
[Data]
life = 1000
power = 5000
attack = 30
defence = 100
fall.defence_up = 50
liedown.time = 0
airjuggle = 99999
sparkno = 2
guard.sparkno = 40
KO.echo = 1
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           
yscale = 1           
ground.back = 15     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 60      
attack.dist = 160    
proj.attack.dist = 90 
proj.doscale = 0     
head.pos = -5, -90   
mid.pos = -5, -60    
shadowoffset = 0     
draw.offset = 0,0    

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .5         
stand.friction = .85  
crouch.friction = .82 

[Statedef 50]
type    = A
physics = A

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

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

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

;land
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 48

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[Statedef 180]
type = S

[State 180, 胜利随机]
type = Varrandom
trigger1 = time = 0
v = 4
range = 1,2

[State 180,胜利]
type = ChangeState
trigger1 = var(4) = 1
value = 181 

[State 180,胜利]
type = ChangeState
trigger1 = var(4) = 2
value = 182

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 182,0
volumescale = 350

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

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

[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 10
volumescale = 350


[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 210]
type = NotHitBy
trigger1 = 1
value = SCA

[State 191, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000,0
volumescale = 350

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 182,0
volumescale = 350

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

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

[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

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

[State 195, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 182,0
volumescale = 200

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 200                       
poweradd = 20                    
sprpriority = 2                  

[State 200, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage = 23, 0                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 1, 1                 
sparkno = s7000  
guard.sparkno =s7007                    
sparkxy = -10, -80             
hitsound = 5, 0                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -8            
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -1.4,-3           
air.hittime = 12                 

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

[Statedef 210]
type    = S
movetype= A
physics = S
poweradd= 5
ctrl = 0                         
anim = 210                       
poweradd = 40                    
sprpriority = 2

[State 0,全程无敌]
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 = 0

[state ]
type       = turn
triggerall = numenemy&&var(59)=1
trigger1   = enemynear(numenemy > 1 && !enemynear,alive),facing = -facing
trigger1   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), backedgedist
trigger2   = enemynear(numenemy > 1 && !enemynear,alive),facing = facing
trigger2   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), frontedgedist
ignorehitpause = 1

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 400, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0

[State 400, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = , HT
animtype  = heavy
damage    = 57
guardflag = 
pausetime = 20,25
sparkno = s7002
guard.sparkno =S240
sparkxy = -10,-62
hitsound = S240,0
guardsound = S150,1
ground.type = low
ground.slidetime = 12
ground.hittime  = 40
ground.velocity = -3.5
air.velocity = -2.5,-4
envshake.time = 25           
envshake.ampl = 7
envshake.freq = 176
getpower = 50
p2stateno= 15000

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

[State 240, 3]
type = PosAdd
trigger1 = AnimElem = 3
x = 12

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

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 230]
type    = S
movetype= A
physics = S
ctrl = 0                         
anim = 230                       
poweradd = 40                    
sprpriority = 2

[State 230]
type = NotHitBy
trigger1 = 1
value = SCA

[State 200, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = , HT
animtype  = Medium
damage    = 26
guardflag = 
pausetime = 2,2
sparkno = s7000
guard.sparkno =s7007
sparkxy = -10,-37
hitsound   = S200,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -4
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 321, 0]
type = PlaySnd
trigger1 = Time = 0
value = 600,1

[State 321, 0]
type = playsnd
trigger1 = time = 0  && random < 800
value = 3200,2

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

[state ]
type       = turn
triggerall = numenemy&&var(59)=1
trigger1   = enemynear(numenemy > 1 && !enemynear,alive),facing = -facing
trigger1   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), backedgedist
trigger2   = enemynear(numenemy > 1 && !enemynear,alive),facing = facing
trigger2   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), frontedgedist
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = heavy
damage    = 63
guardflag = 
pausetime = 21,28
sparkno = s7001
guard.sparkno =s7008
sparkxy = -10,-112
hitsound = S220,0
guardsound = S150,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.fall = 1
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 330]
type = S
movetype = I
physics = N
anim = 330
velset = 0,0                     
ctrl = 0

[State 1000, Dodge Explod1]
type = Explod
triggerall = numexplod(4150) <= 0
trigger1 = prevstateno = [150,152]
trigger1 = numexplod(4150) <= 0 && teamside = 2
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
anim = f4160
pos = -93,120
id = 4150
postype = right
bindtime = -1
ontop = 1
ownpal = 1

[State 1000, Dodge Explod2]
type = Explod
triggerall = numexplod(4150) <= 0
trigger1 = prevstateno = [150,152]
trigger1 = numexplod(4150) <= 0 && teamside = 1
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
anim = f4160
pos = 4,120
id = 4150
postype = left
bindtime = -1
ontop = 1
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = prevstateno = [150,152]
trigger1 = time = 0
anim = f4190
pos = 11,-60
postype = p1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
ownpal = 1
sprpriority = 5

;KOFXI PALFX WHITE ROLL
[State 350, snd]
type = Poweradd
trigger1 = prevstateno = 150 || prevstateno = 152
trigger1 = time = 0
value = -1000

[State 810, 1]
type = AfterImage
trigger1 = prevstateno = 150 || prevstateno = 152
trigger1 = time = 0
time = 20
length = 10
framegap = 3
palcontrast = 256,256,256
paladd = 0,0,0
palmul = 1,1,1

[State 0, PalFX]
type = PalFX
trigger1 = prevstateno = 150 || prevstateno = 152
trigger1 = time = 0
time = 5
add = 130,130,130
mul = 256,256,256
sinadd = -80,-80,-80,4
invertall = 0
color = 0

[State 0, Pause]
type = Pause
trigger1 = prevstateno = 150 || prevstateno = 152
trigger1 = time = 0
time = 5
movetime = 3
ignorehitpause = 1

[State 0,全程无敌]
type = NotHitBy
trigger1 = time>=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 4
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
triggerall = palno = [10,11]
trigger1 = !ishelper 
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
ignorehitpause = 1

[State 330, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 200, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0


[State 330, 4]
type = VelSet
trigger1 = AnimElem = 2
x = 5.5

[State 330, 5]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 330, 6]
type = AfterImage
trigger1 = AnimElem = 2
time = 8
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 330, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 340]
type = S
movetype = I
physics = N
anim = 340
velset = 0,0                     
ctrl = 0

[State 0,全程无敌]
type = NotHitBy
trigger1 = time>=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 4
ignorehitpause = 1

[State 340, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 200, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0


[State 340, 4]
type = VelSet
trigger1 = AnimElem = 2
x = -5.5

[State 340, 5]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 340, 6]
type = AfterImage
trigger1 = AnimElem = 2
time = 8
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 340, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = 
pausetime = 10,11
sparkno = 0
sparkxy = -10,-42
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5&&var(59)=0
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,1

[State 400, 1]
type = velset
trigger1 = Animelem = 3
x = 4

[State 400, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = 
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = S220
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = 
pausetime = 12,12
sparkno = 0
sparkxy = -10,-8
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 250]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 70
ctrl = 0
anim = 250
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,1

[State 400, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0


[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = 
pausetime = 12,12
sparkno = s7002
guard.sparkno =s7008
sparkxy = -5,-10
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5,-3
air.velocity = -2.2,-3
guard.velocity = -5
fall = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = 
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[Statedef 300]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 300
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,1

[State 400, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = , HT
damage    = 70
guardflag = 
priority = 4
pausetime = 11,15
sparkno = s7001
guard.sparkno =s7008
sparkxy = -13,-20
hitsound = S220,0
guardsound = S150,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -5
air.velocity = -3,-4

[Statedef 800]
type    = S
movetype= A
physics = S
velset = 0,0
Anim = 800
ctrl = 0

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

[State 800, 1]
type = HitDef
triggerall = Time = 0
trigger1 = P2StateNo != 40 && p2statetype != A && p2Movetype != H
attr = S, NT                   
hitflag = M-                                     
numhits = 0
guardflag =                     
priority = 1,Miss                
sprpriority = 4
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
p1stateno = 801
p2stateno = 802
P2facing = 1
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 210+(Command = "b")*25
ctrl = 1

;ìäÇ∞ê¨óßéû(ÇoÇP)
[Statedef 801]
type = S
movetype = A
physics = N
anim = 801

[State 801, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = 370,0

[State 801, 1]
type = PlaySnd
trigger1 = Animelem = 11
value = 350,0


[State 801, 2]
type = Explod
trigger1 = Animelem = 4
Anim = 980
Pos = 20,-103
postype = p1
facing = 1
bindtime = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 801, 3]
type = PlaySnd
trigger1 = Animelem = 14
value = 230,0

[State 801, 4]
type = PlaySnd
trigger1 = Time = 53
value = S4,7
persistent = 0

[State 801, 5]
type = targetBind
trigger1 = Time = 0
pos = 30,0

[State 801, 6]
type = targetBind
trigger1 = AnimElem = 4
pos = 18,-90

[State 801, 7]
type = targetBind
trigger1 = AnimElem = 10
pos = 13,-94

[State 801, 8]
type = targetBind
trigger1 = AnimElem = 11
pos = 11,-96

[State 801, 9]
type = targetBind
trigger1 = AnimElem = 12
pos = -24,-122

[State 801, 10]
type = targetBind
trigger1 = AnimElem = 13
pos = -70,-100

[State 801, 11]
type = targetBind
trigger1 = AnimElem = 14
pos = -90,0

[State 801, 12]
type = Explod
trigger1 = AnimElem = 14
Anim = 983
Pos = -20,10
postype = p2
facing = 1
bindtime = 1
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 801, 13]
type = Explod
trigger1 = Animelem = 14
anim = 988
pos = -20,10
postype = p2
supermove = 1
bindtime = 1
Sprpriority = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 801, 14]
type = EnvShake
trigger1 = AnimElem = 14
Time = 20
ampl = -6
persistent = 0

[State 801, 15]
type = TargetLifeAdd
trigger1 = AnimElem = 14
Value = Floor(-135*(1+(Var(8) > 0 || Var(9) > 0)*0.25))
persistent = 0
absolute = 1

[State 801, 16]
type = Width
trigger1 = AnimElem = 14
Edge = 0,84

[State 801, 18]
type = PosAdd
trigger1 = Animtime = 0
x = -64
persistent = 0

[State 801, 19]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;ìäÇ∞ê¨óßéû(ÇoÇQ)
[Statedef 802]
type = A
movetype = H
physics = N
ctrl = 0

[State 802, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 802

[State 802, 2]
type = Turn
trigger1 = Animelem = 7
value = 1

[State 802, 3]
type = Velset
trigger1 = Animelem = 9
x = -7.2
y = -5

[State 802, 4]
type = Veladd
trigger1 = Animelem = 9, >= 0
x =  0.1
y = 0.3

[State 802, 5]
type = SelfState
trigger1 = AnimTime = 0
value = 5110

[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 1

[State 1000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 400, 2]
type = PlaySnd
trigger1 = animelem=4
value = 0,10

[State 400, 2]
type = PlaySnd
trigger1 = animelem=11
value = 0,11

[State 400, 2]
type = PlaySnd
trigger1 = animelem=5
trigger2 = animelem=13
value = 0,10


[STate 1150]
type=NotHitby
trigger1=Animelem=2,>=0
trigger1=Animelem=13,<=0
value=SAC

[STate 0]
type = Explod
trigger1 = animelem=5
anim = 1014
id = 1014
sprpriority = 3
pos = -20,-70
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[STate 1150]
type=removeexplod
trigger1=Animelem=7
id=1014

[STate 0]
type = Explod
trigger1 = animelem=11
anim = 1165
id = 1165
sprpriority = 3
pos = 10,-150
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[STate 1150]
type=removeexplod
trigger1=Animelem=13
id=1165

[STate 0]
type = Explod
trigger1 = animelem=15
anim = 1013
id = 1013
sprpriority = 3
pos = 95,-10
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[State 200, 1]
type = HitDef
trigger1 = AnimElem =6
attr = , HT             
damage = 81,2
getpower= 25,10  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,10
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009           
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -2.4,-1
air.hittime = 20
can.recover=0
p2stateno= 15000

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1=Animelem=12
attr = S, SA             
damage = 25,10
getpower = 50,10  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,10
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009           
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
kill = 0
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [9,12]
;trigger1 = enemy,stateno != 1155
trigger1=Animelem=12
attr = , SA             
damage = 25,10
getpower = 50,10  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,10
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009           
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
kill = 0
p2stateno= 15000

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =16
attr =S, SA             
damage = 50 
getpower = 100,20  
animtype = diagup
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 8,8
guard.pausetime=2,2 
sparkno = S7003
guard.sparkno=S7009          
sparkxy = 0, -90          
hitsound = s5212,0
guardsound = s150,1
ground.type = High   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 0,-9 
airguard.velocity = -5,-3
air.type = High       
air.velocity = -.5,-8
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
air.juggle
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [9,12]
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =16
attr = , SA             
damage = 50 
getpower = 100,20  
animtype = diagup
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 8,8
guard.pausetime=2,2 
sparkno = S7003
guard.sparkno=S7009          
sparkxy = 0, -90          
hitsound = s5212,0
guardsound = s150,1
ground.type = High   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 0,-9 
airguard.velocity = -5,-3
air.type = High       
air.velocity = -.5,-8
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
air.juggle
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[STate 1000]
type=VelSet
trigger1=Animelem=6
x=23
persistent=0

[STate 1150]
type=Width
trigger1=Movecontact
value=0,-28

[STate 1000]
type=VelSet
trigger1=Movecontact
trigger1=animelem=6
x=0

[STate 1000]
type=VelSet
trigger1=Movecontact=0
trigger1=animelem=8
x=5

[STate 1150]
type=posadd
trigger1=Movecontact
trigger1=animelem=9
x=15


[State 1150, 7]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1


[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 1

[State 1100]
type = NotHitBy
trigger1 = 1
value = SCA

[State 400, 2]
type = PlaySnd
trigger1 = animelem=4
value = 0,10

[State 400, 2]
type = PlaySnd
trigger1 = animelem=11
value = 0,11

[State 400, 2]
type = PlaySnd
trigger1 = animelem=21
value = 0,12

[State 400, 2]
type = PlaySnd
trigger1 = animelem=5
trigger2 = animelem=13
trigger3 = animelem=22
value = 0,10

[STate 1150]
type=NotHitby
trigger1=Animelem=2,>=0
trigger1=Animelem=13,<=0
value=SAC

[STate 0]
type = Explod
trigger1 = animelem=5
anim = 1014
id = 1014
sprpriority = 3
pos = -20,-70
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[STate 1150]
type=removeexplod
trigger1=Animelem=7
id=1014

[STate 0]
type = Explod
trigger1 = animelem=11
anim = 1165
id = 1165
sprpriority = 3
pos = 10,-150
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[STate 1150]
type=removeexplod
trigger1=Animelem=13
id=1165

[STate 0]
type = Explod
trigger1 = animelem=15
anim = 1013
id = 1013
sprpriority = 3
pos = 95,-10
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =6
attr = S, SA             
damage = 21,2
getpower=20,10  
animtype = hard
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,10
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009        
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [5,12]
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =6
attr = , HT             
damage = 21,2
getpower=20,10  
animtype = hard
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,10
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009        
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
p2stateno= 15000

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1=Animelem=12
attr = S, SA             
damage = 102,10
getpower = 20,0  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,12
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009       
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
kill = 0
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [5,12]
;trigger1 = enemy,stateno != 1155
trigger1=Animelem=12
attr = , SA             
damage = 102,10
getpower = 20,0  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,12
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009       
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
kill = 0
p2stateno= 15000

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =16
attr = S, SA             
damage = 80/(hitcount+1),10
getpower = 40,20  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 8,8
guard.pausetime=2,2 
sparkno = S7003
guard.sparkno=S7009        
sparkxy = 0, -90          
hitsound = s5212,0
guardsound = s150,1
ground.type = High   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -.5,-7 
airguard.velocity = -5,-3
air.type = High       
air.velocity = -2,-5
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
;p2stateno=1155
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [5,12]
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =16
attr = , SA             
damage = 80/(hitcount+1),10
getpower = 40,20  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 8,8
guard.pausetime=2,2 
sparkno = S7003
guard.sparkno=S7009        
sparkxy = 0, -90          
hitsound = s5212,0
guardsound = s150,1
ground.type = High   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -.5,-7 
airguard.velocity = -5,-3
air.type = High       
air.velocity = -2,-5
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
;p2stateno=1155
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =23
trigger2 = animelem =24
triiger3 = animelem =25
attr = S, SA             
damage = 20
getpower= 50,0  
animtype = hard
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,8
guard.pausetime = 2,2 
sparkno = S7003
guard.sparkno = S7009          
sparkxy = 0, -90          
hitsound = s240,0
guardsound = s1,15
ground.type = low   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5,-2 
airguard.velocity = -5,-5
air.type = low       
air.velocity = -5,7
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
p2stateno = 3348
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [5,12]
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =23
trigger2 = animelem =24
triiger3 = animelem =25
attr = , SA             
damage = 20
getpower= 50,0  
animtype = hard
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,8
guard.pausetime = 2,2 
sparkno = S7003
guard.sparkno = S7009          
sparkxy = 0, -90          
hitsound = s240,0
guardsound = s1,15
ground.type = low   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5,-2 
airguard.velocity = -5,-5
air.type = low       
air.velocity = -5,7
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
p2stateno = 3348
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[STate 1000]
type=VelSet
trigger1=Animelem=6
x=25
persistent=0

[STate 1150]
type=Width
trigger1=Movecontact
value=0,-28

[STate 1000]
type=VelSet
trigger1=Movecontact
trigger1=animelem=6
x=0

[STate 1000]
type=VelSet
trigger1=Movecontact=0
trigger1=animelem=8
x=5

[STate 1150]
type=posadd
trigger1=Movecontact
trigger1=animelem=9
x=15

;[State 999,99]
;type=PlaySnd
;trigger1=Animelem=7
;trigger2=Animelem=13
;trigger3=Animelem=16
;value=1,1
;channel=1

;[State 999,99]
;type=PlaySnd
;trigger1=Animelem=7
;value=0,2
;channel=0

;[State 999,99]
;type=PlaySnd
;trigger1=Animelem=15
;value=0,1
;channel=0

[State 1150, 7]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1

[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -330
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020, Friction]
type = VelMul
trigger1 = 1
x = .85 * ifelse (AnimElemTime(6) < 0, 1, .8)

[State 1020, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, Afterimage]
type = AfterImageTime
trigger1 = AnimElemTime(8) < 0
time = 2

[State 1020, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1020, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1020, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
x = 10

[State 1020, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 1020, 5]
type = VelSet
trigger1 = AnimElem = 4
x = 13

[State 1020, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 102, 5
getpower  = 0
priority  = 5
guardflag = 
pausetime = 8,7
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 125]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 126

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 126]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 2
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .40

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 127

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 127]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 20 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 128

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 128]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6


[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 2.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1050, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

[State 1050, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1050, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 80, 4
priority  = 5
guardflag = 
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7
guard.velocity = -7
air.velocity = -3.5,-7
fall = 1

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

[Statedef 210210]
type = S
movetype = A
physics = S
sprpriority = 1
poweradd= 10
ctrl = 0
anim = 210210

[State 210210]
type = NotHitBy
trigger1 = 1
value = SCA

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 3362

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 310310
pos = 73,-80
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 = 0.85,0.85
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
pause = 1,1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 20
freq = 60
ampl = -7

[State 210210, 2]
type              = Projectile
trigger1          = animelem = 3
projanim          = 310310
projhitanim       = 310310
projpriority      = 9999
projID            = 310310
Projhits = 1
projremovetime = 0
velocity = 0, 0
offset = 73,-80 
accel = 0, 0
hitflag = MAFD
guardflag = 
attr = S, HT
projshadow = -1
damage = 85,0
animtype = Light
getpower = 100
givepower = 0
pausetime = 0,200
sparkno = s13111
sparkxy = 5,100 
guard.sparkno = s7009
hitsound = s5213,0
guardsound = s150,0
ground.type = High
ground.slidetime = 45
ground.hittime = 20
ground.velocity = 0,0
guard.velocity = 0
airguard.velocity = -2.0,-2.0
air.velocity = 0,0
air.juggle = 10
palfx.time = 50
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 3362
kill = 0

[State 210210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210210
elem = 3

[State 210210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 210210, 3]
type = PosAdd
trigger1 = AnimElem = 2
x = 12

[State 4100, 1]
type = TargetState
trigger1 = projhit210210 = 1
value = 4321

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2000]
type = S
movetype = A
physics = S
anim = 2000
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 2000]
type = NotHitBy
triggerall = palno = [9,12]
trigger1 = 1
value = SCA

[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 12,1
volume = 20

[State 250, 6]
type = playsnd
trigger1 = animelem = 3
value = 900,0
volume = 10


[State 250, 6]
type = screenbound	
trigger1 = time >=0
value = 1
movecamera = 1,0



[State 1001, 2]
type              = Projectile
trigger1          = animelem = 3
projanim          = 2400
projhitanim       = 2410
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 20,-85
velocity          = 8,0
attr              = S, SP
damage            = 50,0
guardflag         = 
hitflag           = MAFD
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s900,1
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -6 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 2005]
type = S
movetype = A
physics = S
anim = 2001
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 12,1
volume = 20

[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 13,0
channel = 0
volume = 10

[State 2000, super]
type = Explod
trigger1 = animelem = 3
anim = 2300
id   = 2300
pos = 76,-85
postype = p1
supermove = 1
bindtime = 23
ontop = 1
ownpal = 1

[State 250, 6]
type = screenbound	
trigger1 = time >=0
value = 1
movecamera = 1,0


[State 2000 , 1]
type = Projectile
trigger1 = AnimElem = 3
ProjAnim = 2301
ProjID = 2301
Projhits = 3
projremove = 0
projremovetime = 23
velocity = 0, 0
offset = 76,-85 
accel = 0, 0
hitflag = MAFP
guardflag = 
attr = S, SP
projshadow = 68,68,68
damage = 50,9
animtype = hard
getpower = 100
givepower = 50
pausetime = 5,15
sparkno = 1
sparkxy = 15, 0
guard.sparkno = s7009
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4,-3
guard.velocity = -3
airguard.velocity = -2.0,-2.0
air.velocity = -3,-3.5
air.juggle = 3
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 40
air.fall = 1
air.juggle = 15
fall = 1

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2300]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
anim = 2300
sprpriority = 2
juggle = 15

[State 1010, Hit]
type = BindToParent
trigger1 = 1
pos = 18, -85

[State 1010, Hit]
type = HitDef
trigger1 = animelem = 2 ||animelem = 8 ||animelem = 14
hitflag = MAF
guardflag = 
attr = S, SP
projshadow = 68,68,68
damage = 30,2
animtype = Hard
getpower = 100
givepower = 50
pausetime = 0,12
sparkno = s7001
guard.sparkno = s7009
sparkxy = 10,-10
hitsound = 2,14
guardsound = 2,6
ground.type = High
ground.cornerpush.veloff = 0
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -6
guard.velocity = -4
airguard.velocity = -3.0,-2.0
air.velocity = -2.5,-5
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 10
air.fall = 1
air.juggle = 15
yaccel = .6

[State 1000, nothitby]
type = NotHitBy
trigger1 = 1
value = , AA, AT

[State 15000, 3]
type = DestroySelf
trigger1 = animtime = 0 || root,movetype = H ||root,stateno != 1000

[Statedef 2001]
type = S
movetype = A
physics = S
anim = 2002
sprpriority = 1
velset = 0
ctrl = 0

[State 0, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1

[State 240, 2]
type = varset
trigger1 = time = 0
var(11) = 1300

[State -3, timer]
type = varadd
trigger1 = var(11) > 0 
var(11) = -1

[State -3, timer]
type = hitby
trigger1 = var(11) >0
value = SCA, NA,NP,NT

[State 200, 3]
type = HitDef
trigger1 = p2stateno >= 600
trigger1 = p2stateno != [5000,5999]
attr = S, HA
hitflag = MAFDP
numhits = 0
attr = SCA, HA
damage = 0,0
priority = 7, Hit
guardflag = 
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
ownpal = 1
palfx.time = 10
palfx.add = 60,60,60
palfx.sinadd = 40,40,40,3

[State 280, 4]
type = destroyself
trigger1 = time >1
trigger1 = var(11) <= 0

[Statedef 3001]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, ]
type = changestate
trigger1 = time = 0&&var(9) = 1
value = IfElse(random >= 500,30001,IfElse(random >= 500,30002,IfElse(random >= 500,30003,30004)))

[State 3000, ]
type = changestate
trigger1 = time = 0&&var(9) = 0
value = IfElse(random >= 500,30005,IfElse(random >= 500,30006,IfElse(random >= 500,30007,30008)))

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 30001]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, 转向]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30002]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, 转向]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30003]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, 转向]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30004]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, 转向]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30005]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, 转向]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30006]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, 转向]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30007]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, 转向]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30008]
type = S
movetype = I
physics = N
anim = 3001
velset = 0,0
poweradd = 0
ctrl = 0

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

[State 3000, reversal]
type = PlaySnd
trigger1 = Time = 1
value = 5,7
channel = 0
volume = 30

[State 3000, 转向]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3010
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3010
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 3010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 250, 6]
type = playsnd
trigger1 = AnimElem = 1
value = 3,10
volume = 10
volumescale = 350

[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 3,10
channel = 0
volume = 40

[State 2000, super];background superspark 
type = Explod
trigger1 = Time = 0
anim = 1352
id   = 1352
pos = -50,-51
postype = p1
supermove = 1
bindtime = 30
ontop = 0
ownpal = 1

[State 250, 6]
type = screenbound	
trigger1 = time >=0
value = 1
movecamera = 1,0

[State 0 ]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 0]
type = TargetBind
Triggerall = NumTarget
Trigger1 = time = 0
pos = 68,0

[State 200, 3]
type = HitDef
trigger1 = animelem = 1
;trigger2 = animelem = 7
attr = , HT
animtype = light
damage = 35,0
priority = 7, Hit
guardflag = 
pausetime = 15,30
sparkno = S7003
guard.sparkno = S7009
sparkxy = -10,-87
hitsound = S220,0
guardsound = S150,1
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 3,0
air.velocity = -1.4,0
airguard.velocity = -6.5,-1
getpower = 200,10
givepower = 0
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 200, 3]
type = HitDef
trigger1 = animelem = 7
attr = , HT
animtype = heavy
damage = 30,10
priority = 7, Hit
guardflag = 
pausetime = 15,50
sparkno = S7003
guard.sparkno = S7009
sparkxy = -10,-90
hitsound = S220,0
guardsound = S150,1
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,0
air.velocity = -2.4,0
airguard.velocity = -6.5,-1
getpower = 200,10
givepower = 0,0
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000


[State 200, 3]
type = HitDef
trigger1 = animelem = 16
attr = , HT
animtype = heavy
damage = 70,10
priority = 7, Hit
guardflag = 
pausetime = 15,20
sparkno = S7003
guard.sparkno = S7009
sparkxy = -10,-65
hitsound = S220,0
guardsound = S150,1
getpower = 200,10
givepower = 0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 125
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 8
envshake.freq = 180
p2stateno= 15000

[State 2000,yagball]
type = Helper
trigger1 = numhelper(2001) <= 0
trigger1 = movehit = 1
trigger1 = animelem = 16
persistent = 1
ignorehitpause = 1
name = "no special"
id = 2001
stateno = 2001
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2000, 2]
type = Explod
trigger1 = Facing = 1
trigger1 = movehit = 1
trigger1 = animelem = 16
trigger1 = NumExplod(31) = 0
anim = 31
ID = 31
pos = 10,0
postype = p2
ontop = 1
BindTime = -1
ownpal = 1
time = 1300

[State 2000, 2]
type = Explod
trigger1 = Facing = -1
trigger1 = movehit = 1
trigger1 = animelem = 16
trigger1 = NumExplod(30) = 0
anim = 30
ID = 30
pos = -10,0
postype = p2
ontop = 1
BindTime = -1
ownpal = 1
time = 1300


[state 8110,]
type = Projectile
trigger1 = AnimElem = 16
ProjAnim = 2200
projhitanim       = 2200
projremanim       = 2200
projcancelanim    = 2200
ProjID = 2200
ProjRemoveTime = 20
projhits      = 0
velocity = 0, 0
offset = 38,-73 
accel = 0, 0
hitflag = MAFDP
guardflag = 
attr = S, SP
projshadow = 68,68,68
damage = 30,9
animtype = Heavy
getpower = 100
givepower = 0
pausetime = 1,6
sparkno = s7003
sparkxy = 80, 0
guard.sparkno = s7009
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 80
ground.hittime = 20
ground.velocity = 25
guard.velocity = 4
airguard.velocity = -70.4,-70.5
air.velocity = -70.4,-70.5


[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 501616]
type    = S
movetype= H
physics = S
velset = 0,0

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

[State 234]
type = screenbound
trigger1 = 1
value = 1

[State 1400,0]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5016

[State 10, 9]
type = PosSet
trigger1 = time > 0
y = 0


;[Statedef 501616]
;type = S
;movetype = H
;physics = S
;velset = 0,0
;ctrl = 0

;[State 5016]
;type = ChangeAnim
;trigger1 = time = 0
;value = 0

;[State 5016]
;type = HitFallSet
;trigger1 = Time = 0
;value = -1

;[State 5016]
;type = LifeSet
;trigger1 = ishelper
;value = 0
;ignorehitpause = 1

;[State 5016]
;type = ChangeState
;trigger1 = time = 300
;trigger2 = !life && !alive
;value = 2225

;[State 5016]
;type = ChangeAnim2
;trigger1 = Time = 1
;value = 5016

[Statedef 3100]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 0
anim = 3100
velset = 0,0
juggle = 11

[State 3100, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,1

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [5,12]
trigger1 = time>=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 3100, 0]
type = NotHitBy 
triggerall = palno = [1,4]
trigger1 = AnimElem = 2
value = SCA, SP, AP, AA, AP ,SP
time = 30

[State 6000, 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100,0

[State 300, 1]
type = EnvShake
trigger1 = AnimElem = 4
ampl = -3
time = 30

[State 6000, 0]
type = PlaySnd
trigger1 = Time = 4
value = 2000,0

[State 200, 3]
type              = Projectile
trigger1          = animelem = 4
projanim          = 3113
projhitanim       = 3113
projremanim       = 3113
projcancelanim    = 3113
projpriority      = 9999
projID            = 3113
projremovetime    = 26
attr = S, HA
hitflag = MAFD
animtype = heavy
damage = 200,10
guardflag = 
pausetime = 2,2
sparkno = S7003
guard.sparkno = S7009
sparkxy = -10,-65
hitsound = S220,0
guardsound = S150,1
getpower = 200,10
givepower = 0,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
air.juggle = 10
p2stateno = 113
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 0


[STate 0]
type = Explod
trigger1 = animelem=4
anim = 3110
id = 3110
sprpriority = 3
pos = -3,0
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1


[STate 0]
type = Explod
trigger1 = animelem=4
anim = 3111
id = 3111
sprpriority = 4
pos = -3,0
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[State 3100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3200]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 0
anim = 3200
velset = 0,0
juggle = 11

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [1,4]
trigger1 = time <= 35
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [5,12]
trigger1 = time>=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 3200, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,1

[State 3200, 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100,0

[State 3200, 1]
type = EnvShake
trigger1 = AnimElem = 4
ampl = -3
time = 30

[State 3200, 0]
type = PlaySnd
trigger1 = Time = 4
value = 2000,0

[State 6000, 0]
type = PlaySnd
trigger1 = Time = 4
value = 2000,0

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 33362

[State 3200, 3]
type              = Projectile
trigger1          = animelem = 4
projanim          = 3114
projhitanim       = 3114
projremanim       = 3114
projcancelanim    = 3114
projpriority      = 9999
projID            = 3114
projremovetime    = 35
attr = S, HT
animtype = heavy
damage = 300,0
guardflag = 
pausetime = 2,2
sparkno = S7003
guard.sparkno = S7009
sparkxy = -10,-65
hitsound = S220,0
guardsound = S150,1
getpower = 250,0
givepower = 0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
;fall = 1
p2stateno = 111
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 40

[State 3200, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 4
Value = -100
absolute = 1


[STate 3200]
type = Explod
trigger1 = animelem=4
anim = 3210
id = 3210
sprpriority = 3
pos = -3,0
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[STate 0]
type = Explod
trigger1 = animelem=4
anim = 3112
id = 3112
sprpriority = 4
pos = -3,0
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[State 3100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------------------------------
;（新增1）
[Statedef 2700]
type = S
movetype = A
physics = N
anim = 2700
ctrl = 0
juggle = 0
velset = 0,0
sprpriority = 1
poweradd = -1000
facep2 = 1

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [1,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[state -2]
type          = Helper
Trigger1      = Animelem = 1
helpertype    = normal
name          = "变暗"
ID            = 2749
postype       = P1
stateno       = 2749
ownpal        = 1
supermovetime = 99999
pausemovetime = 99999

[state -2]
Type = SuperPause
Trigger1 = Animelem = 1
Time = 30
anim = -1
P2defmul = 1
MoveTime = 30
darken = 0

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

;超杀光效
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2750
sprpriority = -1
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2751
sprpriority = 5
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 1
time = 6
ampl = 4

[State -2]
Type = PlaySnd
Trigger1 = Animelem = 1
value = s9000,0

[state -2]
type = NotHitBy
Trigger1 = 1
value = SCA,AA,AT,AP
time = 1
;---------------------------------------------------------------------------
[state -2]
type          = Helper
Trigger1      = Animelem = 3
name          = "激光"
ID            = 2752
postype       = P1
pos           = 63,-87
stateno       = 2752
ownpal        = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
trigger1 = time%6 = 0
anim = 2754
pos = 63,-87
postype = p1 
scale = 0.8,0.8
sprpriority = 4
bindtime = -1
ownpal = 1
angle = 0
ignorehitpause = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
trigger1 = time%2 = 0
anim = 2755
pos = 83+random%63,-67-random%40
postype = p1 
scale = 0.3,0.2
sprpriority = 20
bindtime = 1
vel = 30,0
ownpal = 1
angle = 0
ignorehitpause = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
trigger1 = time%2 = 0
anim = 2756
pos = 83+random%63,-67-random%40
postype = p1 
scale = 0.1,0.1
sprpriority = 20
bindtime = 1
vel = 30,0
ownpal = 1
angle = 0
ignorehitpause = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
trigger1 = time%6 = 0
anim = 2761
pos = 10-random%10,3-random%6
postype = p1 
scale = 0.75,0.75
sprpriority = 8
bindtime = 1
ownpal = 1
angle = 0
vel = -3,0
ignorehitpause = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
trigger1 = time%6 = 0
anim = 2757
pos = 40+random%10,3-random%6
postype = p1 
scale = 0.9,0.4
sprpriority = 8
bindtime = 1
ownpal = 1
facing = -1
angle = 0
ignorehitpause = 1
removeongethit = 1

[State 小震动]
type = EnvShake
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
trigger1 = time%6 = 0
time = 6
ampl = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S6400,0
channel = 0
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S100,44
channel = 7
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S100,58
channel = 8

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 501616

[State 飞道攻击]
type = Projectile
triggerall = palno = [5,12]
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
trigger1 = time%5 = 2
projID = 2701
projanim = 2701
projpriority = 999
projsprpriority = 999
projshadow = 0,0,0
projremovetime = 3
getpower = 40,0
offset = 13,-87
postype = P1
attr = S, HT
animtype = Hard
damage = 20,5
hitflag = MAFD
pausetime = 0,0
sparkno = s-1
sparkxy = 20,-90
hitsound = -1
ground.slidetime = 25
ground.hittime = 25
guard.sparkno = s-1
guardsound = s100,9
ground.type = high
guardflag = 
guard.velocity = -3
ground.velocity = -3
air.velocity = -3,ifelse((enemynear,pos y >= -10),-2,1)
p2facing = 1
air.fall = 1
fall.recover = 0
yaccel = .4
fall = 0
envshake.time = 8
envshake.ampl = 6
envshake.phase = 120

[State 飞道攻击]
type = Projectile
triggerall = palno = [1,4]
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
trigger1 = time%5 = 2
projID = 2701
projanim = 2701
projpriority = 999
projsprpriority = 999
projshadow = 0,0,0
projremovetime = 3
getpower = 20,0
offset = 13,-87
postype = P1
attr = S, HT
animtype = Hard
damage = 20,5
hitflag = MAFD
pausetime = 0,0
sparkno = s-1
sparkxy = 20,-90
hitsound = -1
ground.slidetime = 25
ground.hittime = 25
guard.sparkno = s-1
guardsound = s100,9
ground.type = high
guardflag = 
guard.velocity = -3
ground.velocity = -3
air.velocity = -3,ifelse((enemynear,pos y >= -10),-2,1)
p2facing = 1
air.fall = 1
fall.recover = 0
yaccel = .4
fall = 0
envshake.time = 8
envshake.ampl = 6
envshake.phase = 120

[State 2701]
type = TargetLifeadd
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
value = - 1.5
absolute = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ProjHit2701 = 1
value = S100,2+random%2
pan = floor(p2dist x)

[State 打击]
type = Explod
trigger1 = ProjHit2701 = 1
anim = 7000+random%3
postype = P1
pos = floor(p2dist x)+(10-random%20),-67-random%40
sprpriority = 19
bindtime = 1
ownpal = 1

;----------------------------------------------------------------------------
[State 飞道攻击]
type = Projectile
trigger1 = Animelem = 5
projID = 2702
projanim = 2701
projpriority = 999
projsprpriority = 999
projshadow = 0,0,0
projremovetime = 3
getpower = 0,0
offset = 13,-87
postype = P1
attr = S, HP
animtype = Hard
damage = 100,5
hitflag = MAFD
pausetime = 0,20
sparkno = s-1
sparkxy = 20,-90
hitsound = -1
ground.slidetime = 25
ground.hittime = 25
guard.sparkno = s-1
guardsound = s100,9
ground.type = high
guardflag = MA
guard.velocity = -3
ground.velocity = -3,-9
air.velocity = -3,-9
p2facing = 1
air.fall = 1
fall.recover = 0
yaccel = .4
fall = 1
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 60
envshake.time = 40
envshake.ampl = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ProjHit2702 = 1
value = S100,4
pan = floor(p2dist x)
[State 0, PlaySnd]
type = PlaySnd
trigger1 = ProjHit2702 = 1
value = S105,6
pan = floor(p2dist x)

[State 打击]
type = Explod
trigger1 = ProjHit2702 = 1
anim = 7000+random%3
postype = P1
pos = floor(p2dist x)+(10-random%20),-67-random%40
sprpriority = 19
bindtime = 1
ownpal = 1

[State 打击]
type = Explod
trigger1 = ProjHit2702 = 1
anim = 33790
postype = P1
pos = floor(p2dist x),-87
sprpriority = 19
scale = 0.75,0.75
bindtime = 1
ownpal = 1
[State 打击]
type = Explod
trigger1 = ProjHit2702 = 1
anim = 4612
postype = P1
pos = floor(p2dist x),-87
sprpriority = 19
scale = 2.5,2.5
bindtime = 1
ownpal = 1
[State 打击]
type = Explod
trigger1 = ProjHit2702 = 1
anim = 1176
postype = P1
pos = floor(p2dist x),-87
sprpriority = 19
scale = 2.5,2.5
bindtime = 1
ownpal = 1
pausemovetime = 999
[State 打击]
type = Explod
trigger1 = ProjHit2702 = 1
anim = 1175
postype = P1
pos = floor(p2dist x),-87
sprpriority = 19
scale = 0.75,0.75
bindtime = 1
ownpal = 1
pausemovetime = 999

[State 燃烧]
type = Helper
triggerall = !NumHelper(2750)
trigger1 = ProjHit2702 = 1
helpertype = normal
name = "燃烧"
stateno = 2750
id = 2750
posType = p2
pos = 0,0
ignorehitpause = 1 
persistent = 0
ownpal = 1
size.xscale = 60 ;removetime

[State Helper]
type = Helper
trigger1 = ProjHit2702 = 10
name = "慢动作"
stateno = 2751
id = 2751
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 30  ;总时长
size.yscale = 4  ;间隔
size.air.back = 3  ;单帧
pausemovetime = 999
supermovetime = 999

[State 210, 5]
type = ChangeState
triggerall = var(59)<=0
triggerall = StateType != A
triggerall = power >= 2000
trigger1 = Animelem = 5,>=10
trigger1 = command="2800"
value = 2800

[state -2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;(HELPER)背景闪灰
[Statedef 2749]
type = U
ctrl = 0
anim = 2749
velset = 0,0
movetype = I
physics = N
sprpriority = 0

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [1,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 501616

;---------------------[变量设定]
[state varset]
type = varset
trigger1 = time = 0
var(1) = 0

[state varadd]
type = varadd
trigger1 = time < 8
var(1) = 32

[state varadd]
type = varadd
trigger1 = time > 38
var(1) = -16

;---------------------[背景色]
[state bgpalfx]
type = bgpalfx
trigger1 = 1
time = 1
add = 0,0,0
invertall = 0
color = 256 - var(1)

;---------------------[自毁]
[state destroyself]
type = destroyself
trigger1 = time = 54
;---------------------------------------------------------------------------------
;电粒子（一次性）
[Statedef 2750]
type = U
movetype = i
sprpriority = 3
juggle = 0
velset = 0,0
anim = 2749

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [1,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[State Keyser, VarSet] ;持续时间
type = VarSet
trigger1 = !time 
v = 47
value = const(size.xscale)
ignorehitpause = 1

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = EnemyNear,pos x
y = EnemyNear,pos y
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing != EnemyNear,facing
ignorehitpause = 1

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

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

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 501616


[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = time%5 = 0
anim = 2758
pos = 0,-60
postype = p2
scale = 0.25,0.25
sprpriority = 9
bindtime = 1
random = 70,80
ownpal = 1
facing = 1
accel = .01,-.01
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = time%5 = 0
anim = 2758
pos = 0,-60
postype = p2
sprpriority = 9
bindtime = 1
scale = 0.25,0.25
random = 70,80
ownpal = 1
facing = 1
accel = -.01,-.01
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = time%9 = 0
anim = 2759
pos = 0,-60
postype = p2
scale = 0.4,0.4
sprpriority = 9
bindtime = 1
random = 70,80
ownpal = 1
facing = 1
accel = .01,-.01
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = time%9 = 0
anim = 2759
pos = 0,-60
postype = p2
sprpriority = 9
bindtime = 1
scale = 0.4,0.4
random = 70,80
ownpal = 1
facing = 1
accel = -.01,-.01
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = time%8 = 0
anim = 2760
pos = 0,-60
postype = p2
sprpriority = 9
bindtime = 1
scale = 0.8,0.8
random = 60,80
ownpal = 1
facing = ifelse(random%2,1,-1)
accel = .01,-.01
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = time%8 = 0
anim = 2760
pos = 0,-60
postype = p2
sprpriority = 9
bindtime = 1
scale = 0.8,0.8
random = 60,80
ownpal = 1
facing = ifelse(random%2,1,-1)
accel = -.01,-.01
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= var(47)
ignorehitpause = 1
;---------------------------------------------------------------------------------
;慢动作
[Statedef 2751]
type = U
movetype = i
sprpriority = 3
juggle = 0
velset = 0,0
anim = 2749

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [1,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[State Keyser, VarSet] ;总时长
type = VarSet
trigger1 = !time 
v = 1
value = const(size.xscale)
ignorehitpause = 1
[State Keyser, VarSet] ;间隔
type = VarSet
trigger1 = !time 
v = 2
value = const(size.yscale)
ignorehitpause = 1
[State Keyser, VarSet] ;单帧
type = VarSet
trigger1 = !time 
v = 3
value = const(size.air.back)
ignorehitpause = 1

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 501616


[State 0, Pause]
type = Pause
trigger1 = time%var(2)=0
time = var(3)
movetime = var(3)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= var(1)
;---------------------------------------------------------------------------------
;激光特效
[Statedef 2752]
type = U
movetype = i
sprpriority = 10
juggle = 0
velset = 0,0
anim = 2752

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [1,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -90
scale = 0.2,1

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

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = 63,-87

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Root,StateNo = 2700
trigger1 = Root,Animelem = 5
value = 2753
elem = 1

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 501616


[State 0, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 2700
trigger2 = Anim = 2753 && Animtime = 0
;---------------------------------------------------------------------------------------------------
;（新增2）
[Statedef 2800]
type = S
movetype = A
physics = N
anim = 2800
ctrl = 0
juggle = 0
velset = 0,0
sprpriority = 1
poweradd = -2000
facep2 = 1

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[state -2]
type          = Helper
Trigger1      = Animelem = 1
helpertype    = normal
name          = "变暗"
ID            = 2749
postype       = P1
stateno       = 2749
ownpal        = 1
supermovetime = 99999
pausemovetime = 99999

[state -2]
type = AfterImage
Trigger1 = Animelem = 1
time = 71
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9
length = 11
framegap = 1
Trans = add1

[state -2]
Type = SuperPause
Trigger1 = Animelem = 1
Time = 40
anim = -1
P2defmul = 1
MoveTime = 40
darken = 0

;超杀光效
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2850
sprpriority = -1
posType = p1
pos = 11,-59
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2851
sprpriority = 5
posType = p1
pos = 11,-59
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 1
time = 12
ampl = 6

[State -2]
Type = PlaySnd
Trigger1 = Animelem = 1
value = s9000,1

[state -2]
type = NotHitBy
Trigger1 = 1
value = SCA,AA,AT,AP
time = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7062
id = 2800
pos = 5,-65
postype = p1 
scale = .5,.5
sprpriority = 10
bindtime = -1
removetime = 15
ownpal = 1

[State 1205, 灰尘 3]
type = Explod
Trigger1 = Animelem = 2
anim = 2757
postype = P1
pos = -30,0
sprpriority = 10
scale = 0.6,0.6
ownpal = 1

[State -2]
Type = PlaySnd
Trigger1 = Animelem = 2
value = s100,26

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 2
x = 20

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelem = 4,=-1
statetype = S
movetype = I        ;I,A,H
physics = S

[State -2]
type = HitDef
Trigger1 = !movecontact
animtype = Hard
attr = ,HT
damage = 10,0
pausetime = 0,0
guard.pausetime = 10,10
hitflag = MAFD
guardflag = 
sparkxy = -20,-30
sparkno = -1
guard.dist = 90
guard.sparkno = -1
hitsound = -1
guardsound = s100,9
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,-18
air.velocity = -3,-18
guard.velocity = -1
p1facing = 1
p2facing = 1
fall = 1
kill = 1
fall.recover = 0
p1stateno = 2801
p2stateno = 2809
yaccel = .55
envshake.time = 8
envshake.ampl = 6

[state -2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;（中）
[Statedef 2801]
type    = S       
movetype= A         
physics = S               
juggle  = 0                    
velset = 0,0                 
ctrl = 0                      
anim = 2801                     
poweradd = 10  

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[State -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2858
id = 2858
sprpriority = -98
posType = p1
pos = -Pos x*facing,-100
bindTime = 1
ontop = 0
scale = 2.0,0.5
ownpal = 1
removetime = -1
supermovetime = -1
pausemovetime = -1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 6
id = 2858

[State -2]
Type = Explod
trigger1 = !NumExplod(2857)
Trigger1 = Animelem = 1
anim = 2857
ID = 2857
sprpriority = -999
posType = left 
pos = 0,0
bindTime = -1
scale = 10,10
ownpal = 1
under = 1
trans = addalpha
alpha = 0,0
removetime = -1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 6
id = 2857

[State -2]
Type = Explod
trigger1 = Animelem = 6
anim = 2859
sprpriority = -999
posType = left
pos = 0,0
bindTime = -1
supermove = 1
under = 0
scale = 1,1
ownpal = 1
trans = sub
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 6
value = S100,80
abspan = 0
;-------------------------------------------------------------------------------------------
[State 0, PosSet]
type = PosSet
trigger1 = Animelem = 1
x = -150*facing
y = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 1
time = 1
id = -1
pos = 150,0

[State 0, PosAdd]
type = Velset
trigger1 = Animelem = 1,>=0 && Animelem = 3,<0
x = 24

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S100,25

[State 中震动]
type = EnvShake
trigger1 = Animelem = 1
time = 50
freq = 80
ampl = 8
phase = 120

[State Explod]
type = Explod
Trigger1 = Animelem = 1
anim = 2852
pos = 0,-60
scale = .5,.5
postype = p1
sprpriority = 50
vel = 0,0
facing = 1
bindtime = 1
facing = 1
ownpal = 1

[state -2]
Type = Explod
Trigger1 = Animelem = 1,>=0 && Animelem = 5,<-12
trigger1 = time%3 = 0
anim = 2853+random%2
sprpriority = ifelse(random%2,5,-5)
posType = p2
pos = (150-(350.0/40)*time)+random%10,20-random%40
scale = 0.8,0.8
bindTime = 1
supermove = 1
removetime = 24
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State Explod]
type = Explod
Trigger1 = Animelem = 1,>=0 && Animelem = 5,<-12
trigger1 = time%8 = 0
anim = 2860
pos = 0,-150
scale = .8,.7
postype = p2
sprpriority = -50
vel = -20,0
facing = -1
bindtime = 1
facing = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = Animelem = 1,>=0 && Animelem = 5,<-12
trigger1 = time%8 = 0
value = S105,10+random%4
abspan = -150+(300.0/40)*time

[State Explod]
type = Explod
Trigger1 = Animelem = 6,=-26
anim = 2861
pos = 0,-100
scale = .5,.5
postype = p2
sprpriority = -49
vel = 0,0
facing = -1
vfacing = -1
bindtime = 1
facing = 1
ownpal = 1

[State Explod]
type = Explod
Trigger1 = Animelem = 6,=-5
anim = 2855
pos = 200,-100
scale = .7,.7
postype = p2
sprpriority = 20
vel = 0,0
facing = -1
vfacing = -1
bindtime = 1
facing = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 151151
pos = 20,-67
postype = p1
facing = 1
vfacing = 1
bindtime = 14
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.85,0.85
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
pause = 1,1
;----------------------------------------------------------------------------
[State 飞道攻击]
type = Projectile
trigger1 = Animelem = 6
projID = 2802
projanim = 2802
projpriority = 999
projsprpriority = 999
projshadow = 0,0,0
projremovetime = 3
getpower = 0,0
offset = 13,-87
postype = P1
attr = S, HP
animtype = Hard
damage = 800,0
hitflag = MAFD
pausetime = 0,20
sparkno = s-1
sparkxy = 20,-90
hitsound = -1
ground.slidetime = 25
ground.hittime = 25
guard.sparkno = s-1
guardsound = s100,9
ground.type = high
guardflag = 
guard.velocity = -3
ground.velocity = 0,-9
air.velocity = 0,-9
p2facing = 1
air.fall = 1
fall.recover = 0
yaccel = .4
fall = 1
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 60
envshake.time = 40
envshake.ampl = 10

[State 801, 15]
type = TargetLifeAdd
triggerall = palno = [9,12]
trigger1 = AnimElem = 6
Value = -99999

[State 801, 15]
type = TargetLifeAdd
triggerall = palno = [1,8]
trigger1 = AnimElem = 6
Value = -400

[State 801, 15]
type = TargetLifeAdd
triggerall = palno = [5,8]
trigger1 = AnimElem = 6
trigger1 = life<=350
Value = -99999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ProjHit2802 = 1
value = S105,8
pan = floor(p2dist x)
[State 0, PlaySnd]
type = PlaySnd
trigger1 = ProjHit2802 = 1
value = S100,39
pan = floor(p2dist x)
[State 0, PlaySnd]
type = PlaySnd
trigger1 = ProjHit2802 = 1
value = S105,6
pan = floor(p2dist x)

[State 打击]
type = Explod
trigger1 = ProjHit2802 = 1
anim = 7000+random%3
postype = P1
pos = floor(p2dist x)+(10-random%20),-67-random%40
sprpriority = 19
bindtime = 1
ownpal = 1

[State 打击]
type = Explod
trigger1 = ProjHit2802 = 1
anim = 33790
postype = P1
pos = floor(p2dist x),-87
sprpriority = 19
scale = 0.75,0.75
bindtime = 1
ownpal = 1
[State 打击]
type = Explod
trigger1 = ProjHit2802 = 1
anim = 4612
postype = P1
pos = floor(p2dist x),-87
sprpriority = 19
scale = 2.5,2.5
bindtime = 1
ownpal = 1
[State 打击]
type = Explod
trigger1 = ProjHit2802 = 1
anim = 1176
postype = P1
pos = floor(p2dist x),-87
sprpriority = 19
scale = 2.5,2.5
bindtime = 1
ownpal = 1
pausemovetime = 999
[State 打击]
type = Explod
trigger1 = ProjHit2802 = 1
anim = 15051
postype = P1
pos = floor(p2dist x),-87
sprpriority = 19
scale = 0.9,0.9
bindtime = 1
ownpal = 1

[State 燃烧]
type = Helper
triggerall = !NumHelper(2750)
trigger1 = Animelem = 1
helpertype = normal
name = "燃烧"
stateno = 2750
id = 2750
posType = p2
pos = 0,0
ignorehitpause = 1 
persistent = 0
ownpal = 1
size.xscale = 118 ;removetime

[State Helper]
type = Helper
trigger1 = ProjHit2802 = 10
name = "慢动作"
stateno = 2751
id = 2751
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 30  ;总时长
size.yscale = 4  ;间隔
size.air.back = 3  ;单帧
pausemovetime = 999
supermovetime = 999

[state -2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------------------
;中段（无框）
[Statedef 2809]
type    = S
movetype= H
physics = N

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[State 52, 1]
type = Velset
trigger1 = 1
x = 0
y = 0

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

[state -2]
Type = DefenceMulSet
Trigger1 = 1
value = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2809

[State 1830]
type = SelfState
trigger1 = !alive
value = 5100

[State 1830]
type = SelfState
trigger1 = time = 10000
value = 0
ctrl = 1
;===============================================
[Statedef 111]
type = A
movetype = H
physics = N

[State 1010, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1084]
type = PalFx
trigger1 = AnimTime = 0
add = 7,-200,-200
sinadd = 30,30,0,10
color = 0
invertall = 1
time = 41


[State 1010, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 1111

[State 1010, 9]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 112

[Statedef 112]
type = A
movetype = H
physics = N
velset = -2.2,-15.3

[State 1011, 1]
type = VelAdd
trigger1 = Time > 0
y = .6

[State 1084]
type = PalFx
trigger1 = AnimTime = 0
add = -10,10,40
sinadd = 100,100,100,4
color = 3
invertall = 1
time = 41

[State 1011, 2]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1011, 9]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 113]
type = A
movetype = H
physics = N

[State 1010, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1084]
type = PalFx
trigger1 = AnimTime = 0
add = 7,-200,-200
sinadd = 30,30,0,10
color = 0
invertall = 1
time = 41


[State 1010, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 2222

[State 1010, 9]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 114

[Statedef 114]
type = A
movetype = H
physics = N
velset = 0.5,-15.3

[State 1011, 1]
type = VelAdd
trigger1 = Time > 0
y = .6

[State 1084]
type = PalFx
trigger1 = AnimTime = 0
add = -10,10,40
sinadd = 100,100,100,4
color = 3
invertall = 1
time = 41

[State 1011, 2]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1011, 9]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 2,-6
anim = 1051
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .45

[State 1051, 2]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
value = 1055

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, 3] ;Give KFM back control early
type = CtrlSet
trigger1 = AnimElem = 3, -1&&var(59)=0
value = 1

[State 1052, 4] ;Move KFM back a little
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; Light Kung Fu Knee - kick
[Statedef 1055]
type    = A
movetype= A
physics = N
anim = 1055

[State 1055, 1]
type = PlaySnd
trigger1 = Time = 0
value = 100,0
channel = 0

[State 1055, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1055, 3]
type = PosAdd
trigger1 = Time = 0
x = 10
y = -10

[State 1055, 4] ;Gravity
type = VelAdd
trigger1 = 1
y = .45

[State 1055, 5]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 35 + (prevstateno = 1061)*5, 2
priority  = 4
guardflag = 
pausetime = 12,12
sparkxy = 0,-90
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -4,-5
airguard.velocity = -4,-4.5
air.fall = 1

[State 1055, 6] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1056

;------------------
; Light Kung Fu Knee - land from kick
[Statedef 1056]
type    = S
movetype= I
physics = S
anim = 1056
sprpriority = 1
velset = 0,0

[State 1056, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 1056, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1056, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 14

[State 1060, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1060, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 93, 4
priority  = 5
guardflag = 
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7.5
guard.velocity = -7
air.velocity = -3.5,-7.5
fall = 1

[State 1060, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1061

;------------------
; Strong Kung Fu Knee - jump
[Statedef 1061]
type    = A
movetype= A
physics = N
velset = 2.5,-7.5
anim = 1061
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 1061, 1]
type = VelAdd
trigger1 = 1
y = .45

[State 1061, 2]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
value = 1055

[State 1061, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[Statedef 1070]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= -330
velset = 0,0
anim = 1070
ctrl = 0
sprpriority = 2

[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1070, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1070, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1070, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1070, 2]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 14

[State 1070, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1070, 4]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
getpower  = 0
damage    = 35, 3
priority  = 5
hitflag   = MA
guardflag = 
pausetime = 8,7
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-6
fall = 1
fall.animtype = Med
fall.recovertime = 30

[State 1070, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1071

;------------------
; Fast Kung Fu Knee - jump
[Statedef 1071]
type    = A
movetype= A
physics = N
velset = 2.5,-9
anim = 1071

[State 1071, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 18
add = 32,16,0
sinadd = 64,32,5,3

[State 1071, Afterimage]
type = AfterImageTime
trigger1 = Vel Y < 0
time = 2

[State 1071, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1071, 2]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2

[State 1071, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
getpower  = 0
damage    = 68, 4
priority  = 5
guardflag = 
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-9.5
guard.velocity = -7
air.velocity = -3,-9.5
fall = 1
fall.recovertime = 30

[State 1071, 4]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
trigger1 = Time > 0
value = 1075

[State 1071, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
; Fast Kung Fu Knee - kick
[Statedef 1075]
type    = A
movetype= A
physics = N
anim = 1055

[State 1075, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1075, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1075, 1]
type = PlaySnd
trigger1 = Time = 0
value = 100,0
channel = 0

[State 1075, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1075, 3]
type = PosAdd
trigger1 = Time = 0
x = 10
y = -10

[State 1075, 4] ;Gravity
type = VelAdd
trigger1 = 1
y = .45

[State 1075, 5]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2


[State 1075, 6]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 42, 2
getpower  = 0
priority  = 4
guardflag = 
pausetime = 12,12
sparkxy = 0,-90
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -4,-6
airguard.velocity = -4,-4.5
air.fall = 1

[State 1075, 7] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1056

[Statedef 3501]
type = S
movetype = A
physics = S
anim = 3501
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [1,8]
trigger1 = time<=30
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [9,12]
trigger1 = time>=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 350,0
volume = 20

[State 250, 6]
type = playsnd
trigger1 = animelem = 5
value = 5211,0
volume = 10


[state 232]
type = velset
trigger1 = animelem = 3
x = 10

[State 0 ]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[state 232]
type = velset
trigger1 = animelem = 7
x = 2

[state 232]
type = velset
trigger1 = animelem = 8
x = 1

[state 232]
type = velset
trigger1 = animelem = 9
x = 0

[State 250, 6]
type = screenbound	
trigger1 = time >=0
value = 1
movecamera = 1,0

[State 2000, super];background superspark 
type = Explod
trigger1 = animelem = 5
anim = 3510
id   = 3510
pos = 10,10
postype = p1
supermove = 1
bindtime = -1
ontop = 1
ownpal = 1

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 3362

[State 1001, 2]
type              = Projectile
trigger1          = animelem = 3
projanim          = 3511
projhitanim       = 3511
projpriority      = 9999
projID            = 3511
Projhits = 3
projremovetime = 19
velocity = 0, 0
offset = 10,10 
accel = 0, 0
hitflag = MAFD
guardflag = 
attr = S, HT
projshadow = 68,68,68
damage = 100,0
animtype = diagup
getpower = 100
givepower = 0
pausetime = 4,8
sparkno = s7002
sparkxy = 100,-75 
guard.sparkno = s7009
hitsound = s5213,0
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5,-6
guard.velocity = -3
airguard.velocity = -2.0,-2.0
air.velocity = -5,-3.5
air.juggle = 10
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 40
air.recover = 0
air.juggle = 15
fall= 1
air.type = High
air.fall = 1
air.velocity = -2.4,-1
fall.recover= 0
fall.recovertime = 25
p2stateno= 15000
[State 801, 15]
type = TargetLifeAdd
trigger1 = AnimElem = 3
Value = -60
absolute = 1

[State 801, 15]
type = TargetLifeAdd
triggerall = palno = [5,12]
trigger1 = AnimElem = 3
Value = -130
absolute = 1

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;teleport
[Statedef 600]
type = S
movetype = I
physics = S
anim = 600
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 600]
type = NotHitBy
trigger1 = 1
value = SCA

[State 250, 6]
type = playsnd
trigger1 = animelem = 3
value = 40,0
volume = 10

[State 250, 6]
type = playsnd
trigger1 = animelem = 2
value = 1000,1
volume = 10

[state 600,0]
type = velset
trigger1 = animelem = 9
x = 28

[state 600,0]
type = velset
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
trigger5 = animelem = 14
trigger6 = animelem = 15
x = 15

[state 600,0]
type = velset
trigger1 = animelem = 16
x = 0


[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 601]
type = S
movetype = I
physics = S
anim = 601
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 601]
type = NotHitBy
trigger1 = 1
value = SCA

[state 600,0]
type = velset
trigger1 = animelem = 9
x = 35

[State 250, 6]
type = playsnd
trigger1 = animelem = 3
value = 40,0
volume = 10

[State 250, 6]
type = playsnd
trigger1 = animelem = 2
value = 1000,1
volume = 10



[state 600,0]
type = velset
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
trigger5 = animelem = 14
trigger6 = animelem = 15
x = 16

[state 600,0]
type = velset
trigger1 = animelem = 16
x = 0


[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 3500]
type = S
movetype = I
physics = S
anim = 3502
velset = 0
ctrl = 0

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[State 3500]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3005, 1]
type = PlaySnd
trigger1 = time = 0
value = 3200,1

[State 3005, 1]
type = PlaySnd
trigger1 = time = 2
value = 800,0

[State 250, 6]
type = playsnd
trigger1 = animelem = 6
value = 1040,0
volume = 30


[State 3000, 1]
type = PowerAdd
trigger1 = Time = 0
trigger1 = Life > 0
value = -1000

[State 3000, 2]
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA, NP, SP, NT, ST
time = 28

[State 8105, 3]
type = SuperPause
trigger1 = time = 5
time = 35
movetime = 0
anim = -1

;[State 9200]
;type = BGPalfx
;trigger1 = animelem = 1
;invertall = 0
;time = 35
;mul = 15,15,15
;invertall = 1
;ignorehitpause = 1

[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2750
sprpriority = -1
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2751
sprpriority = 5
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = 1177
pos = -15,-90
postype = p1
sprpriority = -1
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = f13501
pos = -20,-110
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = f13001
pos = -20,-110
postype = p1
sprpriority = -1
supermove = 1
bindtime = 1

[State 2000, super];background superspark 
type = Explod
trigger1 = animelem = 5
anim = 3550
id   = 3550
pos = 10,-8
postype = p1
supermove = 1
bindtime = -1
ontop = 0
ownpal = 1

[State 2000, super];background superspark 
type = Explod
trigger1 = animelem = 5
anim = 3551
id   = 3551
pos = 10,-8
postype = p1
supermove = 1
bindtime = -1
ontop = 1
ownpal = 1

[State 3000,0]
type = EnvColor
trigger1 = Time = [0, 5]
trigger2 = projHit = 1
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1

[State 3000, êUìÆ]
type = EnvShake
trigger1 = AnimElem = 6
time = 20
ampl = 8
persistent = 0
ignorehitpause = 1

[State 1001, 2]
type              = Projectile
trigger1          = animelem = 5
projanim          = 3552
projhitanim       = 3552
projpriority      = 9999
projID            = 3552
Projhits = 1
projremovetime = 20
persistent = 0
offset = 10,-8 
accel = 0, 0
hitflag = MAFD
guardflag = 
attr = S, SP
projshadow = 68,68,68
damage = 400,0
animtype = diagup
getpower = 100
givepower = 0
pausetime = 0,3
sparkno = s7003
sparkxy = 100,-75 
guard.sparkno = s7009
hitsound = S220,0
guardsound = S150,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5,-10
guard.velocity = -3
airguard.velocity = -2.0,-2.0
air.velocity = -5,-9.5
air.juggle = 10
yaccel = 0.64
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 40
air.fall = 1
fall = 1
air.recover = 0
fall.recover = 0
p2stateno= 15000

[State 1001, 2]
type = TargetLifeadd
trigger1 = AnimElem = 5
value = -300
absolute = 1

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=====================
;Suta
;========================
[statedef 3600]
type = S
movetype = A
physics = S
anim = 3600
velset = 0
ctrl = 0

[State 3600]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3000,0]
type = EnvColor
trigger1 = Time = [0, 5]
trigger2 = projHit = 1
tritter3 = moveHit = 1
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1

[State 241, 2] ; Shadows
type = AfterImage
trigger1 = Time = 1
time = 45
length = 18
PalBright   =   0,  0,  0 
PalContrast =   50,  50,  120
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 10
Trans = Add1

[State 3005, 1]
type = PlaySnd
trigger1 = time = 0
value = 3200,1

[State 3005, 1]
type = PlaySnd
trigger1 = time = 2
value = 800,0

[State 3005, 1]
type = PlaySnd
trigger1 = animelem = 15
value = 900,2

[State 3005, 1]
type = PlaySnd
trigger1 = animelem = 16
value = 900,2

[State 3000, 1]
type = PowerAdd
trigger1 = Time = 0
trigger1 = Life > 0
value = -1000

[State 3000, 2]
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA, NP, SP, NT, ST
time = 28

[State 8105, 3]
type = SuperPause
trigger1 = time = 5
time = 35
movetime = 0
anim = -1

[state 232]
type = posadd
trigger1 = animelem = 10
x = 29


[state 232]
type = velset
trigger1 = animelem = 10
x = 7


[state 232]
type = velset
trigger1 = animelem = 15
x = 5

[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2750
sprpriority = -1
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2751
sprpriority = 5
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = f13001
pos = -20,-110
postype = p1
sprpriority = -1
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = f13501
pos = -20,-110
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1



[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = , HT
animtype  = heavy
damage    = 10
guardflag = 
pausetime = 0,2
sparkno = s7001
guard.sparkno =s7008
sparkxy = -10,-112
hitsound = S220,0
guardsound = S150,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-0
air.velocity = -4.2,-2.2
p2stateno= 15000

[State 1000, hitdef]
type = Projectile
trigger1 = numprojID(3601) = 0
trigger1 = animelem = 14, = 1
persistent = 0
ProjAnim = 3601
ProjHitAnim = 3601
ProjRemove = 0
ProjRemoveTime = 47
ProjID = 3601
projshadow = 64,64,64
offset = 65,-65
velocity = 1,0
hitflag = MAFD
guardflag = 
attr = S, HT
damage = 300,0
animtype = diagup
getpower = 120,20
givepower = 0
pausetime = 0,25
sparkno = -1
guard.sparkno = -1
hitsound = S900,3
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-10.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.44
fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
palfx.time = 105
palfx.mul = 128,128,255
palfx.sinadd = 255,128,0,10
palfx.add = 32,64,140
palfx.invertall = 1
p2stateno= 15000

[State 1000, hitdef]
type = TargetLifeadd
trigger1 = animelem = 14
value = -200
absolute = 1

[State 8110, 9]
type = Explod
triggerall = NumExplod(7012) < 6
triggerall = Random < 250
trigger1 = ProjHit(3601) = 1, < 45
anim = 7012
ID = 7012
sprpriority = 9
postype = p2
pos = 0,-50
random = 70,70
bindtime = 1
ignorehitpause = 1


[State 8110, 9]
type = Explod
triggerall = NumExplod(7012) < 6
triggerall = Random < 250
trigger1 = ProjHit(3601) = 1, < 35
anim = 7012
ID = 7012
sprpriority = 9
postype = p2
pos = 0,-50
random = 70,70
bindtime = 1
ignorehitpause = 1

[State 8110, 9]
type = Explod
triggerall = NumExplod(7012) < 6
triggerall = Random < 250
trigger1 = ProjHit(3601) = 1, < 45
anim = 7012
ID = 7012
sprpriority = 9
postype = p2
pos = 0,-50
random = 70,70
bindtime = 1
ignorehitpause = 1

[State 8110, 9]
type = Explod
triggerall = NumExplod(7012) < 6
triggerall = Random < 250
trigger1 = ProjHit(3601) = 1, < 35
anim = 7012
ID = 7012
sprpriority = 9
postype = p2
pos = 0,-50
random = 70,70
bindtime = 1
ignorehitpause = 1

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 3300]
type = S
movetype = I
physics = S
anim = 3300
velset = 0
ctrl = 0

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [9,12]
trigger1 = time>=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 3300]
type = NotHitBy
triggerall = palno = [1,8]
trigger1 = AnimElem = 4
value = SCA

[State 3005, 1]
type = PlaySnd
trigger1 = time = 0
value = 3200,1

[State 3005, 1]
type = PlaySnd
trigger1 = time = 2
value = 800,0

[State 3000, 1]
type = PowerAdd
trigger1 = Time = 0
trigger1 = Life > 150
value = -1000

[State 8105, 3]
type = SuperPause
trigger1 = time = 3
time = 35
movetime = 0
anim = -1

[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2750
sprpriority = -1
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2751
sprpriority = 5
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = 1177
pos = -15,-90
postype = p1
sprpriority = -1
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = f13501
pos = -20,-110
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = f13001
pos = -20,-110
;su
postype = p1
sprpriority = -1
supermove = 1
bindtime = 1

[State 3000,0]
type = EnvColor
trigger1 = Time = [0, 5]
trigger2 = projHit = 1
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1

[State 3000, êUìÆ]
type = EnvShake
trigger1 = TimeMod = 7,0 && time >= 9
time = 10
ampl = 8
persistent = 0
ignorehitpause = 1


[State 9200,1]
type = explod
trigger1 = TimeMod = 7,0 && time >= 9
anim = 3302
pos = 60+Floor((Time-8)/7)*40,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 3005, 1]
type = PlaySnd
trigger1 = TimeMod = 12,0 && time >= 9
value = 2200,0

[State 1001, 2]
type = Projectile
trigger1 = TimeMod = 7,0 && time >= 9
ProjAnim = 3303
projpriority = 9999
projsprpriority = 7
ProjRemove = 0
ProjRemoveTime = 47
ProjID = 3303
projshadow = 64,64,64
offset = 60+Floor((Time-8)/7)*40,0 ;offset = 100,4 
accel = 0, 0
hitflag = MAFD
guardflag = 
attr = S, HP
projshadow = 68,68,68
damage = 80,0
animtype = diagup
getpower = 100
givepower = 0
pausetime = 0,2
sparkno = s7003
sparkxy = 70,-65-(P2Movetype != H)*40;100,-75 
guard.sparkno = s7009
hitsound = 240,0
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6,-9
guard.velocity = -6
air.slidetime = 16
air.hittime = 32
air.velocity = -6,-5
yaccel = 0.44
palfx.time = 40
air.fall = 1
fall = 1
air.recover = 1
fall.recover = 0 
palfx.time = 105
palfx.mul = 128,128,255
palfx.sinadd = 255,128,0,10
palfx.add = 32,64,140
palfx.invertall = 1
ownpal = 0

[State 8110, 9]
type = Explod
triggerall = NumExplod(7012) < 6
triggerall = Random < 250
trigger1 = ProjHit(3601) = 1, < 45
anim = 7012
ID = 7012
sprpriority = 9
postype = p2
pos = 0,-50
random = 70,70
bindtime = 1
ignorehitpause = 1


[State 8110, 9]
type = Explod
triggerall = NumExplod(7012) < 6
triggerall = Random < 250
trigger1 = ProjHit(3601) = 1, < 35
anim = 7012
ID = 7012
sprpriority = 9
postype = p2
pos = 0,-50
random = 70,70
bindtime = 1
ignorehitpause = 1

[State 8110, 9]
type = Explod
triggerall = NumExplod(7012) < 6
triggerall = Random < 250
trigger1 = ProjHit(3601) = 1, < 45
anim = 7012
ID = 7012
sprpriority = 9
postype = p2
pos = 0,-50
random = 70,70
bindtime = 1
ignorehitpause = 1

[State 8110, 9]
type = Explod
triggerall = NumExplod(7012) < 6
triggerall = Random < 250
trigger1 = ProjHit(3601) = 1, < 35
anim = 7012
ID = 7012
sprpriority = 9
postype = p2
pos = 0,-50
random = 70,70
bindtime = 1
ignorehitpause = 1

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4500
poweradd = -3000

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1

[State 4500]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 10
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 3005, 1]
type = PlaySnd
trigger1 = time = 1
value = 800,2


[State 3000, 2]
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA, NP, SP, NT, ST
time = 90

[State 8105, 3]
type = SuperPause
trigger1 = time = 1
time = 38
movetime = 38
anim = -1

[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 8560
sprpriority = 99
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = f13503
pos = 20,-70
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = AnimElem = 1
anim = f13003
pos = 20,-70
postype = p1
sprpriority = -1
supermove = 1
bindtime = 1



[State 3000,0]
type = EnvColor
trigger1 = Time = [0, 5]
trigger2 = projHit = 1
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1


[State 3000,0]
type = EnvColor
trigger1 = Time = [0, 20]
time = 3
value = 0,0,0
under = 1
ignorehitpause = 1




[State 3100, Helper]
type = Helper
trigger1 = animelemtime(3)=1
helpertype = normal
name = "Shikouken"
ID = 3150
stateno = 4510
pos = 5,0
postype = p1
keyctrl = 0
ownpal = 1



[State 3150, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S4500,1




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









;------------------------------------------------------------------------------
[Statedef 4510]
type = A
physics = N
movetype = A
anim = 4510
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1

[State 3150, AssertSpecial]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause = 1

[State 3150, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S4500,0



[State 3150, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 6
value = S4500,2


[State 3150, BindToRoot]
type = BindToRoot
trigger1 = 1

;[State 3150, HitOverride]
;type = HitOverride
;trigger1 = 1
;attr = SCA,AA,AP,AT
;stateno = 3150
;time = -1
;ignorehitpause = 1

[State 3150, HitDef]
type = Hitdef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
attr = , HT
damage = 100,0
animtype = Heavy
air.animtype = Back
fall.animtype = Back
guardflag = 
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 3
sparkno = s7003
guard.sparkno = s7009
sparkxy = -10,-65
hitsound = S900,1
guardsound = S150,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3.5,-4
ground.cornerpush.veloff = 0
airguard.velocity = -1,-1
air.type = High
air.velocity = -6.5,-5
air.hittime = 15
fall = 1
fall.recover = 0
kill = 0
sprpriority = 2
envshake.time = 15
envshake.ampl = -2
p2stateno= 15000

[State 3150, HitDef]
type = Hitdef
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
;trigger4 = animelem = 23
attr = , HT
damage = 60,0
animtype = Heavy
air.animtype = Back
fall.animtype = Back
guardflag = 
hitflag = MAFD
priority = 4, Hit
pausetime = 1, 3
sparkno = s7003
guard.sparkno = s7009
sparkxy = -10,-65
hitsound = S900,1
guardsound = S150,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4.5,-5
ground.cornerpush.veloff = 0
airguard.velocity = -1,-1
air.type = High
air.velocity = -4.5,-5
air.hittime = 15
fall = 1
fall.recover = 0
kill = 0
sprpriority = 2
envshake.time = 15
envshake.ampl = -2
p2stateno= 15000

[State 3150, 3]
type = TargetLifeadd
triggerall = palno = [9,12]
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
;trigger4 = animelem = 23
value = -99999

[State 3150, HitDef]
type = Hitdef
trigger1 = animelem = 11
attr = , HT
damage = 120,0
animtype = Diagup
air.animtype = Diagup
fall.animtype = Diagup
guardflag = 
hitflag = MAFD
priority = 1, Hit
pausetime = 3, 4
sparkno = s7003
guard.sparkno = s7009
sparkxy = -10,-65
hitsound = S900,1
guardsound = S150,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6.5,-6
ground.cornerpush.veloff = 0
airguard.velocity = -1,-1
air.type = High
air.velocity = -6.5,-7.5
air.hittime = 15
y.accel =.5
fall = 1
fall.recover = 0
sprpriority = 2
envshake.time = 15
envshake.ampl = -3
p2stateno= 15000

[State 3150, 3]
type = TargetLifeadd
trigger1 = AnimElem = 11
value = -400
absolute = 1

[State 3150, 3]
type = TargetLifeadd
triggerall = palno = [9,12]
trigger1 = AnimElem = 11
value = -99999

[State 3150, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
;trigger2 = root,stateno != 4500 && root,anim != 4500
;trigger3 = root,movetype = H



















;----------------------------[2002 UM MAX2 BG]----------------------------------
[Statedef 40001]
anim = 9999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 40001, Tile #1-7]
type = Explod
triggerall = !numexplod(15600)
trigger1 = !time
anim = 15600
ID = 15600
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = 10
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1
persistent = 0

[State 40001, Tile #1-7]
type = Explod
triggerall = !numexplod(15601) < 2
trigger1 = !time
trigger2 = (time%10) = 0
anim = 15600
ID = 15601
pos = 320,0
postype = left  ;p2,front,back,left,right
removetime = 20
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Tile #2-6]
type = Explod
triggerall = !numexplod(15610)
trigger1 = !time
anim = 15601
ID = 15610
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = 20
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
persistent = 0
bindtime = -1

[State 40001, Tile #2-6]
type = Explod
triggerall = !numexplod(15611) < 2
trigger1 = !time
trigger2 = (time%20) = 0
anim = 15601
ID = 15611
pos = 320,0
postype = left  ;p2,front,back,left,right
removetime = 40
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Tile #3-5]
type = Explod
triggerall = !numexplod(15620)
trigger1 = !time
anim = 15602
ID = 15620
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = 40
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
persistent = 0
bindtime = -1

[State 40001, Tile #3-5]
type = Explod
triggerall = !numexplod(15621) < 2
trigger1 = !time
trigger2 = (time%40) = 0
anim = 15602
ID = 15621
pos = 320,0
postype = left  ;p2,front,back,left,right
removetime = 80
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Tile #4]
type = Explod
triggerall = !numexplod(15630)
trigger1 = !time
anim = 15603
ID = 15630
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = 80
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
persistent = 0
bindtime = -1

[State 40001, Tile #3-5]
type = Explod
triggerall = !numexplod(15631) < 2
trigger1 = !time
trigger2 = (time%80) = 0
anim = 15603
ID = 15631
pos = 320,0
postype = left  ;p2,front,back,left,right
removetime = 160
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
bindtime = -1




[State 40001, Glass Break]
type = ChangeState
trigger1 = (Parent,Stateno != [4000, 4605])
trigger2 =  root, stateno = 4605 && root,animelemtime(3) = 128  || root, stateno = 10000 && root,animelemtime(15) = 1
value = stateno+1





[Statedef 40002]
anim = 9999

[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15600
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15601
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15610
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15611
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15620
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15621
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15630
[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15631

[State 40002, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S14001,0
volume = 200

[State 40001, Glass Break]
type = Explod
triggerall = !numexplod(15640)
trigger1 = !time
anim = 15604
ID = 15640
pos = 0,0
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
scale = 1,1
sprpriority = -20
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;--------------------------[2002 UM MAX2 PORTRAIT]------------------------------
[Statedef 40003]
anim = 9999

[State 40003, VarSet]
type = VarSet
triggerall = enemy, numhelper(40003)
triggerall = !enemy, numhelper(40004)
trigger1 = enemy, authorname = "Vans"
trigger2 = enemy, authorname = "K.O.D"
trigger3 = enemy, authorname = "K.O.D & Vans"
trigger4 = enemy, authorname = "OrochiKOF97"
trigger5 = enemy, authorname = "David Demianoff"
trigger6 = enemy, authorname = "Dark Saviour"
trigger7 = enemy, authorname = "Kung Fu Man"
trigger8 = enemy, authorname = "KoopaKoot"
trigger9 = enemy, authorname = "Anjel"
trigger10 = enemy, authorname = "David Demianoff & Kung Fu Man"
trigger11 = enemy, authorname = "jin"
trigger12 = enemy, authorname = "BLACK"
trigger13 = enemy, authorname = "Ahuron"
var(0) = 1

[State 40003, VarSet]
type = VarSet
triggerall = teamside = 2
triggerall = enemy, numhelper(40004)
trigger1 = enemy, authorname = "Vans"
trigger2 = enemy, authorname = "K.O.D"
trigger3 = enemy, authorname = "K.O.D & Vans"
trigger4 = enemy, authorname = "OrochiKOF97"
trigger5 = enemy, authorname = "David Demianoff"
trigger6 = enemy, authorname = "Dark Saviour"
trigger7 = enemy, authorname = "Kung Fu Man"
trigger8 = enemy, authorname = "KoopaKoot"
trigger9 = enemy, authorname = "Anjel"
trigger10 = enemy, authorname = "David Demianoff & Kung Fu Man"
trigger11 = enemy, authorname = "jin"
trigger12 = enemy, authorname = "BLACK"
trigger13 = enemy, authorname = "Ahuron"
var(0) = 1

[State 40001, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = 15605
ID = 15650
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P2 BG]
type = Explod
triggerall = !numexplod(15651)
triggerall = teamside = 2
trigger1 = !time
anim = 15606
ID = 15651
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P1 PORTRAIT]
type = Explod
triggerall = !numexplod(15660)
triggerall = teamside = 1
trigger1 = !time
anim = 15607
ID = 15660
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40001, P2 PORTRAIT]
type = Explod
triggerall = !numexplod(15661)
triggerall = teamside = 2
trigger1 = !time
anim = 15607
ID = 15661
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 40004]
anim = 9999

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1



































;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 3050];îíóÖñ≈ê∏2001
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 3050
sprpriority = 2

[State 4100,1];
type = Helper
trigger1 = AnimElem = 3
ID = 1210
name = "guard dist"
postype = p2
pos = 0,0
sprpriority = 2
stateno = 3025
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0

[state -2]
Type = Explod
Trigger1 = Animelem = 5
anim = 2750
sprpriority = -1
posType = p1
pos = 32,-117
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999
[state -2]
Type = Explod
Trigger1 = Animelem = 5
anim = 2751
sprpriority = 5
posType = p1
pos = 32,-117
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 3000]
type = Explod
trigger1 = Time = 10
anim = f13001
pos = 25,-102
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3000]
type = Explod
trigger1 = Time = 13
anim = f13501
pos = 25,-102
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State Snd];
type = PlaySnd
trigger1 = AnimElem = 7
value = S0,13

;[State Snd];
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = S0,20

[State Snd];
type = PlaySnd
trigger1 = AnimElem = 4
value = S800,0

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 2
ignorehitpause = 1

[State 4000, BGPalFX]
type = null;BGPalFX
trigger1 = Time = 10
time = 2
mul = 900,900,900
add = -250000,-250000,-250000
ignorehitpause = 1

[State 840,0]
type = envcolor
trigger1 = animelem = 4
time = 1
value = 255,255,255
under = -1
ignorehitpause = 1

[State 840,0]
type = envcolor
trigger1 = animelem = 4, = 1
time = 29
value = 0,0,0
under = -1
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
trigger1 = animelem = 7, >= 0
mul = 900,900,900
time = 2
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [12,30]
trigger2 = animelem = 7, >= 0
flag = Noshadow

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [12,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = animelem = 4
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1

[State 701, 1]
type = envshake
trigger1 = AnimElem = 7
time = 10

[State x]
type = Explod
trigger1 = animelem = 7
anim = 909
postype = p1
pos = -5,7
sprpriority = 3

[State x]
type = Explod
trigger1 = animelem = 7
anim = 910
postype = p1
pos = -5,7
sprpriority = -2

[State x]
type = Explod
trigger1 = animelem = 7
anim = 911
postype = p1
pos = -5,0
sprpriority = -1

[State x];âQ
type = Explod
trigger1 = animelem = 7
anim = 3024
id = 3024
postype = p1
pos = 30,-115
sprpriority = -5
removetime = -1
removeongethit = 1
bindtime = -1

[state 195];ball1
type = Explod
trigger1 = animelem = 7
anim = 2105
ID = 2105
postype = p1
pos = 30,-120
sprpriority = 0
removetime = 999
removeongethit = 1
bindtime = -1

[state 195];ball2
type = Explod
trigger1 = animelem = 7
anim = 2106
ID = 2105
postype = p1
pos = 30,-120
sprpriority = 0
removetime = 999
removeongethit = 1
bindtime = -1

[state 195];ball3
type = Explod
trigger1 = animelem = 7
anim = 2107
ID = 2105
postype = p1
pos = 30,-120
sprpriority = 0
removetime = 999
removeongethit = 1
bindtime = -1

[State Snd];Ç§Ç»ÇÈ
type = PlaySnd
trigger1 = AnimElem = 8
value = S0,29

[State Snd];âπ
type = PlaySnd
trigger1 = AnimElem = 8
value = S0,30
channel = 3

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 3051

[Statedef 3051];îíóÖñ≈ê∏2001çUåÇ
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3051
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = time = 0
var(13) = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(15) = 0

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 2
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(13) = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(15) = 0

[State 4100,1];ëSëÃçUåÇîªíË
type = Helper
trigger1 = time = 0
ID = 2100
name = "kougeki"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 3624
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1];âQ
type = Helper
trigger1 = time = 0
ID = 2100
name = "uzu"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 3053
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
trigger1 = p2life > 0
mul = 900,900,900
add = -250000,-250000,-250000
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = time =[0,110]
trigger1 = p2life > 0
ignorehitpause = 1
flag = Noshadow
flag = Nofg

[State x];âQ
type = Explod
trigger1 = animelem = 8
anim = 3024
id = 3024
postype = p1
pos = -20,-85
sprpriority = -3
removetime = -1
bindtime = -1

[state 195];ball1
type = removeExplod
trigger1 = Time = 110
ID = 2105

[state 195]
type = modifyexplod
ID = 3024
trigger1 = Time >= 90
trigger1 = 1
scale = fvar(2),fvar(2)

[state hah]
type = varadd
trigger1 = Time >= 90
trigger1 = 1
trigger1 = fvar(1) < 1
fvar(2) = -.02

[state hah]
type = varset
trigger1 = time = 0
fvar(2) = 1

[State 240, 4]
type = ChangeState
trigger1 = Time = 110
value = 3052

[Statedef 3052];îíóÖñ≈ê∏2001èIóπ
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3052
sprpriority = 2

[State 3052]
type = NotHitBy
trigger1 = 1
value = SCA

[State Snd];âπ
type = stopsnd
trigger1 = Time = 30
channel = 3

[state 195]
type = modifyexplod
ID = 3024
trigger1 = 1
scale = fvar(2),fvar(2)

[State x]
type = removeExplod
trigger1 = Time = 30
id = 3024

[state hah]
type = varadd
trigger1 = time >= 0
trigger1 = 1
trigger1 = fvar(1) < 1
fvar(2) = -.02

[State Snd];
type = stopSnd
trigger1 = AnimElem = 3
channel = 3

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
triggerall = palno = [9,12]
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 33362

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = time <= 7
trigger1 = 1
trigger1 = p2life > 0
flag = Noshadow
flag = NoFG
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = time <= 5
trigger1 = 1
trigger1 = p2life > 0
time = 2
mul = 900,900,900
add = -250000,-250000,-250000
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3053];âQÉwÉãÉpÅ[
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3053
sprpriority = -2 

[State 240, 4]
type = bindtoroot
trigger1 = 1
pos = 0,0
time = 2
ignorehitpause = 1

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 820, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = , HT
animtype  = up
damage    = 30,0
guardflag = 
hitflag = MAF
pausetime = 0,25
guard.pausetime = 0,27
sparkno = 3
guard.sparkno = 50
sparkxy = 15,-82 + var(11)
hitsound   = S900,1
guardsound = S150,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -4,-7
air.velocity = -4,-7
fall = 1
fall.recover = 0
;yaccel = .5
getpower = 50,0
givepower = 0,0
sprpriority = -2

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
triggerall = palno = [9,12]
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 33362

[State 240, 2]
type = TargetLifeadd
trigger1 = AnimElem = 2
value = - 30
absolute = 1

[State 240, 4]
type = parentvaradd
trigger1 = movehit
trigger1 = 1
var(13) = 1
ignorehitpause = 1

[State 240, 4]
type = parentvaradd
trigger1 = movehit
trigger1 = 1
var(15) = 1
ignorehitpause = 1
persistent = 0

[State 240, 4]
type = parentvarset
;triggerall = movehit = 0
;triggerall = var(15) >= 1
trigger1 = 1
trigger1 = hitshakeover
trigger1 = enemy,vel x < 0
var(15) = 0
ignorehitpause = 1

[State 240, 4]
type = movehitreset
;triggerall = movehit = 0
;triggerall = hitshakeover
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
trigger6 = animelem = 13
trigger7 = animelem = 15
trigger8 = animelem = 17
;triggerall = var(15) = 1
triggerall = 1
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = S
trigger1 = 1
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype = A
var(11) = -150 - (-150 - floor(p2bodydist y))
;var(11) = 20 - (20 - floor(p2bodydist y))

[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 3052

















[Statedef 3624];ëSëÃçUåÇÉwÉãÉpÅ[
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2110
sprpriority = -2

[State 1034, 2]
type = Projectile
projID = 3144
trigger1 = animelem = 2, >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 3144
offset = 0,0
velocity = 0,0
attr = , HT

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = S
trigger1 = 1
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype = A
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
triggerall = palno = [9,12]
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 33362

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 820, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = , HT
animtype  = up
damage    = 100,0
guardflag = 
hitflag = MAF
pausetime = 0,10
guard.pausetime = 0,27
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-85 + var(11)
hitsound   = S900,1
guardsound = S150,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -20,-5
air.velocity = -20,-5
fall = 1
fall.recover = 0
;yaccel = .5
getpower = 40,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
absolute = 1

[State 240, 2]
type = TargetLifeadd
trigger1 = AnimElem = 1
value = -100
absolute = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = , HT
animtype  = up
damage    = 60,5
guardflag = 
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,27
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-85 + var(11)
hitsound   = S900,1
guardsound = S150,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -11,-8
air.velocity = -11,-8
fall = 1
fall.recover = 0
yaccel = .5
getpower = 20,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
absolute = 1

[State 810, 3]
type = TargetLifeadd
trigger1 = AnimElem = 3
value = - 60
absolute = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = , HT
animtype  = up
damage    = 30,5
guardflag = 
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,27
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-85 + var(11)
hitsound   = S900,1
guardsound = S150,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -11,-8
air.velocity = -11,-8
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
absolute = 1

[State 240, 2]
type = TargetLifeadd
trigger1 = AnimElem = 5
value = -30
absolute = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 9
attr = , HT
animtype  = up
damage    = 15,5
guardflag = 
hitflag = MAFD
pausetime = 0,11
guard.pausetime = 0,27
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-85 + var(11)
hitsound   = S900,1
guardsound = S150,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -11,-8
air.velocity = -11,-8
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
absolute = 1

[State 240, 2]
type = TargetLifeadd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
value = - 20
absolute = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 11
trigger2 = animelem = 13
attr = , HT
animtype  = up
damage    = 8,5
guardflag = 
hitflag = MAFD
pausetime = 0,11
guard.pausetime = 0,27
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-85 + var(11)
hitsound   = S900,1
guardsound = S150,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -11,-8
air.velocity = -11,-8
fall = 1
fall.recover = 0
yaccel = .5
getpower = 10,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
absolute = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 15
attr = S, HP
animtype  = up
damage    = 4,5
guardflag = 
guard.dist = 500
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,27
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-85 + var(11)
hitsound   = S900,1
guardsound = S150,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -8,-16
air.velocity = -8,-16
fall = 1
fall.recover = 0
yaccel = .5
getpower = 10,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
absolute = 1

[State 240, 2]
type = TargetLifeadd
trigger1 = AnimElem = 15
value = - 55
absolute = 1

[State 2100];slow
type = Pause
triggerall = MoveHit
triggerall = (GameTime%2) = 1
;trigger1 = parent,var(13) = 0
trigger1 = parent,var(15) = 0
triggerall = 1
time = 1
movetime = 0
;ignorehitpause = 1

[State 2100];fast
type = Pause
triggerall = MoveHit
triggerall = (GameTime%3) = 1
trigger1 = parent,var(13) >= 1
trigger1 = parent,var(15) >= 1
triggerall = 1
time = 1
movetime = 0
;ignorehitpause = 1

[State 240, 4]
type = bindtoroot
trigger1 = 1
pos = 0,0
time = 2
ignorehitpause = 1

[State 821, 4]
type = destroyself
;trigger1 = parent,stateno = 3022
trigger1 = animtime = 0













[Statedef 3025];Ç÷ÇÈÇœÅ[
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 0
anim = 2110
velset = 0,0
ctrl = 0
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 66
attr = S, HP
animtype  = hard
damage    = 150,20
guardflag = 
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 0,1
guard.dist = 250
sparkno = 3
guard.sparkno = 50
sparkxy = 0,-75 + var(12)
hitsound   = S900,1
guardsound = S150,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = 0
air.juggle = 15
p2facing = 1
p2stateno = 1204
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
absolute = 0

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
triggerall = palno = [9,12]
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 33362


[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 3022
trigger2 = parent,movetype = H
trigger3 = parent,stateno = 3052

















[Statedef 3700]
type = S
movetype = A
physics = S
anim = 3700
velset = 0, 0
poweradd = -1500
ctrl = 0
juggle = 8

[State 210]
type = NotHitBy
trigger1 = 1
value = SCA

[State 840,0]
type = envcolor
trigger1 = animelem = 2, = 1
time = 28
value = 0,0,0
under = -1
ignorehitpause = 1

[State 3000,VarSet]
type = VarSet
trigger1 = Time = 0 && fvar(0) >0 && var(30) != 2
fvar(0) = .1

[State 3000,VarSet]
type = Varadd
trigger1 = Time = 0 && fvar(0) >0 && var(30) = 2
fvar(0) = -12

[State 3000,PalFx]
type = PalFx
trigger1 = Time = 0 && (PrevStateNo >= 1000)
time = 18
add = 180,180,180
mul = 180,180,180
sinadd = 80,80,80,4

[State 3000]
type = Explod
trigger1 = Time = 3
anim = 13002
pos = -15,-102
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

[State 3000]
type = Explod
trigger1 = Time = 3
anim = 13502
pos = -15,-102
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

[state 190]
type = superpause
trigger1 = animelem = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1


[State 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(17) = 0

[State -3,PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 800, 1
;channel = 0

[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5,=0
value = 5, 5
volumescale = 350

[State 3000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 36

[State 3030,Helper]
type = Helper
trigger1 =  AnimElem = 5,=1
ID = 3710
pos = 0,0
postype = p1
stateno = 3710
name = "Nail"
keyctrl = 0
ownpal = 0

[State 0]
type = Helper
triggerall = numhelper(3361) <= 0
trigger1 = time = 5
helpertype = player
name = "sj"
stateno = 3361
id = 3361
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 0]
type = Helper
trigger1 = time = 5
ID = 3360
name = "ds"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 3360
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State -2,2]
type = Varadd
trigger1 = MoveContact
var(17) = 1
ignorehitpause = 1

[State 1000, 0]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1030, Envcolor]
type = Envcolor
trigger1 = movehit
value = 255, 255, 255
persistent = 0
ignorehitpause = 1
time = 1
under = 1

[State 3000,ChangeState]
type = ChangeState
trigger1 = Time = 58
value = 3701



[StateDef 3701]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3701
poweradd = 20
sprpriority = 20

[State 3701]
type = NotHitBy
trigger1 = 1
value = SCA

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









;------------------------ 怘傜偄懁侾
[Statedef 3780]
type = A
movetype = H
physics = N
velset = -0.5,-25
ctrl = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = [0,14)
value = SCA

[State 910,PosFreeze]
type = PosFreeze
trigger1 = TimeMod = 2, 0

[State 830,veladd]
type = veladd
trigger1 = 1
y = 1

[State 830,ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 3780

[State 830,ChangeAnim]
type = PalFx
trigger1 = TimeMod = 4, 0
time = 2
color = 5
invertall = 1
add = 0,0,30

[State 830,SelfState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3781

;------------------------ 怘傜偄懁俀
[Statedef 3781]
type = A
movetype = H
physics = N
velset = -1,-7
ctrl = 0

[State 830,ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 3781

[State 830,ChangeAnim]
type = PalFx
trigger1 = TimeMod = 4, 0
time = 2
color = 5
invertall = 1
add = 0,0,30

[State 830,veladd]
type = veladd
trigger1 = 1
y = .5

[State 5100, 2]
type = ChangeAnim
trigger1 = Pos Y >= 0 && Vel Y > 0
value = IfElse(SelfAnimExist(5052),5052,5050)

[State 830,SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100


























;------------------------ 棾姫侾
[Statedef 3710]
type = S
movetype = A
physics = N
anim = 3710
velset = 0, 0
sprpriority = 99400

[State 210]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3000,Explod]
type = Explod
trigger1 = Time >= 16 ;&& !NumExplod(3092)
trigger1 = time%28=0
anim = 3111
ID = 3092
pos = -18,0
postype = P1
sprpriority = 10
supermove = 1
ownpal = 1
bindtime = -1
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

[State 3000,Explod]
type = Explod
trigger1 = Time >= 16 ;&& !NumExplod(3093)
trigger1 = time%16=0
anim = 3093
ID = 3093
pos = 43,-40
postype = P1
sprpriority = 10
supermove = 1
ownpal = 1
bindtime = -1
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

[State 3000,Explod]
type = Explod
trigger1 = Time >= 16 ;&& !NumExplod(3094)
anim = 3094
ID = 3094
pos = 33,-16
postype = P1
sprpriority = 10
supermove = 1
ownpal = 1
bindtime = -1
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

[State 3000,Explod]
type = Explod
trigger1 = Time >= 16 ;&& !NumExplod(3095)
anim = 3095
ID = 3095
pos = 5,-48
postype = P1
sprpriority = 10
supermove = 1
ownpal = 1
bindtime = -1
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

[State 3000,Explod]
type = Explod
trigger1 = Time >= 16 ;&& !NumExplod(3096)
anim = 31120
ID = 3096
pos = -33,-49
postype = P1
sprpriority = 10
supermove = 1
ownpal = 1
bindtime = -1
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

[State 10000, BindToParent]
type = BindtoRoot
trigger1 = 1
facing = 1
pos = 0,0
time = -1

[State 1300,HitDef]
type = HitDef
triggerall = p2movetype != H
trigger1 = time%2 = 0
attr = , HT
animtype  = Herd
damage    = 40
getpower = 0,0
guardflag = 
hitflag = MAFFD
pausetime = 2,2
guard.pausetime = 2,2
sparkno = s3347
sparkxy = -10,10
guard.sparkno = 4
hitsound = s5211,0
sparkxy = 12,-80
ground.type = High
ground.slidetime = 18
ground.hittime  = 9
ground.velocity = -3.5,-2;6
guard.velocity = -9
air.velocity = -3.5,-2;6
yaccel = .45
fall = 1
fall.recover = 0
p2stateno = 3362
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999


[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14,=0
trigger2 = time = 120
value = 5, 5
volumescale = 350

[State 3000,ChangeState]
type = ChangeState
trigger1 = time= 280;Root,StateNo = 3001
value = 3791

;------------------------ 棾姫俀
[Statedef 3791]
type = S
movetype = I
physics = N
anim = 3711
velset = 0, 0
sprpriority = 4

[State 210]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7020,DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,movetype = H

[Statedef 3800]
type = S
movetype = A
physics = S
anim = 3800
velset = 0, 0
poweradd = -2000
ctrl = 0
juggle = 8

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [1,9]
trigger1 = time <= 52
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [10,12]
trigger1 = time>=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 840,0]
type = envcolor
trigger1 = animelem = 2, = 1
time = 29
value = 0,0,0
under = -1
ignorehitpause = 1

[State 4000, BGPalFX]
type = null;BGPalFX
trigger1 = Time = 4
time = 20
mul = 0,0,0
add = -250000,-250000,-250000
ignorehitpause = 1

[State 3000,PalFx]
type = PalFx
trigger1 = Time = 0
time = 18
add = 180,180,180
mul = 180,180,180
sinadd = 80,80,80,4

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = [0,20)
value = SCA

[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2850
sprpriority = -1
posType = p1
pos = 11,-59
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2851
sprpriority = 5
posType = p1
pos = 11,-59
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 3000]
type = Explod
trigger1 = Time = 5
anim = f13002
pos = 10,-102
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3000]
type = Explod
trigger1 = Time = 5
anim = f13502
pos = 10,-102
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1


[state 190]
type = superpause
trigger1 = animelem = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1


[State -3,PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = 800, 1

[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,1
value = 3800, 0

[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5,1
value = 3800, 1



[State 200, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
attr = , HT
damage = 15, 2
animtype = Light
guardflag = 
hitflag = MAFD
priority = 3, Hit
pausetime = 6, 3
sparkno = s7003
guard.sparkno =s7007
sparkxy = -10, -80
hitsound = S240, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.1,-2.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno= 15000



[State -3,PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
value = 900, 0



[State 1001, 2]
type              = Projectile
trigger1          = animelem = 7
projanim          = 2400
projhitanim       = 2410
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 35,-110
velocity          = 7,0
attr              = S, SP
damage            = 50,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s900,1
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -4 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000
[State 1001, 2]
type = TargetLifeadd
trigger1 = AnimElem = 7
value = -50
absolute = 1

[State 1001, 2]
type              = Projectile
trigger1          = animelem = 7,1
projanim          = 2400
projhitanim       = 2300
projremanim       = 2300
projcancelanim    = 2300
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 48,-82
velocity          = 5,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s900,1
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -4 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000

[State 1001, 2]
type              = Projectile
trigger1          = animelem = 7,2
projanim          = 2400
projhitanim       = 2410
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 34,-90
velocity          = 8,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s900,1
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -4 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000



[State 1001, 2]
type              = Projectile
trigger1          = animelem = 8
projanim          = 2400
projhitanim       = 2410
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 35,-40
velocity          = 7,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s900,1
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -4 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000


[State 1001, 2]
type              = Projectile
trigger1          = animelem = 8,1
projanim          = 2400
projhitanim       = 2300
projremanim       = 2300
projcancelanim    = 2300
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 35,-125
velocity          = 7,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s5213,0
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -4 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35




[State 1001, 2]
type              = Projectile
trigger1          = animelem = 8,3
projanim          = 2400
projhitanim       = 2300
projremanim       = 2300
projcancelanim    = 2300
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 35,-80
velocity          = 6,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s5213,0
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -4 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35





[State 1001, 2]
type              = Projectile
trigger1          = animelem = 9,2
projanim          = 2400
projhitanim       = 2300
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 35,-70
velocity          = 7.5,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s5213,0
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -4 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000


[State 1001, 2]
type              = Projectile
trigger1          = animelem = 9,2
projanim          = 2400
projhitanim       = 2300
projremanim       = 2300
projcancelanim    = 2300
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 35,-120
velocity          = 8.0,0
attr              = S, SP
damage            = 5,1
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s5213,0
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -6 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000



[State 1001, 2]
type              = Projectile
trigger1          = animelem = 9,3
projanim          = 2400
projhitanim       = 2410
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 35,-60
velocity          = 7.2,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s5213,0
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -6 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000






[State 1001, 2]
type              = Projectile
trigger1          = animelem = 9
projanim          = 2400
projhitanim       = 2410
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 35,-47
velocity          = 8,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s900,1
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -2 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000




[State 1001, 2]
type              = Projectile
trigger1          = animelem = 10,1
projanim          = 2400
projhitanim       = 2300
projremanim       = 2300
projcancelanim    = 2300
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 40,-77
velocity          = 8,0
attr              = S, SP
damage            = 20,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s5213,0
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -2 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000


[State 1001, 2]
type              = Projectile
trigger1          = animelem = 10,2
projanim          = 2400
projhitanim       = 2300
projremanim       = 2300
projcancelanim    = 2300
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 40,-95
velocity          = 8,0
attr              = S, SP
damage            = 10,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s5213,0
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -6 ,-8
airguard.velocity = -6.9,-8
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
fall = 1
p2stateno= 15000


[State 1001, 2]
type              = Projectile
trigger1          = animelem = 11,1
projanim          = 2400
projhitanim       = 2300
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 44,-50
velocity          = 5.5,0
attr              = S, SP
damage            = 10,3
guardflag         = 
hitflag           = MAFP
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s5213,0
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -6 ,-8
airguard.velocity = -6.9,-8
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
fall = 1
p2stateno= 15000

[State 1001, 2]
type = TargetLifeadd
trigger1 = AnimElem = 11,1
value = -50
absolute = 1

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






















































;-------------------------------------------------------------------------------
;Ryuko Ranbu 1
[Statedef 4600]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -3000
velset   = 0,0
anim     = 4600
ctrl     = 0

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

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1


;-------------------------------------------------------------------------------

;Super Cancel Effect
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 8560
sprpriority = 99
posType = p1
pos = 10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
anim = 8400
pos = 65,70
postype = Left
removetime = -2
bindtime = 50
pausemove = 1
supermove = 1
scale = .5,.5
sprpriority = 50
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
anim = 8401
pos = -5,69
postype = Left
removetime = -2
bindtime = 65
pausemove = 1
supermove = 1
scale = 1.5,1
sprpriority = 51
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
anim = 8402
pos = -150,65
postype = Left
removetime = -2
facing = 1
vfacing = 1
bindtime = 65
pausemove = 1
supermove = 1
scale = 1.5,1
sprpriority = 49
ownpal = 1
trans = addalpha
alpha = 256, 135



;-------------------------------------------------------------------------------

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S13,12

[State 2000, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 28
movetime = 28
anim = -1
sound = s800,2

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 28
mul = 0,0,0

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = f13003
pos = 10,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = -1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = f13503
pos = 10,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 9

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 7
time = 20
length = 10
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A
physics = N

[State 1000, velset]
type = velset
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 7.2
;y = -.80

;[State 1000, veladd]
;type = veladd
;trigger1 = AnimElem = 4,> 0
;y = .125

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S105,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1700,1

[State 1000, HitDef]
type = HitDef
trigger1 = Time = 0
attr = ,HT
getpower = 0
damage = 60,0
numhits = 0
animtype = Hard
hitflag = MAFD
guardflag = 
priority = 5
pausetime = 2,2
sparkno = s7002
guard.sparkno = S8120
sparkxy = -30,-40
hitsound = s220,0
guardsound = s150,0
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 4601
p2stateno = 4620

[State 1000, ChangeState]
type = ChangeState
trigger1 = TIME = 62
;trigger1 = Pos Y >= 0 ;&& Vel Y > 0
trigger2 = moveguarded
value = 4610





[StateDef 4610]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4610
sprpriority = 2

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [10,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1



[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S47,0

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






[StateDef 4601]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4601
sprpriority = 2

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [10,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 1;, < 0
pos = 60,0


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3200,0

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 3710
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = 325
supermove = 1
scale = 1,1
sprpriority = 20

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S5,5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 55
trigger2 = time = 120
value = S0,300

[State 240, 4]
type = envcolor
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
time = 3
value = 250,250,250
under = -1
ignorehitpause = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
value = -35
absolute= 1
kill = 0

[State 821, 4]
type = playsnd
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
value = S5212,0

[State 840, 5]
type = targetState
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
value = 4620

[State 2000, Explod]
type = Explod
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
anim = 7004
pos = 5,-75
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 21



[State 3110, 8]
type = hitadd
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
value = 1



[State 3000, êUìÆ]
type = EnvShake
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
time = 8
ampl = 8
persistent = 0
ignorehitpause = 1


[State 0, end]
type = ChangeState
trigger1 = Time = 130
value = 4602


[StateDef 4602]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4602
poweradd = 20
sprpriority = 2

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [10,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
anim = 4612
pos = 15,-40
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 22

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
anim = 4612
pos = 0,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 22

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
anim = 4612
pos = -25,-58
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 23

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 19
anim = 4612
pos = 25,-90
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 21


[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
anim = 4612
pos = -7,-65
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 21


[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
value = S5213,0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = S5211,0


[State 240, 4]
type = envcolor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
time = 3
value = 250,250,250
under = -1
ignorehitpause = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
value = -10
kill = 0


[State 840, 5]
type = targetState
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
value = 4630


[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
value = 1


[State 0, end]
type = ChangeState
trigger1 = Time = 220
value = 4603




[StateDef 4603]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4603
poweradd = 20
sprpriority = 2

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [10,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3711
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 20

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S3000,1

[State 0, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 4604




[StateDef 4604]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4604
poweradd = 50
sprpriority = 2

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [10,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1


[State 821, 4]
type = playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 25
trigger4 = AnimElem = 35
trigger5 = AnimElem = 42
value = S900,1

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 25
trigger4 = AnimElem = 35
trigger5 = AnimElem = 42
value = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 25
trigger4 = AnimElem = 35
trigger5 = AnimElem = 42
value = -30
kill = 0


[State 240, 4]
type = envcolor
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 25
trigger4 = AnimElem = 35
trigger5 = AnimElem = 42
time = 8
value = 250,250,250
under = -1
ignorehitpause = 1


[State 840, 5]
type = targetState
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 25
trigger4 = AnimElem = 35
trigger5 = AnimElem = 42
value = 4620


[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 2410
pos = -10,-30
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 20

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 14
trigger2 = AnimElem = 35
anim = 2410
pos = -10,-85
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 20



[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 25
anim = 2410
pos = -10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 20



[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 42
anim = 2410
pos = -10,-90
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 20




[State 821, 4]
type = playsnd
trigger1 = AnimElem = 41
value = S3800,1

[State 0, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 4605


[StateDef 4605]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4605
sprpriority = 2

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [10,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1
[State 9200,1]

type = explod
trigger1 = Time = 25
trigger2 = Time = 45
trigger3 = Time = 85
anim = 3302
pos = 45,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 35
trigger2 = Time = 105
anim = 3302
pos = 65,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 55
anim = 3302
pos = 60,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 65
trigger2 = Time = 95
anim = 3302
pos = 53,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 75
anim = 3302
pos = 70,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 115
anim = 3302
pos = 60,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1






[State 9200,1]
type = explod
trigger1 = Time = 25
trigger2 = Time = 45
trigger3 = Time = 85
anim = 3303
pos = 45,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 35
trigger2 = Time = 105
anim = 3303
pos = 65,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 55
anim = 3303
pos = 70,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 65
trigger2 = Time = 95
anim = 3303
pos = 58,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 9200,1]
type = explod
trigger1 = Time = 75
anim = 3303
pos = 80,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1


[State 840, 5]
type = targetState
trigger1 = Time = 25
trigger2 = Time = 35
trigger3 = Time = 45
trigger4 = Time = 55
trigger5 = Time = 65
trigger6 = Time = 75
trigger7 = Time = 85
trigger8 = Time = 95
trigger9 = Time = 105
value = 4640

[State 840, 5]
type = targetState
trigger1 = Time = 121
value = 4650

[State 821, 4]
type = playsnd
trigger1 = Time = 25
trigger2 = Time = 35
trigger3 = Time = 45
trigger4 = Time = 55
trigger5 = Time = 65
trigger6 = Time = 75
trigger7 = Time = 85
trigger8 = Time = 95
trigger9 = Time = 105
trigger10 = Time = 115
value = S2200,0
;channel = 2

[State 3110, 8]
type = hitadd
trigger1 = Time = 25
trigger2 = Time = 35
trigger3 = Time = 45
trigger4 = Time = 55
trigger5 = Time = 65
trigger6 = Time = 75
trigger7 = Time = 85
trigger8 = Time = 95
trigger9 = Time = 105
value = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 25
trigger2 = Time = 35
trigger3 = Time = 45
trigger4 = Time = 55
trigger5 = Time = 65
trigger6 = Time = 75
trigger7 = Time = 85
trigger8 = Time = 95
trigger9 = Time = 105
trigger10 = Time = 115
time = 1
value = 250,250,250
under = -1
ignorehitpause = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = Time = 25
trigger2 = Time = 35
trigger3 = Time = 45
trigger4 = Time = 55
trigger5 = Time = 65
trigger6 = Time = 75
trigger7 = Time = 85
trigger8 = Time = 95
trigger9 = Time = 105
value = -50
absolute = 1


[State 3110, 8]
type = targetlifeadd
triggerall = palno = [9,12]
trigger1 = Time = 25
trigger2 = Time = 35
trigger3 = Time = 45
trigger4 = Time = 55
trigger5 = Time = 65
trigger6 = Time = 75
trigger7 = Time = 85
trigger8 = Time = 95
trigger9 = Time = 105
value = -999999





[State 3000, êUìÆ]
type = EnvShake
trigger1 = TimeMod = 7,0 && time >= 25
time = 10
ampl = 8
persistent = 0
ignorehitpause = 1


[State 9200,1]
type = explod
trigger1 = TimeMod = 7,0 && time >= 115
anim = 3302
pos = 60+Floor((Time-114)/7)*40,0 ;offset = 100,4
postype = p1
sprpriority = 8
supermove = 1
bindtime = 1

[State 3005, 1]
type = PlaySnd
trigger1 = TimeMod = 12,0 && time >= 115
value = 2200,0


[State 1001, 2]
type = Projectile
trigger1 = time = 115
ProjAnim = 3303
projpriority = 9999
projsprpriority = 7
ProjRemove = 0
ProjRemoveTime = 47
ProjID = 3303
projshadow = 64,64,64
offset = 60 ;offset = 100,4
accel = 0, 0
hitflag = MAFD
guardflag = 
attr = S, HT
projshadow = 68,68,68
damage = 150,0
animtype = diagup
getpower = 100
givepower = 0
pausetime = 0,2
sparkno = s7003
sparkxy = 70,-65-(P2Movetype != H)*40;100,-75
guard.sparkno = s7009
hitsound = 240,0
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6,-9
guard.velocity = -6
air.slidetime = 16
air.hittime = 32
air.velocity = -6,-5
yaccel = 0.44
palfx.time = 40
air.fall = 1
fall = 1
air.recover = 1
fall.recover = 0
palfx.time = 105
palfx.mul = 128,128,255
palfx.sinadd = 255,128,0,10
palfx.add = 32,64,140
palfx.invertall = 1
ownpal = 0



[State 1001, 2]
type = Projectile
trigger1 = TimeMod = 7,0 && time >= 115
ProjAnim = 3303
projpriority = 9999
projsprpriority = 7
ProjRemove = 0
ProjRemoveTime = 47
ProjID = 3303
projshadow = 64,64,64
offset = 60+Floor((Time-114)/7)*40,0 ;offset = 100,4
accel = 0, 0
hitflag = MAFP
guardflag = 
attr = S, HT
projshadow = 68,68,68
damage = 10,5
animtype = diagup
getpower = 100
givepower = 0
pausetime = 0,2
sparkno = s7003
sparkxy = 70,-65-(P2Movetype != H)*40;100,-75
guard.sparkno = s7009
hitsound = 240,0
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6,-9
guard.velocity = -6
air.slidetime = 16
air.hittime = 32
air.velocity = -6,-5
yaccel = 0.44
palfx.time = 40
air.fall = 1
fall = 1
air.recover = 1
fall.recover = 0
palfx.time = 105
palfx.mul = 128,128,255
palfx.sinadd = 255,128,0,10
palfx.add = 32,64,140
palfx.invertall = 1
ownpal = 0








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













[State 840, 5]
type = targetState
trigger1 = Time = 0
value = 2420

[State 840, 5]
type = targetState
trigger1 = Time = 200
value = 2421

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
;trigger11 = AnimElem = 36
value = S0,45
;channel = 2

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
time = 1
value = 250,250,250
under = -1
ignorehitpause = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = -13







;-------------------------------------------------------------------------------
[Statedef 4620]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [5,12]
trigger1 = 1
reversal.attr = S,NA
ignorehitpause = 1 

[State 0, NotHitBy]
type = NotHitBy
trigger1 = !ISHELPER
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State 1000, VelAdd]
type = Velset
trigger1 = time >= 0
y = 0

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4620

;[State 1830]
;type = SelfState
;trigger1 = Animtime = 0
;value = 0
;ctrl = 1





[Statedef 4630]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1000, VelAdd]
type = Velset
trigger1 = time >= 0
y = 0

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


[State 3220, Shock]
type = PalFX
trigger1 = timemod = 2, 1 && time >= 2
time = 1
color = 64
invertall = 1
add = 1,1,1
mul = 256,256,256


[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4620

;[State 1830]
;type = SelfState
;trigger1 = Animtime = 0
;value = 0
;ctrl = 1



[Statedef 4640]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1000, VelAdd]
type = Velset
trigger1 = time >= 0
y = 0

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


[State 3220, Shock]
type = PalFX
trigger1 = timemod = 2, 1 && time >= 2
time = 1
color = 64
invertall = 1
add = 1,1,1
mul = 128,128,255


[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4620




[Statedef 4650]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1000, VelAdd]
type = Velset
trigger1 = time >= 0
y = 0

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


[State 3220, Shock]
type = PalFX
trigger1 = timemod = 2, 1 && time >= 2
time = 1
color = 64
invertall = 1
add = 1,1,1
mul = 128,128,255


[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4650



[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1






























;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; MAXÑ@Ñ~Ñ{ÑÄÑ{ÑÖ ÑQÑpÑzÑ{ÑÄÑ{ÑèÑ~
[Statedef 3900]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -2000
anim = 3900
ctrl = 0
sprpriority = 1

[State 3900]
type = NotHitBy
trigger1 = 1
value = SCA


;---------------------[ÉXÉpÉLÉÉÉì]
[State a];ì_ñ≈
type = palfx
triggerall = time <= 20
triggerall = time % 2 = 0
trigger1 = prevstateno = 1900
trigger2 = prevstateno = 1901
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1


;---------------------[ÉQÅ[ÉW]

[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

;---------------------[ÉRÉ}ÉìÉhîªíË]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

;---------------------[ñ≥ìG]
[state a]
type = nothitby
trigger1 = animelem = 3,<0
value = SCA

;---------------------[í¥ïKéEãZââèo]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

;超杀光效
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2850
sprpriority = -1
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999
[state -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 2851
sprpriority = 5
posType = p1
pos = -10,-73
scale = 0.8,0.8
bindTime = 1
supermove = 1
under = 0
ownpal = 1
pausemoveTime = 9999999
supermoveTime = 9999999

[State 3000]
type = Explod
trigger1 = Time = 3
anim = f13002
pos = 0,-82
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3000]
type = Explod
trigger1 = Time = 3
anim = f13502
pos = 0,-82
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1


[state 190]
type = superpause
trigger1 = animelem = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1


[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 800,1

;---------------------[ÉTÉEÉìÉh]
[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 2,5
value = 2300, 0



[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(3) = 1
value = 2300, 3


;---------------------[ÉGÉtÉFÉNÉg]


;---------------------[ÉwÉãÉpÅ[]
[state a];ìdãC1
type = Helper
trigger1 = animelemtime(3) = 1
id = 2360
name = "raikou"
pos = 64,-80
postype = p1
stateno = 2360
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];ìdãC1
type = Helper
trigger1 = animelemtime(3) = 5
id = 2360
name = "raikou"
pos = 44,-108
postype = p1
stateno = 2360
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];ìdãC1
type = Helper
trigger1 = animelemtime(3) = 9
id = 2360
name = "raikou"
pos = 68,-60
postype = p1
stateno = 2360
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];ìdãC1
type = Helper
trigger1 = animelemtime(3) = 13
id = 2360
name = "raikou"
pos = 76,-104
postype = p1
stateno = 2360
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];ìdãC1
type = Helper
trigger1 = animelemtime(3) = 17
id = 2360
name = "raikou"
pos = 48,-66
postype = p1
stateno = 2360
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];ìdãC1
type = Helper
trigger1 = animelemtime(3) = 21
id = 2360
name = "raikou"
pos = 78,-92
postype = p1
stateno = 2360
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];ìdãC1
type = Helper
trigger1 = animelemtime(3) = 25
id = 2360
name = "raikou"
pos = 44,-72
postype = p1
stateno = 2360
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];ìdãC2
type = Helper
trigger1 = animelemtime(3) = 29
id = 2361
name = "raikou"
pos = 52,-90
postype = p1
stateno = 2361
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


;---------------------[]
[State 821, 3]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)óãåıÇP
[Statedef 2360]
type = A
ctrl = 0
anim = 2360
velset = 0,0
movetype = A
physics = N
sprpriority = 15

;---------------------[ìßâﬂ]
[state a]
type = sprpriority
trigger1 = 1
value = 15
ignorehitpause = 1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 215,200

;---------------------[ââèo]
[State a]
type = EnvColor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

;---------------------[ïœêî]
[state a]
type = parentvarset
trigger1 = movecontact
v = 6
value = 1

;---------------------[çUåÇ]
[State 210, 2]
type = HitDef
trigger1 = root,var(6) = 0
trigger1 = time = 0
attr = , HT
animtype  = hard
damage    = 150, 0
priority = 8, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,11
sparkno = s7002
sparkxy = -12,0
hitsound   = s5213,0
guardsound = s150,0
guard.sparkno = s7001
ground.type = high
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -5
air.velocity = -4.5,-7.2
yaccel = 0.47
air.fall = 1
fall.recover = 0
ID = 1000
nochainID = 9999
palfx.time =38
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno= 15000

[State 2360]
type = TargetLifeadd
trigger1 = animtime = 0
value = -10
absolute = 1

[State 210, 2]
type = HitDef
trigger1 = root,var(6) = 1
trigger1 = time = 0
attr = , HT
animtype  = hard
damage    = 40, 10
priority = 8, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,11
sparkno = s7002
sparkxy = -12,0
hitsound   = s5213,0
guardsound = s150,0
guard.sparkno = s7001
ground.type = high
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -5
air.velocity = -4.5,-7.2
yaccel = 0.47
air.fall = 1
fall.recover = 0
ID = 1000
nochainID = 9999
palfx.time =38
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210]
type = TargetLifeadd
trigger1 = time = 0
value = - 200
absolute = 1

;---------------------[ÉwÉãÉpÅ[]
;[state a];ìdåÇÉqÉbÉgópÉwÉãÉpÅ[
;type = Helper
;trigger1 = movehit
;trigger1 = numhelper(7030) = 0
;id = 7030
;name = "hit"
;pos = 0,0
;postype = p2
;stateno = 7030
;helpertype = normal
;pausemovetime = 0
;ownpal = 1
;persistent = 0
;ignorehitpause = 1

;---------------------[ÉwÉãÉpÅ[]
;[state a];ëäéE
;type = Helper
;trigger1 = time = 0
;id = 2315
;name = "sousai"
;sprpriority = 5
;pos = 0,0
;postype = p1
;stateno = 2315
;helpertype = normal
;pausemovetime = 0
;keyctrl = 0
;ownpal = 1


;---------------------[]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2312

;---------------------------------------------------------------------------
;(HELPER)óãåıÇQ
[Statedef 2361]
type = A
ctrl = 0
anim = 2360
velset = 0,0
movetype = A
physics = N
sprpriority = 15

;---------------------[ìßâﬂ]
[state a]
type = sprpriority
trigger1 = 1
value = 15
ignorehitpause = 1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 215,200

;---------------------[ââèo]
[State a]
type = EnvColor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

;---------------------[çUåÇ]
[State 210, 2]
type = HitDef
;trigger1 = var(1) = 0
trigger1 = time = 0
attr = , HT
animtype  = hard
damage    = 200, 0
priority = 8, Hit
getpower = 61,61
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 0,11
sparkno = s7002
sparkxy = -12,0
hitsound   = s5213,0
guardsound = s150,0
guard.sparkno = s7001
ground.type = high
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -4.2,-7.5
air.velocity = -4.2,-7.5
guard.velocity = -11
yaccel = 0.48;28F
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999
palfx.time =38
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210,2]
type = TargetLifeadd
trigger1 = time = 0
value = -150
absolute = 1
;---------------------[ÉwÉãÉpÅ[]



;---------------------[]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2312







[Statedef 2312]
type = A
ctrl = 0
anim = 2312
velset = 0,0
movetype = I
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 120
trigger2 = root,stateno != 2300
trigger2 = root,stateno != 2350






















;-------------------------------Power up (start)
[Statedef 910]
type = S
movetype = I
physics = S
anim = 910
velset = 0
ctrl = 0

[State 910]
type = NotHitBy
trigger1 = 1
value = SCA

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,5
channel = 8

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s182,0
channel = 9

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

; Power up
[Statedef 911]
type = S
movetype = I
physics = S
anim = 911

[State 911]
type = NotHitBy
trigger1 = 1
value = SCA

[State 705, 2]
type = Explod
trigger1 = ((Time + 12) % 12) = 0
anim = 914
ID = 911
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1

[State 735, 1]
type = ChangeState
trigger1 = command != "holda"
trigger3 = command != "holdy"
value = 912

[State 735, 2]
type = PowerAdd
trigger1 = Time = [0,12]
value = 11

[State 735, 2]
type = ChangeState
trigger1 = Power >= 5000
value = 313

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

; Power up (end)
[Statedef 912]
type = S
movetype = I
physics = S
anim = 912

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 8

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 9

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 911

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Power up (maxed out)
[Statedef 313]
type = S
movetype = I
physics = S
anim = 912

[State 313, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 915
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 10
freq = 90
ampl = -4
phase = 90

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 910

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------------------------------------------------------------------------------
; 空中
[Statedef 3333]
type = A
movetype = I
physics = N
juggle = 0
poweradd = 200
ctrl = 0
sprpriority = 2
anim = 3333

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 6
y = -4

[State 0, VelAdd]
type = VelAdd
trigger1 = time>=0
y = 0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time >=21
y = 0.9

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 5
length = 6
palcolor = 0
palinvertall = 0
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.75,.55
timegap = 1
framegap = 1
trans = add1

[State 821, 3]
type = SelfState
Triggerall = ANIMELEMTIME(2)>0
triggerall = Vel Y >0
trigger1 = Pos Y >= 0
value = 3335
;-----------------------------------------------------------------------------------------------------------------------------------------------------------
; 落地踩一脚
[Statedef 3335]
type = S
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3335

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1040,0
volumescale = 350

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3334
ID = 3334
pos = 0,10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ownpal = 0
removeongethit = 0
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

;--------------------------------------------------------
[State 0, Projectile]
type = Projectile
trigger1 = time = 0
ProjID = 3336
projanim = 3336
projhitanim = -1
projremanim = -1
projcancelanim =-1
projscale = 1,1
projremove = 0
projremovetime =1
projhits = 1
projmiss
projpriority = 99999999999999999999999999999999
projsprpriority = 10
offset = -50,0
postype = p1         
projshadow = 0,0,0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
animtype = heavy
damage = 60,0
hitflag = MAFD
guardflag =          
priority = 7,Hit
pausetime = 0,0
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 90,-60
hitsound = s300,8
guardsound = S300,6
ground.type = high      ;Low,Trip,None
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
yaccel = 0.4
ground.velocity = 0,-6
guard.velocity = -4
air.velocity = 0,-5
airguard.velocity = -4,-3
ground.cornerpush.veloff =0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
chainID = -1
fall =1
p2stateno = 3337
getpower = 0,0
givepower = 0,0
p2facing =1
ignorehitpause =1
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999
supermove = 99999999999999999999999
pausemove = 99999999999999999999999

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------------------------------------
; P2踩地弹飞
[Statedef 3337]
type = A
movetype = H
physics = N
juggle= 0
ctrl = 0
velset = 0,-10
SprPriority = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time>=0
value = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time>=0
value = 5050

[State 1011, 1]
type = VelAdd
trigger1 = Time >= 0
y = 0.36

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

[State 821, 3]
type = SelfState
Triggerall = time>=0
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------------------------------------------
; 当身
[Statedef 3338]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

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

[State 3000, ]
type = changestate
trigger1 = time = 0&&var(12) = 1
value = IfElse(random >= 500,33338,IfElse(random >= 500,33339,IfElse(random >= 500,33340,33341)))

[State 3000, ]
type = changestate
trigger1 = time = 0&&var(12) = 0
value = IfElse(random >= 500,33342,IfElse(random >= 500,33343,IfElse(random >= 500,33344,33345)))

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

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
[Statedef 33338]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

[State 0,全程无敌]
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 = 0

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
[Statedef 33339]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

[State 0,全程无敌]
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 = 0

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
[Statedef 33340]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

[State 0,全程无敌]
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 = 0

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
[Statedef 33341]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

[State 0,全程无敌]
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 = 0

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
[Statedef 33342]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

[State 0,全程无敌]
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 = 0

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
[Statedef 33343]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

[State 0,全程无敌]
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 = 0

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
[Statedef 33344]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

[State 0,全程无敌]
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 = 0

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------------
[Statedef 33345]
type = S
movetype = I
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3338

[State 0,全程无敌]
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 = 0

[State 701]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p1stateno = 3339
p2stateno = 501616

[State 8001, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
; 当身碎屏拳
[Statedef 3339]
type = S
movetype = A
physics = S
anim = 3339
juggle = 0
sprpriority = 1
velset = 0
ctrl = 0

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

[State 0 ]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 0]
type = TargetBind
Triggerall = NumTarget
Trigger1 = time = 0
pos = 68,0

[State 3000, reversal]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100,2
volumescale = 350

[State 0]
type = PlaySnd
trigger1 = AnimElem = 13
value = 100,39
volumescale = 350

[State 0]
type = PlaySnd
trigger1 = AnimElem = 13
value = 100,80
volumescale = 100

[State 0]
type = PlaySnd
trigger1 = time = 62
value = 9000,2
volumescale = 100

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 11
anim = 3340
ID = 3340
pos = -25,-94
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ownpal = 0
removeongethit = 0
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 3341
ID = 3341
pos = 30,-73
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.75,0.75
sprpriority = 10
ownpal = 0
removeongethit = 0
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

;------------------------------------------------------------------------------------------------------------------
[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = ,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD
guardflag = 
animtype = hard
priority = 7,Hit
damage = 50,0
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -75
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
yaccel = 0.4
ground.velocity = -1,0
guard.velocity = -1
air.velocity = -3,-4
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
air.juggle = 0
chainID = -1
p2facing =1
air.fall =1
getpower = 20,20
givepower = 0,0
p2facing =1
p2stateno = 3342
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999
supermove = 99999999999999999999999
pausemove = 99999999999999999999999
persistent =0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
;------------------------------------------------------------------------------------------------------------------
[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 13
attr = ,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD
guardflag = 
animtype = hard
priority = 7,Hit
damage = 50,0
pausetime = 30,35
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -75
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
yaccel = 0.4
ground.velocity = -1,0
guard.velocity = -1
air.velocity = -3,-4
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
air.juggle = 0
chainID = -1
p2facing =1
air.fall =1
getpower = 20,20
givepower = 0,0
p2facing =1
p2stateno = 3343
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999
supermove = 99999999999999999999999
pausemove = 99999999999999999999999
persistent =0
envshake.time = 35
envshake.ampl = 20
envshake.freq = 200
envshake.phase = 200
[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 66
value = -1500

;--------------------------------------------------------
[State 2701]
type = TargetLifeadd
trigger1 = Animelem = 13
value = -340
absolute = 1

[State -2]
Type = Explod
Trigger1 = Animelem = 13
anim = 2857
ID = 2857
sprpriority = -999
posType = left 
pos = 0,0
bindTime = -1
scale = 10,10
ownpal = 1
under = 1
trans = addalpha
alpha = 0,0
removetime = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 13
id = 2857

[State -2]
Type = Explod
trigger1 = Animelem = 13
anim = 2859
sprpriority = -999
posType = left
pos = 0,0
bindTime = -1
supermove = 1
under = 0
scale = 1,1
ownpal = 1
trans = sub

[State 0,黑色背景]
type = EnvColor
value = 0,0,0
trigger1 = Animelem = 11
ignorehitpause = 1
persistent = 0
time = 50
under = 1

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------------
; p2受击
[Statedef 3342]
type = S
movetype = H
physics = S
juggle= 0
ctrl = 0
velset = 0,0
SprPriority = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 3342

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time>=0
value = 0

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



;------------------------------------------------------------------------------------------------------------------
; p2击飞
[Statedef 3343]
type = A
movetype = A
physics = N
juggle= 0
ctrl = 0
velset = 0,0
SprPriority = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time>=0
value = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time>=0
y = 0.1

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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time
trigger1 = SelfAnimExist(5052)
trigger1 = anim != 5052
value = 5052
ignorehitpause = 1

[State 0,posset]
type = posset
trigger1 = time = 0
y = -20
ignorehitpause = 1

[State 0,velset]
type = velset
trigger1 = time = 0
x = -10
y = -5.5

[State 0, ChangeState]
type = ChangeState
trigger1 = backEdgeBodyDist<=30
trigger2 = time>=100
value = 3344
;------------------------------------------------------------------------------------------------------------------
; p2撞墙
[Statedef 3344]
type = A
movetype = A
physics = N
juggle= 0
ctrl = 0
velset = 0,0
SprPriority = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time>=0
value = 0

[State 0, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 3344

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

[State 0, ChangeState]
type = ChangeState
trigger1 = time>=15
value = 3345
;------------------------------------------------------------------------------------------------------------------
; p2下落
[Statedef 3345]
type = A
movetype = A
physics = N
juggle= 0
ctrl = 0
velset = 0,0
SprPriority = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 5050

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

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time>=0
y = 0.2

[State 821, 3]
type = SelfState
Triggerall = time>=0
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;-------------------------------------------------------------------------------
[Statedef 3360]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 4444444
sprpriority = 99

[state 0]
type = BindToRoot
trigger1 = 1
x = 0
y = 0

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

[State 0]
type = ReversalDef
trigger1 = !target,ishelper
reversal.attr = SCA,AA,SA,CA
numhits = -1
sparkno = s3347
sparkxy = -10,10
p2stateno = 3362
pausetime = 0,0
hitsound = s5211,0
ignorehitpause = 1

[State 0]
type = destroyself
trigger1 = Time > 300
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = (gametime%2) = 1
trigger1 = time >= 0
value = -1
kill = 0
;-----------------------------------------------------------------------------------------------
[StateDef 3361]
type = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 155555
sprpriority = -2

[State 0]
type = AttackDist
Trigger1 = 1
value = 0

[State 0]
type = HitBy
trigger1 = 1
value =SAC ,NP,AP,SP,HP,AP
time = -1
ignorehitpause = 1

[State 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn
flag3 = invisible 

[State 0]
type = DestroySelf
trigger1 = time > 700
;-------------------------------------------------------------------------------
[Statedef 33362]
ctrl = 0
velset = 0,0
type = S
sprpriority = -1
movetype = H

[State 0]
type = DestroySelf
trigger1 = IsHelper

[state 0];无法倒地
type = hitfallset
trigger1 = 1
value = 0

[state 0]
type = velset
trigger1 = pos y <= 0
y = 8

[state 0]
type = velset
trigger1 = pos y >= 0
y = 0

[state 0]
type = posset
trigger1 = pos y >= 0
y = 0

[State 0]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 0]
type = changeanim2
trigger1 = time = 0
value = 3364

[State 0]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 0]
type = changestate
trigger1 = time = 300
trigger2 = roundstate != 2
value = 3363
;-------------------------------------------------------------------------------
[Statedef 3362]
ctrl = 0
velset = 0,0
type = S
sprpriority = -1
movetype = H

[State 0]
type = DestroySelf
trigger1 = IsHelper

[state 0];无法倒地
type = hitfallset
trigger1 = 1
value = 0

[state 0]
type = velset
trigger1 = pos y <= 0
y = 8

[state 0]
type = velset
trigger1 = pos y >= 0
y = 0

[state 0]
type = posset
trigger1 = pos y >= 0
y = 0

[State 0]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 0]
type = changeanim2
trigger1 = time = 0
value = 3364

[State 0]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1000, PalFX]
type = PalFX
trigger1 = Time % 2
time = 1
add = -10,10,40
color = 0
invertall = 1

[State 0]
type = changestate
trigger1 = time = 300
trigger2 = roundstate != 2
value = 3363
;-------------------------------------------------------------------------------
[Statedef 3363]
type = S
movetype = H
physics = N
sprpriority = 4
velset = -4,-6

[State 0]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 0]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;-------------------------------------------------------------------------------
[Statedef 3364]
type = S
movetype = H
physics = N
velset = 0,0

[State 1000, PalFX]
type = PalFX
trigger1 = Time % 2
time = 1
add = -10,10,40
color = 0
invertall = 1

[state 0]
type = Nothitby
trigger1 = ishelper
value = SCA
time = 0
ignorehitpause = 1

[State 0, RemoveExplod0]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

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

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

[State 0]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = anim!= 3365
value = 3365

[state 0]
type = offset
trigger1 = 1
x = ifelse((gametime%2)=0,1,-1)

[State 0]
type = SelfState
trigger1 = time >= 200
value = 0
ctrl = 1

;-------------------------------------------------------------------------------

[Statedef 3365]
type = S
movetype = H
physics = N
velset = 0,0

[State 0]
type = Nothitby
trigger1 = ishelper
value = SCA
time = 0
ignorehitpause = 1

[State 0, RemoveExplod0]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

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

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

[State 0]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = anim!= 3365
value = 3365

[state 0]
type = offset
trigger1 = 1
x = ifelse((gametime%2)=0,1,-1)

[State 0]
type = SelfState
trigger1 = time >= 200
value = 0
ctrl = 1
;---------------------------------------------------------------------------------------
;P2受击下落
[Statedef 3348]
type = A
movetype = H
physics = N
juggle= 0
ctrl = 0
velset = 0,0
SprPriority = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time>=0
value = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = TIME =0
value = 5030

[State 0, VelSet]
type = VelSet
trigger1 = time = 10
x = -12
y = 10

[State 0]
type = ChangeState
Triggerall = time>=10
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3349
;---------------------------------------------------------------------------------------
;P2受击倒地
[Statedef 3349]
type = L
movetype = H
physics = N
juggle= 0
ctrl = 0
velset = 0,0
SprPriority = 0

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

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

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time>=0
value = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = TIME =0
value = 3349

[State 821, 3]
type = ChangeState
Trigger1 = time>=1
value = 3350
;---------------------------------------------------------------------------------------
;P2倒地弹起
[Statedef 3350]
type = A
movetype = H
physics = N
juggle= 0
ctrl = 0
velset = 0,0
SprPriority = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time>=0
y = 0.4

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -3
y = -9

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = TIME =0
value = 5050

[State 821, 3]
type = SelfState
Triggerall = time>=10
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------------------
[Statedef 3352]
type = A
movetype = I
physics = N
juggle= 0
ctrl = 0
velset = 0,0
anim = 9999

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S999,4
volumescale = 150

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3351
ID = 3351
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 10
ownpal = 1
supermove = 999999999999999999999999999999
pausemove = 999999999999999999999999999999
supermovetime = 999999999999999999999999999999
supermovetime = 999999999999999999999999999999

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time>=36
;-----------------------------------------------------------------------------------------------
[Statedef 3353]
type = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

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

[State 0, ]
type = Turn
trigger1 = frontedgedist <= -10
ignorehitpause = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x) * 1.5

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

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
trigger1 = screenpos x = [0,320]
value = 0
ctrl = 1
;受身-------------------------------------------------------------------------
[Statedef 3354]
type     = C
movetype = A
physics  = S
velset   = 0,0
anim     = 3352
ctrl     = 0
velset   = 0,0
sprpriority = 2
poweradd = 20

[State 0, AfterImage]
type = AfterImage
trigger1 = time =0
time = 15
length =4
palcolor = 256
palinvertall = 0
palcontrast = 100,100,120
palmul = .65,.65,.65
timegap = 3
framegap = 1
trans = add1
ignorehitpause = 1
persistent = 0

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 0
x = -10
ignorehitpause =  1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S111,0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim =60111
ID =60111
pos = 0,-5
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = .7,.7
sprpriority =6
ownpal = 1
ignorehitpause =1
persistent =0
supermove = 9999999999999999999
pausemove = 9999999999999999999
supermovetime = 9999999999999999999
pausemovetime = 9999999999999999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S7,1
ignorehitpause =  1

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

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