;---------------------------------------------------------------------------
; N
;---------------------------------------------------------------------------

;x
[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0  
anim     = 200            
poweradd = 0                
sprpriority = 2

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

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA

[State 1000, 1]
type = Velset
trigger1 = 1
y = 0


[State 200, ]
type = HitDef              
trigger1 = time = 0         
attr = S, NA                 
damage = 24, 0
animtype = Light             
guardflag = MA               
hitflag = MAF                
priority = 3, Hit            
pausetime = 9, 12
sparkno = s4000              
guard.sparkno = s4100        
sparkxy = -20, -80           
hitsound = s1,0              
guardsound = s2,0            
ground.type = High           
ground.slidetime = 8         
ground.hittime  = 17
ground.velocity = -4.5,0     
airguard.velocity = -1.9,-.8 
air.type = Low               
air.velocity = -1.4,-3       
air.hittime = 12             

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10,0
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

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

;---------------------------------------------------------------------------
;N-x

[Statedef 205]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
anim     = 205
poweradd = 0
sprpriority = 2

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA


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

[State 1000, 1]
type = Velset
trigger1 = 1
y = 0

[State 200, ]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 9, 12
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15, -80
hitsound = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 24
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

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

;---------------------------------------------------------------------------
;y

[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2

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

[State 1000, 1]
type = Velset
trigger1 = time = 0
x = 0
y = 0
[State 1000, 1]
type = Velset
trigger1 = animelem = 4
x = 4
y = 0
[State 1000, 1]
type = Velset
trigger1 = animelem = 5
x = 0
y = 0
[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA


[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = SCA

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 3
trigger1 = time = 4
trigger1 = time = 5
x = 2
ignorehitpause =  1

[State 0, 誓约火特效C]
type = Explod
trigger1 = gametime%6 = 0
anim = 8000
pos = 40,-60
postype = p1
facing = 1
ownpal = 1
vfacing = 1
bindtime = 1
scale = 0.3,0.3
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 9

[State 0, 誓约火特效C]
type = Explod
trigger1 = gametime%8 = 0
anim = 8010
pos = 40,-60
postype = p1
facing = 1
ownpal = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 10

[State ]
type = Explod
trigger1 = AnimElem = 3
anim = 4567
postype = P1
pos = -10,-10
sprpriority = 10
ignorehitpause = 1
bindtime = -1

[State 200, ]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 57, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 9
sparkno = s4021
guard.sparkno = s4110
sparkxy = -25, -80
hitsound = s1,8
guardsound = s2,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
airguard.velocity = 1,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
palfx.time = 15
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 1
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,20


[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 1
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,20

[State 210, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;N-y
[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 21445
sprpriority = 2

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


[State 0, TargetPowerAdd]
type = TargetPowerAdd
triggerall = AnimElem = 1
triggerall = palno = [6,12]
trigger1 = alive
ignorehitpause = 1
value = -500

[State 1000, 1]
type = Velset
trigger1 = 1
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 2
trigger1 = time = 3
x = 5.4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S89,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S0,19

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Enemy,stateno = 29999 && enemy,time = 1
value = S0,19

[State 0, Explod]
type = Explod
trigger1 = Enemy,stateno = 29999 && 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 = 0
removeongethit = 0
ignorehitpause =  1

[State 0, ]
type = Explod
trigger1 = gametime%19 = 0
anim = 8000
pos = 40,-60
postype = p1
facing = 1
ownpal = 1
vfacing = 1
bindtime = 1
scale = 0.3,0.3
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 9

[State 0,]
type = Explod
trigger1 = gametime%19 = 0
anim = 8010
pos = 40,-60
postype = p1
facing = 1
ownpal = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 10

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 16200
pos = 70,-70
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 = 0
removeongethit = 0
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 =  movehit = 1
value = 255,255,255
time = 3

[State 200, ]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,1
sparkno = s4020
guard.sparkno = s4110
sparkxy = -20, -65
hitsound = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
palfx.time = 22
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 11
EnvShake.freq = 100
EnvShake.ampl = 2
p2stateno = 29999

[State 2110, ]
type = AfterImage
trigger1 = time = 0
time = 26
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 = 20

[State 200,]
type = Posadd
trigger1 = AnimElem = 2
x = 11

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 31


[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 59


[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 59

[State 210, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;a

[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2

[State 1000, 1]
type = Velset
trigger1 = 1
y = 0

[State 200,]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 7 | AnimElem = 8
x = -10

[State 230, ]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 4,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.5,-3.5

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2


[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 230, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;n-a

[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 235
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA

[State 200,]
type = Posadd
trigger1 = AnimElem = 4
x = 20

[State 200,]
type = Posadd
trigger1 = AnimElem = 5
x = -20

[State 200,]
type = Posadd
trigger1 = AnimElem = 6
x = -10

[State 230, ]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = L
pausetime = 3,14
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -35
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1
air.velocity = -1,-3.5

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 230, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;b

[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 5
x = 5

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA


[State 200,]
type = Posadd
trigger1 = AnimElem = 6
x = 11

[State 240, ]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-70
hitsound   = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = 1
air.velocity = 1,-3.2
envshake.time = 13
envshake.ampl = -4
envshake.freq = 80

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random < 700
value = 10, 1
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3

[State 240, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;n-b

[Statedef 245]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 245
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 9 | AnimElem = 10
x = -10

[State 240, ]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-70
hitsound   = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 24
ground.velocity = -8.2
air.velocity = -3.6,-3.4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 1
channel = 4

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 240, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;D-x
[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 400
sprpriority = 2

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 0
channel = 4

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA

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


[State 1000, 1]
type = Velset
trigger1 = 1
y = 0

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 400, ]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAFp
guardflag = M
pausetime = 8,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-40
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.5,-3

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

;---------------------------------------------------------------------------
;D-y

[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 410
sprpriority = 2

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 1
channel = 4

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

[State 1000, 1]
type = Velset
trigger1 = 1
y = 0

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 200, ]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 69, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-80
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -7.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

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

;---------------------------------------------------------------------------
;D-a
[Statedef 430]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 430
sprpriority = 2

[State 1000, 1]
type = Velset
trigger1 = 1
y = 0

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

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 0
channel = 4

[State 170, ]
type = NotHitBy
trigger1 = palno = [6,12]
value = SCA

[State 170, ]
type = NotHitBy
trigger1 = AnimElem = 1
trigger1 = AnimElem = 2
value = SCA

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 29,0
;ignorehitpause =
;persistent =


[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 430, ]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 28
animtype  = Light
hitflag = MAFp
guardflag = L
pausetime = 9,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-8
hitsound   = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2,-3

[State 400, ]
type = CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 430, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;D-b

[Statedef 440]
type     = C
movetype = A
physics  = C
juggle   = 15
poweradd = 0
ctrl     = 0
anim     = 440
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,23


[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 10010
scale = 1,1
postype = P1
pos = -10,40
sprpriority = 7
bindtime = -1


[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = random < 700
value = 10, 1
channel = 4

[State 1000, 1]
type = Velset
trigger1 = 1
y = 0

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 3

[State 440, ]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 64
hitflag = MAFD
guardflag = L
pausetime = 5,11
sparkno = s4021
guard.sparkno = s4110
sparkxy = -20,-10
hitsound   = s1,8
guardsound = s2,0
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -2,-5
air.velocity = -2,-5
guard.velocity = -7
fall = 1

[State 440, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;A-x

[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 600
sprpriority = 2

[State 600, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0

[State 600, ]
type = HitDef
trigger1 = Time = 0
attr = A, NA   
damage    = 20
guardflag = HA 
priority = 3
pausetime = 8,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-60
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
;A-y

[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 610
sprpriority = 2

[State 610, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 610, ]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 13,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-80
hitsound   = s1,1
guardsound = s2,0
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;A-a

[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 630
sprpriority = 2

[State 630, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 630, ]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20,-90
hitsound   = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;A-na

[Statedef 635]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 635
sprpriority = 2

[State 630, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 630, ]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 5
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20,-70
hitsound   = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;A-b

[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 640
sprpriority = 2

[State 640, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 640, ]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-70
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 25
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;A-nb

[Statedef 645]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 645
sprpriority = 2

[State 640, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 640, ]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-70
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 19
ground.hittime  = 29
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;GOUHU

[Statedef 310]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 310
sprpriority = 2




[State 200,]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 5
x = 5

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 11 | AnimElem = 12 | AnimElem = 13
trigger2 = Animtime = 0
x = -10

[State 200, ]
type = HitDef
triggerall = prevstateno != 1620
trigger1 = time = 0
attr = S, NA
damage = 56, 0
animtype = Hard
guardflag = H
hitflag = MAFphl
priority = 3, Hit
pausetime = 5,6
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -7
air.type = Low
air.velocity = -4.5,-2
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, ]
type = HitDef
triggerall = prevstateno = 1620
trigger1 = time = 0
attr = S, SA
damage = 56, 11
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 3, 4
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -4.5,-2
air.type = Low
air.velocity = -4.5,-2
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 3
fall.envshake.freq = 90
fall.envshake.time = 15

[State 200, ]
type = PlaySnd
triggerall = prevstateno != 1620
trigger1 = AnimElem = 1
value = 10, 13

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 3

[State 210, ]
type = ChangeState
triggerall = prevstateno = [200,440]
trigger1 = time = 0
value = 315

[State 210, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOUHU ver

[Statedef 315]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 315
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 5
x = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Enemy,stateno = 29999 && enemy,time = 1
value = S0,19

[State 0, Explod]
type = Explod
trigger1 = Enemy,stateno = 29999 && 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 = 0
removeongethit = 0
ignorehitpause =  1

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1,39

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1,22


[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
anim = 31076
scale = 0.62,0.62
id = 6500
postype = P1
pos = 8,-30
sprpriority = 4
ignorehitpause =1
bindtime = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
anim = 31076
scale = 0.7,0.7
id = 6500
postype = P1
pos = 4,-27
sprpriority = 4
ignorehitpause =1
bindtime = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7
x = -10

[State 200,]
type = Posadd
trigger1 = AnimElem = 8
x = -20

[State 200, ]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 32, 0
animtype = Hard
guardflag = M
hitflag = MAFp
priority = 3, Hit
pausetime = 9, 10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -60
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 38
ground.velocity = -2
air.type = High
air.velocity = -3.5,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.ampl = -4
envshake.freq = 90
envshake.time = 15

[State 200, ]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 23, 0
animtype = Hard
guardflag = M
hitflag = MAFp
priority = 3, Hit
pausetime = 9, 15
sparkno = s4020
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 24
ground.velocity = -4
air.type = Low
air.velocity = -4,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.ampl = -5
envshake.freq = 90
envshake.time = 15
palfx.time = 12
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 29999

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 210, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;88

[Statedef 320]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 320
sprpriority = 2

[State 200,]
type = Varset
trigger1 = prevstateno != 1620
var(18) = 0

[State 200,]
type = Varset
trigger1 = prevstateno = 1620
var(18) = 1

[State 200,]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 9
x = -10

[State 200, ]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 29, 0
animtype = Hard
guardflag = L
hitflag = MAFL
priority = 3, Hit
pausetime = 7, 10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -25
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 26
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, ]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage = 30, 0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 11, 20
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -25
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 26
ground.velocity = -9
air.type = Low
air.velocity = -4.5,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 14

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 15

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 0, 3

[State 210, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; NARAKU

[Statedef 330]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 330
sprpriority = 3

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA

[State 610, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 2

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 200, ]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 74,10
animtype = Hard
guardflag = MAf
hitflag = MAF
priority = 3, Hit
pausetime = 14,16
sparkno = s4010
guard.sparkno = s4110
sparkxy = -10,-80
hitsound   = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 25
ground.velocity = -8,0
air.velocity = -5,20
yaccel = .45
air.type = low
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -8
envshake.freq = 50
envshake.phase = 50
fall.envshake.time = 12
fall.envshake.ampl = 4
fall.envshake.freq = 90

;---------------------------------------------------------------------------
;P Throw

[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2


[State 800, ]
type = HitDef
trigger1 = Time = 0
attr = S, NT          
hitflag = M-          
priority = 1, Miss    
sparkno = s4030       
sparkxy = -25,-80
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1     
p2facing = 1     
p1stateno = ifelse(command="b",830,810) 
p2stateno = ifelse(command="b",840,820) 
guard.dist = 0        
fall = 1              
numhits = 0

[State 170, ]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 1

[State 800, ]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;P Throw act
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 8102

[State 0, PowerAdd]
type = PowerAdd
trigger1 = p2stateno = 2212333 && enemy,time = 1
value = 700
;ignorehitpause =
;persistent =

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 25105
projshadow = 68,68,68
projscale = 0.9,0.9
offset = 30, -120
projremovetime = 24
projsprpriority = 20
postype = p1


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

[State 0, TargetState]
type = TargetState
Trigger1 = AnimElem = 3
value = 234463
ignorehitpause = 1
;persistent =

[State 0, TargetState]
type = TargetState
Trigger1 = AnimElem = 4
value = 221166
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 2212333 && 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, Explod]
type = Explod
trigger1 = p2stateno = 2212333 && enemy,time = 1
anim = 25104
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 5
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 = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 2212333 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 2212333 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 2212333 && enemy,time = 1
value = S89,1
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 2212333 && enemy,time = 1
value = S89,1
ignorehitpause =  1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = life >=410
triggerall = palno = 12
trigger1 = p2stateno = 2212333 && enemy,time = 1
value = -200
kill = 1
absolute = 1
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = life < 410
triggerall = palno = 12
trigger1 = p2stateno = 2212333 && enemy,time = 1
value = -99999
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = palno = [1,11]
trigger1 = p2stateno = 2212333 && enemy,time = 1
value = -100
kill = 1
absolute = 1
;ignorehitpause =
;persistent =

[State 114, 15]
type = TargetBind
Trigger1 = TIME = 0
pos = 20,-60

[State 114, 15]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(2) <= 0
pos = 20,-134

[State 114, 15]
type = TargetBind
Trigger1 = AnimElem = 3
pos = 20,-134


[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 2
value = s0,4

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = s89,0

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 2
value = s10,16




[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P Throw P2ST
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 820, 1]
type = SelfState
trigger1 = AnimTime = 0
trigger2 = Enemy,Stateno != 810
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;K Throw
[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830

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

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

[State 810, ]
type = Turn
trigger1 = AnimElem = 4

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = s0,4

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElemtime(4) = 4
value = s12,7

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 7
value = s10,16

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 7
value = s1,1

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3
x = -10

[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 7
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 4
x = 20

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

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 5, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = -20, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 50, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 60, 0

[State 700, ]
type = Explod
trigger1 = AnimElem = 7
anim = 4010
postype = P1
pos = 40, -10
sprpriority = 5
ownpal = 1

[State 810, 1]
type = TargetLifeAdd
triggerall = Palno != 6
trigger1 = AnimElemtime(4) = 4
value = -50
kill = 0

[State 810, 1]
type = TargetLifeAdd
triggerall = Palno != 6
trigger1 = AnimElem = 7
value = -50

[State 810, 1]
type = TargetLifeAdd
triggerall = Palno = 6
trigger1 = AnimElemtime(4) = 4
value = -75
kill = 0

[State 810, 1]
type = TargetLifeAdd
triggerall = Palno = 6
trigger1 = AnimElem = 7
value = -75

[State 810,]
type = EnvShake
trigger1 = AnimElemtime(4) = 4
ampl = 5
freq = 80
time = 15

[State 810,]
type = EnvShake
trigger1 = AnimElem = 7
ampl = 6
freq = 80
time = 20

[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;K Throw P2ST
[Statedef 840]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 840

[State 820, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 845

[State 820, 1]
type = SelfState
trigger1 = Enemy,Stateno != 830
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P Throw && K Throw slefST
[Statedef 845]
type    = A
movetype= H
physics = N
velset = 4,-5

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

[State 1322]
type = veladd
trigger1 = time > 0
y = .4

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 845

[State 1323]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;暗粒子喷射
[Statedef 3700]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3700
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 = 3
projanim = 7400
projshadow = 68,68,68
offset = 0, -84
velocity = 0.000001,0
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 = 4
projanim = 7717
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 74
supermovetime = 74
projsprpriority = 6

[State 114, 13]
type = Projectile
trigger1 = animelem = 3
projanim = 7410
projshadow = 68,68,68
offset = 0, -84
velocity = 0.000001,0
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 = 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 = s9,2

[State 2000,]
type = PlaySnd
trigger1 = animelem = 4
value = s1,30

[State 1000, ]
type = ChangeState
trigger1 = animtime = 0
value = 3101
ctrl = 0
;P2（被击飞）
[Statedef 8080]
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 = 8099

[State 0,VelSet]
type = VelSet
trigger1 = time = 0
x = -12
y = -1

[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 = 8099

;P2（弹墙）
[Statedef 8099]
type     = A
movetype = H
physics  = N

[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
[Statedef 5534]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 5534
sprpriority = 50

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -50
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,42

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 5535]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 29112
sprpriority = 51

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -54
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,42

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;【P2空中旋转A】
[Statedef 146312]
type = A
movetype = H
physics = N

[State 0,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[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 = 146412

;【P2空中旋转B】
[Statedef 146412]
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 = .4

[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被抓住(硬直)
[Statedef 59666]
type    = S
movetype= H
physics = N
velset = 0,0

[State 700,]
type = Palfx
trigger1 = gametime%4= 0
time = 2
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, HELL]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

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

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

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 59666

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

[State 0, HELL]
type = selfState
trigger1 = animtime = 0
value = 0
ctrl = 1
;P2停滞在暗空间中
[Statedef 59667]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 49

[State 700,]
type = Palfx
trigger1 = gametime%4= 0
time = 2
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, HELL]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

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

[State 0, HELL]
type = changeanim
trigger1 = gametime%2= 0
value = 5030

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

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

;P2遭到暗粒子攻击
[Statedef 59669]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 49

[State 700,]
type = Palfx
trigger1 = time = 0
time = 2
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, HELL]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = -20
;ignorehitpause =
;persistent =


[State 0, HELL]
type = velset
trigger1 = time = 1
x = -2
y = -0.4

[State 0, HELL]
type = changeanim
trigger1 = time = 0
value = 5050

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

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


[Statedef 4300]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4300
ctrl     = 0
sprpriority = 3
POWERADD = 1

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

[State 1200, ]
type = ReversalDef
trigger1 = 1
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 = 7711
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 99
ownpal = 1

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


[State 2000]
type = AssertSpecial
trigger1 = Time = [0,42]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [10,52]
trigger1 = gametime%10= 0
anim = 8010
pos = 10,-50
postype = p1
bindtime = 1
random = 50,50
vel = -2,-1
removetime = -2
scale =1,1
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time = [10,52]
trigger1 = gametime%10= 0
anim = 8000
pos = 10,-50
postype = p1
bindtime = 1
random = 50,50
vel = -2,-1
removetime = -2
scale =1,1
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7500
projshadow = 68,68,68
offset = 0, -80
velocity = 0.000001,0
projremovetime = 30
supermovetime = 90
projsprpriority = 6

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7501
projshadow = 68,68,68
offset = 0, -80
velocity = 0.000001,0
projremovetime = 30
supermovetime = 90
projsprpriority = -3

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7502
projshadow = 68,68,68
offset = 0, -80
velocity = 0.000001,0
projremovetime = 30
supermovetime = 90
projsprpriority = -4

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,3

[State 3000, ]
type = ChangeState
trigger1 = palno = [1,12]
trigger1 = ANIMTIME = 0
value = 4301;4440
ctrl = 0

[Statedef 4301]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4301
ctrl     = 0
sprpriority = 3
POWERADD = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [6,45]
x = 18
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 46
x = 0
y = 0

[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 = 0,0
kill = 0
hitflag = MAFHLd
guardflag = M
hitsound = s0,13
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 = 0
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
p1stateno = 4302
P2stateno = 28300
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -10

[State 3000, ]
type = ChangeState
trigger1 = palno = [1,12]
trigger1 = ANIMTIME = 0
value = 0
ctrl = 1

[Statedef 4302]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4302
ctrl     = 0
sprpriority = 3
POWERADD = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time= 64
value = S556,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,65
value = S556,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,60
value = S1,36

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4,73
anim = 45557
pos = 50,-88
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 99
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4,60
anim = 45558
pos = 50,-88
postype = p1
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 99
ownpal = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 3
value = 59666

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,5

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 3
pos = 55,0

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 4040
projshadow = 68,68,68
offset = 50, -88
velocity = 0.000001,0
projremovetime = 7
supermovetime = 90
projsprpriority = 88

[State 3620]
type = EnvShake
trigger1 = time = [20,60]
trigger1= gametime%8 = 0
ampl = -8
freq = 150
time = 10

[State 0, Explod]
type = Explod
trigger1 = time = [20,60]
trigger1= gametime%8 = 0
anim = 20701
scale = 0.6,0.6
pos = 50,-88
postype = p1
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 12
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = [20,50]
trigger1= gametime%8 = 0
anim = 25105
scale = 0.8,0.8
pos = 50,-88
postype = p1
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [20,60]
trigger1= gametime%8 = 0
value = S89,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [20,50]
trigger1= gametime%8 = 0
value = S89,0

[State 0, Explod]
type = Explod
trigger1 = time= 70
anim =88863
pos = 50,-88
postype = p1
bindtime = -1
removetime =-2
vel = 0,0
scale =0.8,0.8
sprpriority = 51
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time= 70
anim =88863
pos = 50,-88
postype = p1
bindtime = -1
removetime =-2
vel = 0,0
scale =0.8,0.8
sprpriority = 50
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time= [51,120]
trigger1 = gametime%5 = 0
anim =8010
pos = 52,-88
postype = p1
bindtime = 1
removetime =-2
random = 50,50
vel = 2,-3
scale =0.7,0.7
sprpriority = 46
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

[State 0, Explod]
type = Explod
trigger1 = time= [51,120]
trigger1 = gametime%7 = 0
anim =8000
pos = 52,-88
postype = p1
bindtime = 1
removetime =-2
random = 50,50
vel = 2,-3
scale =0.7,0.7
sprpriority = 46
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add

[State 0, Explod]
type = Explod
trigger1 = time= [51,120]
trigger1 = gametime%7 = 0
anim =9771
pos = 50,-88
postype = p1
bindtime = -1
removetime =-2
scale =0.7,0.7
sprpriority = 45
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add

[State 3000, ]
type = ChangeState
trigger1 = ANIMTIME = 0
value = 4303
ctrl = 0

[Statedef 4303]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4303
ctrl     = 0
sprpriority = 50
POWERADD = 1

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

[State ]
type = PlaySnd
trigger1 = time = 20
value = S556,0
loop = 1
volume = 255
channel = 28

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = 60,0
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -40
y = 0

[State 0, Turn]
type = Turn
trigger1 = facing = -1
trigger1 = time = [0,5]

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 1
value = 59667

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 25105
scale = 0.5,0.86
pos = 9,-63
postype = p1
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1
trans = add1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S89,1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic

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

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 33322
scale = 1,1
pos = 0,-4
postype = left
bindtime = -1
removetime = -1
pausemove = 1
supermove = 1
sprpriority = 40
ownpal = 1
id = 33322

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 434332
scale = 0.76,1
pos = 38,-4
postype = left
removetime = -1
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 41
ownpal = 1
id = 33322

[State 3000, ]
type = ChangeState
trigger1 = ANIMTIME = 0
value = 4304
ctrl = 0

[Statedef 4304]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4304
ctrl     = 0
sprpriority = 50
POWERADD = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 41
value = S10,40

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 17
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
value = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 17
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
value = -40
kill = 0
absolute = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 31
value = S10,111

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 31
value = S10,111

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S1,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S10,42

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S10,42

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S10,19

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S10,19

[State 0, TargetBind]
type = TargetBind
trigger1 =  time = 121
pos = 100,-10

[State 0, 本体出现]
type =explod
trigger1 = time = [120,222]
TRIGGER1 = gametime%8= 0
anim = 2334
scale = 1,1
pos = 0,-50
postype = p2
random = 50,50
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 99
ownpal = 1

[State 0, 本体出现]
type =explod
trigger1 = time = [120,222]
TRIGGER1 = gametime%8= 0
anim = 29112
pos = -10,-60
scale = 0.9,0.9
postype = p1
random = 50,70
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 99
ownpal = 1
;trans = add1

[State 0, 暗粒子连续攻击]
type = Helper
trigger1 = time = [120,222]
TRIGGER1 = gametime%6= 0
id = 14052
name = "honoo"
pos = 28+var(25),-130+var(26)
postype = p1
stateno = 48556
size.XSCALE = 0.6
size.YSCALE = 0.7
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = time = [120,222]
TRIGGER1 = gametime%6= 0
value = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [120,222]
TRIGGER1 = gametime%6= 0
value = -10
kill = 0
absolute = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [120,222]
TRIGGER1 = gametime%10= 0
value = S1,4

[State 0, TargetState]
type = TargetState
trigger1 = time = [120,222]
TRIGGER1 = gametime%8= 0
value = 596694

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v =  25
range = 50,0
;ignorehitpause =
;persistent =

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v =  26
range = 0,120
;ignorehitpause =
;persistent =


[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
trigger2 = AnimElem = 17
trigger3 = AnimElem = 24
time = 16
freq = 200
ampl = -7
persistent = 9

[State 0, 本体出现]
type =explod
trigger1 = AnimElem = 5
anim = 4020
scale = 1,1
pos = 60,-50
postype = p1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 0, 本体出现]
type =explod
trigger1 = AnimElem = 17
anim = 4020
scale = 1,1
pos = 30,-66
postype = p1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 0, 本体出现]
type =explod
trigger1 = AnimElem = 24
anim = 4020
scale = 1,1
pos = 40,-140
postype = p1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 0, 本体出现]
type =explod
trigger1 = AnimElem = 32
anim = 4020
scale = 1,1
pos = 40,-80
postype = p1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S1,26

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 6
trigger2 = AnimElem = 17
trigger3 = AnimElem = 24
value = 255,255,255
time = 3

[State 0, 本体出现]
type =explod
trigger1 = animelem = 22
anim = 69998
scale = 0.7,0.7
scale = 1,1
pos = 0,-140
postype = p1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 0, 本体出现]
type =explod
trigger1 = animelem = 27
anim = 69998
scale = 0.7,0.7
scale = 1,1
pos = 0,-56
postype = p1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 2110, ]
type = AfterImage
trigger1 = time = 0
time = 200
length = 5
timeGap = 2
frameGap = 2
palBright = 190, 190, 190
palContrast = 0, 0, 0
palAdd = 200, 200, 200
palMul = 1, 1, 1
trans = Add

[State 0, 本体消失]
type =explod
trigger1 = animelem = 25
anim = 299008
scale = 1,1
pos = 0,-140
trans = add1
postype = p1
removetime = 12
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 0, 本体出现]
type =explod
trigger1 = animelem = 11
anim = 69998
scale = 0.7,0.7
pos = 0,-58
postype = p1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1


[State 0, 本体消失]
type =explod
trigger1 = animelem = 9
trigger2 = animelem = 20
anim = 299008
scale = 1,1
pos = 0,-58
;trans = add1
postype = p1
removetime = 12
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 6
value = 59668

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 17
value = 1403

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


[State 0, Turn]
type = Turn
trigger1 = animelem = 10
;ignorehitpause =
;persistent =


[State 1401, pos]
type = PosSet
trigger1 = animelem = 10
x = enemy,pos X+200
y = 0

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

[State 1401, pos]
type = PosSet
trigger1 = animelem = 22
x = enemy,pos X-180
y = 0

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 24
value = 144444

[State 0, Turn]
type = Turn
trigger1 = animelem = 22

[State 0, Turn]
type = Turn
trigger1 = animelem = 27

[State 1401, pos]
type = PosSet
trigger1 = animelem = 27
x = enemy,pos X+50
y = 0

[State 0, TargetState]
type = null
trigger1 = animelem = 27
value = 144444

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 32
value = 232011
ctrl = 0

[State 3000, ]
type = ChangeState
trigger1 = ANIMTIME = 0
value = 4305
ctrl = 0

[Statedef 4305]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4305
ctrl     = 0
sprpriority = 56
POWERADD = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S10,45

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S10,45

[State 0, HitAdd]
type = HitAdd
trigger1 = time = [327,400]
trigger1 = gametime%3 = 0
value = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim =1099
pos = 10,7
postype = p1
bindtime = -1
removetime = 98
scale =1,1.1
sprpriority = 98
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 12,2
id =  190000

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim =33336
pos = 18,-120
postype = p1
bindtime = -1
removetime = -2
scale =1,1
sprpriority = 99
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim =33337
pos = 18,-120
postype = p1
bindtime = -1
removetime = -2
scale =1,1
sprpriority = 99
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim =207001
pos = 23,-118
postype = p1
bindtime = -1
removetime = -2
scale =0.8,0.8
sprpriority = 100
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 12
time = 20
freq = 60
ampl = -10
phase = 90

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 455588
pos = 0,-50
postype = p2
bindtime = 10
removetime = -2
scale =1,1
sprpriority = 98
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

[State 0, Explod]
type = Explod
trigger1 = animelem = 13,30
anim = 45557
pos = 0,-50
postype = left
bindtime = 10
removetime = -2
scale =1,1
sprpriority = 9999
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim =9997
pos = 14,-114
postype = p1
bindtime = -1
removetime = -2
scale =0.7,1
sprpriority = 99
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic

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

[State 0, Explod]
type = Explod
trigger1 = time = [5,109]
TRIGGER1 = gametime%15= 0
anim = 4020
pos = 0,-60
postype = p2
bindtime = 1
removetime = -2
scale =1,1
sprpriority = 99
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1

[State 0, HitAdd]
type = HitAdd
trigger1 = time = [5,109]
TRIGGER1 = gametime%15= 0
value = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [5,109]
TRIGGER1 = gametime%15= 0
value = -50
kill = 0
absolute = 1


[State 0, 火柱连续攻击]
type = Helper
trigger1 = time = [5,109]
TRIGGER1 = gametime%15= 0
id = 14052
name = "honoo"
pos = 0,100
postype = p2
stateno = 48562
size.XSCALE = 1
size.YSCALE = 1
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 0, TargetState]
type = TargetState
trigger1 = time = [5,109]
TRIGGER1 = gametime%15= 0
value = 596695

[State 0, 本体出现]
type =explod
trigger1 = animelem = 8
anim = 25104
scale = 0.9,0.9
pos = 0,-58
;trans = add1
postype = p1
removetime = -2
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 97722
pos = 20,-123
postype = p1
bindtime = 1
removetime = -1
scale =0.6,0.6
sprpriority = 61
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1
id = 190000

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 299008
pos = 20,-123
postype = p1
bindtime = 1
removetime = -1
scale =0.5,0.5
sprpriority = 60
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1
id = 190000

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [140,327]
TRIGGER1 = gametime%2= 0
value = -2
kill = 0
absolute = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 190000
pos = 0,0
postype = p1
bindtime = 1
removetime = -1
scale =1,1
sprpriority = 55
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
;trans = add1
id = 190000

[State 0, 暗粒子连续攻击]
type = Helper
trigger1 = animelem = 11,1
id = 45555
name = "暗粒子锁"
pos = -10,40
postype = p2
stateno = 45555
size.XSCALE = 1
size.YSCALE = 1
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 11
value = 596696

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 11,25
value = 596697

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 11
pos = 85,-40


[State 0, Turn]
type = Turn
trigger1 = animelem = 7
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = animelem = 7
x = -90
y = 0

[State 0, 本体消失]
type =explod
trigger1 = animelem = 5
anim = 299008
scale = 1.1,1.1
pos = 0,-58
;trans = add1
postype = p1
removetime = 12
bindtime = 1
pausemove = 1
supermove = 1
sprpriority = 80
ownpal = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 13,35
value = 9405

[State 0, StopSnd]
type = StopSnd
trigger1 = animelem = 13,35
channel = 28

[State 0, Explod]
type = Explod
trigger1 = animelem = 13,60
anim = 455589
pos = 9,-80
postype = p1
bindtime = 10
removetime = -2
scale =1,1
sprpriority = 98
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add

[State 0, EnvColor]
type = EnvColor
trigger1 = time = [137,327]
trigger1 = gametime%20 = 0
value = 255,255,255
time = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S1,32

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S556,2

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 11
time = 200
freq = 60
ampl = 5
phase = 90

[State 0, PlaySnd]
type = playsnd
trigger1 = animelem = 3
value = S10,35

[State 3000, ]
type = ChangeState
trigger1 = ANIMTIME = 0
value = 4306
ctrl = 0

[Statedef 4306]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4306
ctrl     = 0
sprpriority = 56
POWERADD = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 20
value = S10,38


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 33322

[State 0, StopSnd]
type = StopSnd
trigger1 = 1
channel = 28

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

;暗粒子锁
[Statedef 45555]
type     = A
movetype = H
physics  = N
anim     = 455555

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S556,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 21
value = S234,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = S125,0

[State 0, Explod]
type = Explod
trigger1 = time = [21,272]
trigger1 = gametime%10= 0
anim = 299008
pos = 4,-80
postype = p1
bindtime = 1
removetime = -2
scale =1.05,1.05
sprpriority = 76
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add
id = 190000

[State 0, Explod]
type = Explod
trigger1 = time = [21,272]
trigger1 = gametime%4= 0
anim = 45556
pos = -26,0
postype = p1
bindtime = 1
removetime = -2
scale =0.75,0.54
sprpriority = 80
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time = [21,272]
trigger1 = gametime%4= 0
anim = 45556
pos = 35,0
postype = p1
bindtime = 1
removetime = -2
scale =0.75,0.54
sprpriority = 80
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time = [21,272]
trigger1 = gametime%3= 0
anim = 45556
pos = 55,-5
postype = p1
bindtime = 1
removetime = -2
scale =0.61,0.5
sprpriority = 75
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time = [21,272]
trigger1 = gametime%3= 0
anim = 45556
pos = -46,-5
postype = p1
bindtime = 1
removetime = -2
scale =0.61,0.5
sprpriority = 75
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 50

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;暗粒子攻击！！！
[Statedef 48556]
type     = A
movetype = H
physics  = N
anim     = 792

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 60

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 10
freq = 200
ampl = -7
persistent = 9

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,41

[State 0, Explod]
type = Explod
trigger1 =!time
anim = 791
pos = -12,0
postype = p1
bindtime = -1
removetime = -2
scale =1.2,0.7
sprpriority = 61
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;火焰攻击！！！
[Statedef 48562]
type     = A
movetype = H
physics  = N
anim     = 43051

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 60

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

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
freq = 200
ampl = -7
persistent = 9

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S12,5

[State 0, Explod]
type = Explod
trigger1 =!time
anim = 13822
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
scale = 0.7,0.9
sprpriority = 61
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 =!time
anim = 25101
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
scale = 0.8,1
sprpriority = 59
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;P2（在暗空间中被击飞）
[Statedef 59668]
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 = time = [0,4]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 59668

[State 0,VelSet]
type = VelSet
trigger1 = time = 0
x = -6
y = -0.4

[State 0,Veladd]
type = Veladd
trigger1 = time = 5
y = .2


;P2（被暗粒子击退）
[Statedef 596694]
type     = A
movetype = H
physics  = N

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = -1
y = -0.3


[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（被火柱带回来。。。）
[Statedef 596695]
type     = A
movetype = H
physics  = N

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

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

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 5
y = -3

[State 0, Velset]
type = VelSet
trigger1 = Time >= 5
x = 0.01
y = 0.6

[State 0, Turn]
type = Turn
trigger1 = time = [0,2]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[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（被暗粒子牢狱锁住）
[Statedef 596696]
type     = A
movetype = H
physics  = N

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 55

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

[State 700,]
type = Palfx
trigger1 = time = 0
time = 5
add = 0,-50,80
sinadd = 50,50,50,15
color = 1
invertall = 1

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, Turn]
type = Turn
trigger1 = time = [0,2]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5030

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

;P2（被暗粒子牢狱锁住）2
[Statedef 596697]
type     = A
movetype = H
physics  = N

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 55

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

[State 700,]
type = Palfx
trigger1 = gametime%4 = 0
time = 2
add = 0,-50,80
sinadd = 50,50,50,15
color = 1
invertall = 1

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, Turn]
type = Turn
trigger1 = time = [0,2]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5030


;P2在暗空间中被击飞2
[Statedef 1403]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 30 * time

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
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 = 1403

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem >= 1
x = -10
y = -3

[State 0,ChangeState]
type = ChangeState
triggerall = time >20
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 1404

;P2撞墙？？
[Statedef 1404]
type     = A
movetype = H
physics  = N

[State 0, Pause]
type = Pause
trigger1 = time = [3,20]
time = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -50
kill = 0
absolute = 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

;【P2在空中被踢下去】
[Statedef 144444]
type = A
movetype = H
physics = N

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

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


[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1007

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=5
value = 144445

;【P2砸在地上】
[Statedef 144445]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 0, VelAdd]
type = Velset
trigger1 = time > 0
x = -2
y = 3

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 0, SelfState]
type = changeState
trigger1 = Pos Y >= -15 && Vel Y > 0
value = 144446

;【P2躺在地上】
[Statedef 144446]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 0, SprPriority]
type = SprPriority
trigger1 =  1
value = 55

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = [0,8]
value = 5080

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 49


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = [8,9999]
value = 5110


[State 0, ChangeState]
type = ChangeState
trigger1 = time >=500
value = 5100
[Statedef 232011]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 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, 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 = 1

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 144446
;消除
[Statedef 9405]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 0, Turn]
type = Turn
trigger1 = time = [0,4]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9405

[State 0, LifeAdd]
type = LifeAdd
trigger1 = animelem = 1
value = 999999999999999999999
kill = 1
absolute = 1
;ignorehitpause =
;persistent =
[State 0, LifeAdd]
type = LifeAdd
trigger1 = animelem = 2
value = -999999999999999999999
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 52, 2]
type = PosSet
triggerall = !Alive
trigger1 = animelem = 9
y = 10000

[State 52, 2]
type = PosSet
triggerall = Alive
trigger1 = animelem = 7,1
y = 300

[State 0, ChangeState]
type = ChangeState
triggerall = Alive
trigger1 = animelem = 9
value = 23200
ignorehitpause =  1
ctrl = 1

[State 0, ChangeState]
type = changeState
triggerall = !Alive
trigger1 = animelem = 9
value = 5150
ignorehitpause =  1
ctrl = 1

;P2状态(硬直)
[Statedef 81196]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, Turn]
type = Turn
trigger1 = time = [0,10]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time= 0
value = -40
kill = 0
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, HELL]
type = NotHitBy
trigger1 = time = [0,5]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

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

[State 0,]
type = velset
trigger1 = time = [4,14]
x = -8

[State 0,]
type = velset
trigger1 = time = 15
y = 0
x = 0

[State 0,]
type = velset
trigger1 = time = [26,34]
x = -1

[State 0,]
type = velset
trigger1 = time = 35
y = 0
x = 0

[State 0,]
type = ChangeAnim2
Trigger1 = Time = 0
value = 191000

[State 0,]
type = ChangeState
trigger1 = time = 400
value = 64641
ctrl = 0

;爆发！！！！
[Statedef 4235]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
anim     = 4235
poweradd = 0
sprpriority = 2
[State 0, Projectile]
type = Projectile
trigger1 = Time = [144,170]
trigger1 = p2movetype != H
trigger1 = gametime%2= 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 = 50,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 90,35
kill = 1
hitflag = MAFDHL
guardflag =
hitsound = s-1
guardsound = s0,20
pausetime = 1,3
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 3
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 = IfElse(random <= 498,29999,79999)
[State 0, Projectile]
type = Projectile
trigger1 = Time = [144,170]
trigger1 = p2movetype != H
trigger1 = gametime%2= 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 = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = -50,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 20,5
kill = 1
hitflag = MAFDHL
guardflag =
hitsound = s-1
guardsound = s0,20
pausetime = 1,3
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 3
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 = IfElse(random <= 499,29999,79999)
[State 0, Projectile]
type = Projectile
trigger1 = p2movetype != H
trigger1 = Time = [144,170]
trigger1 = gametime%2= 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 = 0,0
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 = 10,5
kill = 1
hitflag = MAFDHL
guardflag =
hitsound = s-1
guardsound = s0,20
pausetime = 1,3
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 3
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 = IfElse(random <= 409,29999,79999)
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 15
value = 1

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

[State 0, Explod]
type = Explod
trigger1 = time = [60,130]
trigger1 = gametime%9= 0
anim = 9771
pos = 0,-70
postype = p1
bindtime = 1
random = 0,0
vel = 0,0
removetime = -2
scale =1,1
sprpriority = 8
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
TRANS = ADD1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S556,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 53
value = S556,3

[State 震动]
type = EnvShake
trigger1 = time = [50,130]
trigger1 = gametime%7 = 0
ignorehitpause = 1
time = 7
ampl = 2
freq = 100
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 8
value = S1,46

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 8
value = S86,1

[State 震动]
type = EnvShake
trigger1 = ANIMELEM = 8
ignorehitpause = 1
time = 30
ampl = -5
freq = 60
phase = 90

[State 0, EnvColor]
type = EnvColor
trigger1 = ANIMELEM = 8
value = 255,255,255
time = 3

[State 0, Helper]
type = Helper
triggerALL = ANIMELEM = 5
triggerall = numhelper(99800)= 0
trigger1 = roundstate = 2
ID = 99800
pos = 0,0
postype = p2
stateno = 9980
facing = 1
size.xscale = .5
size.yscale = .5
helpertype = normal
name = "danger！"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[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 = 144
time = 144

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [8,249]
flag = nobardisplay
[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 6
value = S1,365

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 6
value = S1,365

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 6
value = S1,365

[State 2000]
type = AssertSpecial
trigger1 = Time = [8,249]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [50,244]
trigger1 = gametime%5= 0
anim = 8010
pos = 0,-20
postype = p1
bindtime = 1
random = 90,50
vel = 0,-4
removetime = -2
scale =1,1
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
TRANS = ADD



[State 0, Explod]
type = Explod
trigger1 = time = [50,244]
trigger1 = gametime%7= 0
anim = 8000
pos = 0,-20
postype = p1
bindtime = 1
random = 90,50
vel = 0,-4
removetime = -2
scale =1,1
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
TRANS = ADD1

[State 0, Explod]
type = Explod
trigger1 = time = [50,244]
trigger1 = gametime%3= 0
anim = 8010
pos = 40,-20
postype = p1
bindtime = 1
random = 90,50
vel = 0,-6
removetime = -2
scale =0.4,0.4
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
TRANS = ADD1



[State 0, Explod]
type = Explod
trigger1 = time = [50,244]
trigger1 = gametime%7= 0
anim = 8000
pos = 40,-20
postype = p1
bindtime = 1
random = 90,50
vel = 0,-6
removetime = -2
scale =0.4,0.4
sprpriority = 5
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
TRANS = ADD1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 7400
projshadow = 68,68,68
offset = 0, -70
velocity = 0.000001,0
projremovetime = 30
supermovetime = 9999
projsprpriority = -3

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 3
projanim = 7410
projshadow = 68,68,68
offset = 0, -70
velocity = 0.000001,0
projremovetime = 30
supermovetime = 9999
projsprpriority = 6

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 455555
pos = 0,0
postype = p1
bindtime = -1
removetime = 85
scale = 0.9,0.9
sprpriority = -2
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 9997
pos = 0,5
postype = p1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 10
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
TRANS =ADD1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 2305
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 1
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 34445
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
scale = 1.2,1
sprpriority = 11
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = s9,2

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

