 1.1,1.1
postype = p1
removetime = -2
bindtime = -1
pausemove = 999999
supermove = 999998
sprpriority = 20
ownpal = 1

[State 3000, ]
type = ChangeState
trigger1 = Animtime = 0
trigger1 = 1
value = 2909
ctrl = 0

[Statedef 2909]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2909
ctrl     = 0
sprpriority = 10

[State 0, Projectile]
type = Projectile
trigger1 = time = [0,50]
trigger1 = gametime%2 = 0
ProjID = 3008
projanim = 3008
projhitanim = 3008
projremanim = 3008
projcancelanim = 3008
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p2         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 0,0
kill = 0
hitflag = MAFHLpd
guardflag =
hitsound = s1,35
guardsound = 2,1
pausetime = 1,3
sparkno = s-1
guard.sparkno = s4120
sparkxy = 0,0
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 899999

[State 3000, ]
type = ChangeState
trigger1 = enemy,stateno = 899999
trigger1 = 1
value = 29099
ctrl = 0


[State 3000, ]
type = ChangeState
trigger1 = Animtime = 0
trigger1 = 1
value = 0
ctrl = 1

[Statedef 29099]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 29099
ctrl     = 0
sprpriority = 10
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 11061
pos = 0,-60
scale = 1.1,1.1
postype = p2
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 2
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 20
value = S125,0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
trigger1 =authorname ="ex1"
time = 1
add = 0,0,0
mul = 200,200,200
sinadd = 0,0,0,10
invertall = 0
color =0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S124,0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [50,190]
value = -1
kill = 0
absolute = 1
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 80
trigger2 = time = 120
trigger3 = time = 160
trigger4 = time = 170
helpertype = normal
name = "鬼炎"
ID = 17777
size.xscale = 0.8
size.yscale = 0.8
ownpal = 1
stateno = 17777
pos = 90,30
pausemovetime = 10
postype = p2
[State 0, Helper]
type = Helper
trigger1 = time = 80
trigger2 = time = 120
trigger3 = time = 160
trigger4 = time = 170
helpertype = normal
name = "鬼炎"
size.xscale = 0.8
size.yscale = 0.8
ID = 17778
ownpal = 1
stateno = 17778
pos = 90,30
pausemovetime = 10
postype = p2



[State 0, Helper]
type = Helper
trigger1 = time = 70
trigger2 = time = 110
trigger3 = time = 150
trigger4 = time = 180
helpertype = normal
name = "鬼炎"
ID = 17777
size.xscale = 0.8
size.yscale = 0.8
ownpal = 1
stateno = 17777
pos = -90,30
pausemovetime = 10
postype = p2
facing = -1
[State 0, Helper]
type = Helper
trigger1 = time = 70
trigger2 = time = 110
trigger3 = time = 150
trigger4 = time = 170
helpertype = normal
name = "鬼炎"
size.xscale = 0.8
size.yscale = 0.8
ID = 17778
ownpal = 1
stateno = 17778
pos = -90,30
pausemovetime = 10
facing = -1
postype = p2



[State 0, Helper]
type = Helper
trigger1 = time = 60
trigger2 = time = 100
trigger3 = time = 140
trigger4 = time = 170
helpertype = normal
name = "鬼炎"
ID = 177777
size.xscale = 0.8
size.yscale = 0.8
ownpal = 1
stateno = 177777
pos = -90,-140
pausemovetime = 10
postype = p2
facing = -1
[State 0, Helper]
type = Helper
trigger1 = time = 60
trigger2 = time = 100
trigger3 = time = 140
trigger4 = time = 170
helpertype = normal
name = "鬼炎"
size.xscale = 0.8
size.yscale = 0.8
ID = 177788
ownpal = 1
stateno = 177788
pos = -90,-140
pausemovetime = 10
facing = -1
postype = p2



[State 0, Helper]
type = Helper
trigger1 = time = 50
trigger2 = time = 90
trigger3 = time = 130
trigger4 = time = 170
helpertype = normal
name = "鬼炎"
ID = 177777
size.xscale = 0.8
size.yscale = 0.8
ownpal = 1
stateno = 177777
pos = 90,-140
pausemovetime = 10
postype = p2
facing =1
[State 0, Helper]
type = Helper
trigger1 = time = 50
trigger2 = time = 90
trigger3 = time = 130
trigger4 = time = 170
helpertype = normal
name = "鬼炎"
size.xscale = 0.8
size.yscale = 0.8
ID = 177788
ownpal = 1
stateno = 177788
pos = 90,-140
pausemovetime = 10
facing = 1
postype = p2


[State 0, EnvShake]
type = EnvShake
trigger1 = time = [50,180]
trigger1 = gametime%6 = 1
time = 10
freq = 60
ampl = 3

[State 0, Explod]
type = Explod
trigger1 = time = [50,180]
trigger1 = gametime%10 = 1
anim =  25105
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [50,178]
trigger1 = gametime%4 = 1
anim =  4020
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 120,120
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [50,180]
trigger1 = gametime%7 = 1
value = S1,4

[State 0, HitAdd]
type = HitAdd
trigger1 = time = [50,180]
trigger1 = gametime%6 = 1
value = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 3
value = 3

[State 0, EnvColor]
type = EnvColor
trigger1 = time = [50,180]
trigger1 = gametime%14 = 1
value = 255,255,255
time = 1

[State 0, Explod]
type = Explod
trigger1 = time = [200,240]
trigger1 = gametime%3 = 1
anim = 8010
pos = 0,80
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 180,180
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 90
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [200,240]
trigger1 = gametime%3 = 1
anim = 8000
pos = 0,80
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 180,180
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 90
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 299008
pos = -90,-60
postype = p2
removetime = 132
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim =  5666
pos = 0,-80
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 3
value = 23200
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 3
value = -100
kill = 1
absolute = 1

[State 0, PosSet]
type = PosSet
trigger1 =  animelem = 4
x = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 25104
scale = 0.9,0.9
pos = 0,-40
postype = p1
removetime = -2
bindtime = 2
pausemove = 1
supermove = 1
sprpriority = 4
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S89,1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim =  5666
pos = -40,-50
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim =  5666
pos = 40,-50
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim =  5666
pos = 0,-20
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 299008
pos = 90,-60
postype = p2
removetime = 132
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 299007
pos = 0,20
postype = p2
removetime = 132
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 3
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 299007
pos = 0,-150
postype = p2
removetime = 132
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 20
ownpal = 1


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 299009
pos = 0,-60
postype = p2
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 4
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,36

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,34

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,40

[State 3000, ]
type = ChangeState
trigger1 = Animtime = 0
trigger1 = 1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; S 182 LV1

[Statedef 2910]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 3

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%5= 0
trigger1 = movehit
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%5= 0
trigger1 = movehit
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 34347
projshadow = 68,68,68
offset = 19,-100
velocity = 0.000001,0
projremovetime = 22
supermovetime = 30
projsprpriority = 6

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,33

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,33

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32


[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,32


[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 6
value = s1,22

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 6
value = s1,21

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 5

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 7 | AnimElem = 8 | AnimElem = 9 | AnimElem = 10
trigger2 = AnimElem = 17 | AnimTime = 0
x = 10

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2100

[State 200, ]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 0,60
hitflag = mafd
getpower = 0
animtype = Hard
guardflag = M
priority = 3, Hit
pausetime = 10,26
sparkno = s-1
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,26
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -4,-4.5
guard.velocity = -9
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90
palfx.time = 40
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p1stateno = 2911
p2stateno = 15460

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 15460 && enemy,time = 1
anim = 8020
pos = 40,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 15460 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; S 182 LV1

[Statedef 2911]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2911
ctrl     = 0
sprpriority = 3
[State 0, Helper]
type = Helper
trigger1 = animelem = 2
ID = 34340
pos = 35,9
size.xscale = 0.7
size.yscale = 0.7
postype = p1
stateno = 34340
facing = -1
helpertype = normal
name = "对空光离子"
ownpal = 1
shadow = 0,0,0
[State 810, ]
type = Width
trigger1 = 1
edge = 60,0

[State 2000]
type = Explod
trigger1 = time = [4,14]
trigger1 = gametime%4 = 1
anim = 8033
pos = 80,8
vel = -1,0
facing = 1
random = 30,30
sprpriority = 4
ownpal = 1
bindtime = 1
supermove = 1
trans = add1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S12,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,34

[State 2000]
type = Explod
trigger1 = time = [4,14]
trigger1 = gametime%4 = 1
anim = 8033
pos = 80,8
vel = 1,0
facing = -1
random = 30,30
sprpriority = 4
ownpal = 1
bindtime = 1
supermove = 1
trans = add1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 34445
pos = 80,4
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 22

[State 2000]
type = null
trigger1 = animelem = 2
anim = 12924
pos = 80,0
scale = 0.8,1
sprpriority = 20
ownpal = 1
postype = p1
bindtime = 1
supermove = 1

[State 2000]
type = null
trigger1 = animelem = 2
anim = 25103
pos = 80,0
scale = 0.8,1
sprpriority = 1
ownpal = 1
postype = p1
bindtime = 1
supermove = 1
trans = none

;[State 0, TargetState]
;type = TargetState
;trigger1 = animelem = 3
;value = 15460
[State 0, HitAdd]
type = HitAdd
trigger1 = time = 3
value = 1
;ignorehitpause =
;persistent =


[State 2000]
type = Explod
trigger1 = time = 0
anim = 4020
pos = 60,-80
sprpriority = 20
ownpal = 1
postype = p1
bindtime = 1
supermove = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,23

[State 810, 1]
type = TargetBind
trigger1 = animelem = 1
pos = 35,0

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 2
add = 250,250,250

[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 90,90,90
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 15463 && enemy,time = 1
anim = 8015
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 15463 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 15463 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 2000]
type = Explod
trigger1 = animelem = 17
anim = 29112
pos = 10,-50
sprpriority = 10
ownpal = 1
postype = p1
bindtime = 1
supermove = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = p2stateno = 15463 && enemy,time = 1
value = -80
kill = 0
absolute = 1
;ignorehitpause =
;persistent =


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
trigger2 = time = 2
trigger3 = time = 4
value = -20
kill = 0
absolute = 1
;ignorehitpause =
;persistent =
[State 0, Explod]
type = Explod
triggerall = TIME = [84,112]
trigger1 = gametime%5= 0
anim = 8000
pos = 0,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-2
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = TIME = [84,112]
trigger1 = gametime%5= 0
anim = 8010
pos = 0,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-2
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%5= 0
anim = 8000
pos = 0,-40
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,40
removetime = -2
sprpriority = 9

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 3
value = 146312

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = gametime%5= 0
anim = 8010
pos = 0,-40
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,40
removetime = -2
sprpriority = 9

[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 29122 ;ifelse(Random <= 499,29122,2912)
ctrl = 0

[Statedef 29122]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 29122
ctrl     = 0
sprpriority = 3

[State 810, ]
type = Width
trigger1 = 1
edge = 60,0

[State 0, Null]
type = Null
trigger1 = 1
;ignorehitpause =
;persistent =

[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 29123 ;ifelse(Random <= 499,29122,2912)
ctrl = 0

[Statedef 29123]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 29123
ctrl     = 0
sprpriority = 3

[State 810, ]
type = Width
trigger1 = 1
edge = 60,0

[State 0, Explod]
type = Explod
trigger1 = 1
trigger1 = gametime%10= 1
anim = 8033
pos = -40,10
facing = -1
postype = p1
bindtime = 1
random = 20,50
vel = 1,0
removetime = -2
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 0, Explod]
type = Explod
trigger1 = 1
trigger1 = gametime%10= 1
anim = 8033
pos = 40,10
facing = 1
postype = p1
bindtime = 1
random = 20,50
vel = -1,0
removetime = -2
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 2
value = S10,30

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 2
value = S10,30

[State 9001, EnvShake]
type = EnvShake
trigger1 = time = [4,982]
trigger1 = gametime%8 = 0
time = 7
freq = 100
ampl = -6

[State 0, HitAdd]
type = HitAdd
trigger1 = time = [4,999]
trigger1 = gametime%8 = 0
value = 1
ignorehitpause = 1


[State 0, EnvColor]
type = EnvColor
trigger1 = time = [4,999]
trigger1 = gametime%20 = 0
value = 255,255,255
time = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [4,982]
trigger1 = gametime%6 = 0
value = -6
kill = 0
absolute = 1

[State 0, Explod]
type = Explod
trigger1 = time = [4,999]
trigger1 = gametime%4 = 0
anim = 33336
pos = 20,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,0
accel = 0,0
random = 70,50
removetime = -2
sprpriority = 9999
trans = add

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [4,999]
trigger1 = gametime%6 = 0
value = S0,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [4,999]
trigger1 = gametime%8 = 0
value = S1,4

[State 0, TargetState]
type = TargetState
trigger1 = time = [4,999]
trigger1 = gametime%10 = 0
value = 333335
ignorehitpause = 1

[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 160,160,160
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [2,999]
trigger1 = gametime%9= 0
anim = 29126
pos = 25,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.5
vel = 2,-5
accel = 0,0
random = 60,20
removetime = -2
sprpriority = 1000

[State 0, Explod]
type = Explod
trigger1 = time = [2,999]
trigger1 = gametime%4= 0
anim = 29126
pos = 25,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.5
vel = 2,-5
accel = 0,0
random = 60,20
removetime = -2
sprpriority = 1


[State 0, Explod]
type = Explod
trigger1 = time = [2,999]
trigger1 = gametime%6 = 0
anim = 29124
pos = 0,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1.3,1.3
vel = 2,-5
accel = 0,0
random = 44,20
removetime = -2
sprpriority = 999


[State 0, Explod]
type = Explod
trigger1 = time = [2,999]
trigger1 = gametime%7 = 0
anim = 29125
pos = -5,-4
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1.25,1.25
vel = 3,-5
accel = 0,0
random = 50,20
removetime = -2
sprpriority = 999

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 4
time = 1
pos = 30,-40


[State 1000, ]
type = ChangeState
trigger1 = time = 142
value = 2913333  ;ifelse(Random <= 499,29122,2912)
ctrl = 0
[Statedef 2913333]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2913333
ctrl     = 0
sprpriority = 3
[State 0, Explod]
type = Explod
triggerall = TIME = [17,24]
trigger1 = gametime%10= 0
anim = 8000
pos = 0,-48
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 60,60
removetime = -2
sprpriority = 9
[State 0, Explod]
type = Explod
triggerall = TIME = [17,24]
trigger1 = gametime%8= 0
anim = 8010
pos = 0,-48
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 10
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S10,111

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S10,111

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem =6
value = S1,49

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1,40

[State 9001, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 22
freq = 100
ampl = -5

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 6
value = 1

[State 0, Helper]
type = Helper
trigger1 = animelem= 3
ID = 3023
pos = -50,-60
size.xscale = 1
size.yscale = 1
postype = p1
stateno = 3023
facing = 1
helpertype = normal
name = "对空光离子"
ownpal = 1
shadow = 0,0,0

[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 180,180,180
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 9001, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 22
freq = 90
ampl = -6

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 6
value = 255,255,255
time = 2

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 6
projanim = 4020
projshadow = 68,68,68
offset = -10,-50
postype = p2
velocity = 0.000001,0
projremovetime = 42
supermovetime = 30
projsprpriority = 22

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
value = 333339
ignorehitpause = 1



[State 114, 13]
type = Projectile
trigger1 = AnimElem = 5
projanim = 13821
projshadow = 68,68,68
offset = 30,0
velocity = 0.000001,0
projremovetime = 36
supermovetime = 30
projsprpriority = 11


[State 114, 13]
type = Projectile
trigger1 = AnimElem = 5
projanim = 23444
projshadow = 68,68,68
offset = 35,0
velocity = 0.000001,0
projremovetime = 18
supermovetime = 30
projsprpriority = 12

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -60
kill = 0
absolute = 1

[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 291242;ifelse(Random <= 499,29122,2912)
ctrl = 0
[Statedef 291242]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 291322
ctrl     = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S10,280

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S10,280

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem =6
value = S1,34

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1,40

[State 9001, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 22
freq = 100
ampl = -5

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 7
value = 1
[State 0, Helper]
type = Helper
trigger1 = animelem= 1
ID = 3024
pos = -10,-68
size.xscale = 0.8
size.yscale = 0.8
postype = p1
stateno = 3024
facing = 1
helpertype = normal
name = "对空"
ownpal = 1
shadow = 0,0,0
[State 114, 13]
type = Projectile
trigger1 = time = [0,26]
trigger1 = gametime%8=0
projanim = 9771
projscale = 0.6,0.6
projshadow = 68,68,68
offset = -6,-50
velocity = 0.000001,0
projremovetime = 9
supermovetime = 30
projsprpriority = 6

[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 180,180,180
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 9001, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 40
freq = 100
ampl = -12

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 6
value = 255,255,255
time = 4

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 6
projanim = 4020
projshadow = 68,68,68
offset = -10,-50
postype = p2
velocity = 0.000001,0
projremovetime = 42
supermovetime = 30
projsprpriority = 22

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
value = 6461
ignorehitpause = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 6
projanim = 3026
projshadow = 68,68,68
offset = 45,-160
velocity = 0.000001,0
projremovetime = 36
supermovetime = 30
projsprpriority = 9
projscale = 1.1,1.1
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 25104
pos =50,-120
postype = p1
facing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 8
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1334
pos =50,-120
postype = p1
facing = 1
bindtime = 1
scale = 1.5,1.5
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 8
[State 114, 13]
type = Projectile
trigger1 = AnimElem = 6
projanim = 10011
projshadow = 68,68,68
offset = 35,0
velocity = 0.000001,0
projremovetime = 26
supermovetime = 30
projsprpriority = -2

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -20
kill = 0
absolute = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -40
kill = 1
absolute = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -80
kill = 1
absolute = 1

[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 0 ;ifelse(Random <= 499,29122,2912)
ctrl = 1

[Statedef 2912]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2912
ctrl     = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19
value = S10,60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19
value = S10,60

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 3333
ctrl = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50,-118

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10,45

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10,45

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,6

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State 0, Pause]
type = Pause
trigger1 = time = [116,129]
time = 1
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -30
kill = 0
absolute = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim =4021
projshadow = 68,68,68
projscale = 1,1
offset = 0, -60
projremovetime = 32
projsprpriority = 20
postype = p2

[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,0,0
mul = 90,90,90
sinadd = 0,0,0,10
;invertall = 0

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim =17101
projshadow = 68,68,68
projscale = 1,1
offset = 50, -100
projremovetime = 32
projsprpriority = 20
postype = p1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1,34

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 10
time = 18
freq = 60
ampl = -10
phase = 90

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -100
kill = 0
absolute = 1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 16
x = 9
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 17
x = 10
y = 0

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 6461
ctrl = 0

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 10
value = 6461
ctrl = 0

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 10
projanim = 183000
projscale = 0.8,0.8
projshadow = 68,68,68
offset = 40,-110
velocity = 0.000001,0
projremovetime = 46
supermovetime = 30
projsprpriority = 6

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 10
value = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 10
projanim = 13821
projshadow = 68,68,68
offset = 30,0
velocity = 0.000001,0
projremovetime = 36
supermovetime = 30
projsprpriority = 6

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 10
projanim = 13822
projshadow = 68,68,68
offset = 30,0
velocity = 0.000001,0
projremovetime = 36
supermovetime = 30
projsprpriority = 6


[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 21
value = 23201
ctrl = 0

[State 2110, ]
type = AfterImage
trigger1 = AnimElem = 16
time = 8
length = 7
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 21
projanim = 4020
projshadow = 68,68,68
projscale = 1,1
offset = 20, -94
projremovetime = 34
projsprpriority = 30
postype = p1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 21
projanim = 5666
projshadow = 68,68,68
projscale = 0.9,0.9
offset = 20, -85
projremovetime = 50
projsprpriority = 20
postype = p1

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 4
time = 3
add = 250,250,250

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 21
projanim = 23566
projshadow = 68,68,68
projscale = 1,1
offset = 20, 0
projremovetime =39
projsprpriority = -2
postype = p1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S89,1

[State 震动]
type = EnvShake
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
ignorehitpause = 1
persistent = 0
time = 14
ampl = -8
freq = 100
phase = 90

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 21
value = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 21
projanim = 23567
projshadow = 68,68,68
projscale = 1,1
offset = 20, 0
projremovetime = 18
projsprpriority = 36
postype = p1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 21
value = -80
kill = 1
absolute = 1
;ignorehitpause =
;persistent =

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 21
time = 4
add = 250,250,250


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 21
value = S234,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 21
value = S1,40


[State 震动]
type = EnvShake
trigger1 = AnimElem = 21
ignorehitpause = 1
persistent = 0
time = 40
ampl = -10
freq = 100
phase = 90

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 23555]
type    = A
movetype= H
physics = N
velset = 0,0

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

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


[State 700,]
type = Palfx
trigger1 = time = 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

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

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4


[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 23555

[State 1830]
type = SelfState
trigger1 = time > 20 && Enemynear,Stateno != [2000,3999]
value = 5000

[State 1830]
type = SelfState
trigger1 = animtime = 0
value = 5000
ctrl = 0


;P2(旋转)
[Statedef 131930]
type = A
movetype = H
physics = N

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

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -5
kill = 1
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = TIME = [1,30]
x = 0
y = -8
;ignorehitpause =
;persistent =


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

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 5630

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=20
value = 131720
;P2(旋转下落)
[Statedef 131720]
type    = A
movetype= H
physics = N
velset = 0,-10



[State 0, VelMul]
type = VelMul
trigger1 = P2dist X = [-20,20]
x = 0
ignorehitpause = 1

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

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.9

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5061)
value = 5061


[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;P2(旋转)
[Statedef 231930]
type = A
movetype = H
physics = N

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

[State 700,]
type = Palfx
trigger1 = time = 0
time = 80
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, VelSet]
type = VelSet
trigger1 = TIME = [1,40]
x = 0
y = -6

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

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 5630

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=40
value = 231720
;P2(旋转下落)
[Statedef 231720]
type    = A
movetype= H
physics = N
velset = 0,-20



[State 0, VelMul]
type = VelMul
trigger1 = P2dist X = [-20,20]
x = 0
ignorehitpause = 1

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

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.4

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5061)
value = 5061


[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
























