
[Data]
Life		= 1000
Power		= 6000
Attack		= 100
Defence		= 100
Fall.Defence_Up	= 50
LieDown.Time	= 60
AirJuggle	= 15
SparkNo		= -1
Guard.SparkNo	= -1
KO.Echo		= 0
Volume		= 256;190
IntPersistIndex	= 50
FloatPersistIndex= 30

[Size]
XScale		= 1
YScale		= 1
Ground.Front	= 13
Ground.Back	= 13
Air.Front	= 12
Air.Back	= 12
Height		= 40
Attack.Dist	= 100
Proj.Attack.Dist= 100
Proj.DoScale	= 0
Head.Pos	= 0, -60
Mid.Pos		= 0, -40
ShadowOffset	= 0
Draw.Offset	= 0,0

[Velocity]
Walk.Fwd	=  3.8
Walk.Back	= -3.8
Run.Fwd		=  18.0
Run.Back	= -18.0, -3.0
Jump.Neu	=  0.0, -8.5
Jump.Fwd	=  3.5
Jump.Back	= -3.5
RunJump.Fwd	=  7.0
RunJump.Back	= -7.0
AirJump.Neu	=  0.0, -8.5
AirJump.Fwd	=  3.5
AirJump.Back	= -3.5

[Movement]
AirJump.Num	= 0
AirJump.Height	= 25
YAccel		= .42
Stand.Friction	= .85
Crouch.Friction	= .80

;酔怒-
[Statedef 100]
type    = S
physics = S
poweradd = 0
sprpriority = 1
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 100
value = 100
ignorehitpause = 1


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelem = 5
value = s0,6

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

[State 100, 1]
type = VelSet
trigger1 =  animelem = 9
x = 0
[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[state 100, explod1]
type = explod
trigger1 = animelem = 5
anim = 12004
postype = P1
pos = -5,0 
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999

[state 100, explod2]
type = explod
trigger1 = animelem = 9
anim =  12006
postype = P1
scale = 0.5,0.5 
pos = 0,0 
sprpriority =  -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999



[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1


[State 100, 4]
type = ChangeState
triggerall = roundstate = 2
trigger1 = animtime = 0
value = 0 			
ctrl = 1          ;譜崔葎ctrl蓑


;酔曜-
[Statedef 105]
type    = S
physics = S
poweradd = 0
sprpriority = 1
ctrl = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 105
value = 105
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[State 105, 1]
type = VelSet
trigger1 = animelem = 6
x = const(velocity.run.back.x)

[State 105, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelem = 5
value = s0,6 




[state 100, explod]
type = explod
trigger1 = animelem = 5
anim =  12004
postype = P1
pos = 10,0 
sprpriority = 7
facing = -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999

[state 100, explod]
type = explod
trigger1 = animelem = 9
anim =  12006
postype = P1
scale = 0.5,0.5 
pos = 0,0 
sprpriority =  -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999



[State 100, 1]
type = VelSet
trigger1 =  animelem = 9
x = 0




[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1


[State 105, 4]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl= 1

;腎嶄融序 
[StateDef 110]
type = A
MoveType= I
Physics = N 
PowerAdd= 0
Ctrl = 0
SprPriority = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 110
value = 110
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(10)>0 
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelem = 5
value = s0,6 

[state 100, explod]
type = explod
trigger1 = animelem = 5
anim =  12005
postype = P1
scale = 1,1
pos = -10,-30
sprpriority =  -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999
[State 111, VelSet]
Type = VelSet
Trigger1 = animelem = 5
X = 22

[State 111, VelSet]
Type = VelSet
Trigger1 = animelem = 6
X = 0

[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1

[State 0, HitBy]
type = HitBy
trigger1 = name != "Fafner"
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause =1 
;persistent = 



[State 110, 2]
type = CtrlSet
trigger1 = animelem = 10
value = 1
;腎嶄酔曜 
[StateDef 115]
type = A
MoveType= I
Physics = N
PowerAdd= 0
Ctrl = 0
SprPriority = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 115
value = 115
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[State 0, HitBy]
type = HitBy
trigger1 = name != "Fafner"
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause =1 

[state 100, explod]
type = explod
trigger1 = animelem = 5
anim =  12005
postype = P1
scale = 1,1
pos = 10,-30
facing = -1
sprpriority =  -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(10)>0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 


[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelem = 5
value = s0,6 

[State 111, VelSet]
Type = VelSet
Trigger1 = animelem = 5
X = -20

[State 111, VelSet]
Type = VelSet
Trigger1 = animelem = 7
X = 0

[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1

[State 110, 2]
type = CtrlSet
trigger1 = animelem = 10
value = 1
;払移！！！！！！！！！！！！！！！！！！！！！！！！！！！！ 
[Statedef 170]
type = S
ctrl = 0
velset = 0,0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 170
value = 170
ignorehitpause = 1
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;覆旋！！！！！！！！！！！！！！！！！！！！！！！！！！！！！！
[Statedef 180]
type = S
ctrl = 0
velset = 0,0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 180
value = 180
ignorehitpause = 1
[state 100, explod]
type = explod
trigger1 = animelem = 5
anim =  12002
postype = P1
pos = -10,0 
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999

[state 100, explod]
type = explod
trigger1 = animelem = 5
anim =  12002
postype = P1
pos = 20,0 
facing= -1
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999
[state 100, explod]
type = explod
trigger1 = animelem = 5
anim =  12009
postype = P1
pos = 0,0 
scale = 0.7,0.7 
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999
[state 100, explod]
type = explod
trigger1 = animelem = 6
anim =  12008
postype = P1
pos = -20,0 
scale = 1,1 
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,4

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;蝕魁！！！！！！！！！！！！！！！！！！！！！！
[Statedef 191]
type = S
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != [190,191]
value = 190+random%2
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 190
trigger1 = animelem = 3
value = S0,10
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 190
trigger1 = animelem = 9
value = S11,5

[state 100, explod]
type = explod
trigger1 = anim = 190
trigger1 = animelem = 4
anim =  12005
postype = P1
pos = 24,-40
facing = -1 
scale = 0.5,0.5
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999
[state 100, explod]
type = explod
trigger1 = anim = 190
trigger1 = animelem = 9
anim =  12008
postype = P1
pos = 0,0
scale = 0.5,0.5
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999
[state 100, explod]
type = explod
trigger1 = anim = 190
trigger1 = animelem = 9
anim =  193
postype = P1
pos = 0,0 
scale = 1,1 
sprpriority = 0
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 190
trigger1 = animelem = 9
time = 14
freq = 60
ampl = -13
phase = 90
[state 100, explod]
type = explod
trigger1 = anim = 191
trigger1 = animelem = 5
anim =  8009
postype = P1
pos = -15,-34 
scale = 0.5,0.5
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999
[state 100, explod]
type = explod
trigger1 = anim = 191
trigger1 = animelem = 10
anim =  192
postype = P1
pos = 0,0 
scale = 1,1
sprpriority = 7
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 191
trigger1 = animelem = 5
value = S11,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 191
trigger1 = animelem = 10
value = S11,5
[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 191
trigger1 = animelem = 10
time = 14
freq = 60
ampl = -13
phase = 90






















[state 191,roundstate noko]
type = AssertSpecial
trigger1 = 1
flag = noko
ignorehitpause = 1
supermovetime=2147483647
pausemovetime=2147483647


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


[State 191, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0

;斤痴低爺徨蒙歩蝕魁
[Statedef 194]
type = S
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 194
value = 194



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S4,0

[state 190,0]
type = nothitby
trigger1 = 1
value = SCA

[state 191,roundstate noko]
type = AssertSpecial
trigger1 = 1
flag = noko
ignorehitpause = 1
supermovetime=2147483647
pausemovetime=2147483647


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

[state 201 explod]
type = explod
trigger1 = animelem = 6
pos = 0,0
postype = p1 
ID = 192
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
ownpal = 1
anim = 9026
sprpriority = 10



[State 191, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0

;嫋羨煤鉢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 200]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0 
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 200 
value = 200
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -15-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = s0,2


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
damage = 50,15
animtype = Light
guardflag = H
hitflag = MAFDP
priority = 7, Hit
pausetime = 3, 8
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,1
guardsound = s1,8
ground.type = low
ground.slidetime = 5
ground.hittime  = 36
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12

[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8000
StateNo = 8000
PosType = P2
helpertype = player
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8000)
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8014
postype = p1
pos = -102,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8015
postype = p1
pos =  -12,20
scale = 0.9,0.9
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;嫋羨煤鉢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0 
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 210 
value = 210
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 10
y = 0
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = 1
edge = 30,0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -15-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = s0,2


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S,NA
damage = 50,15
animtype = hard
guardflag = H
hitflag = MAFDP
priority = 7, Hit
pausetime = 2, 9
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,9
guardsound = s1,10
ground.type = low
ground.slidetime = 5
ground.hittime  = 44
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 6
envshake.freq = 90
envshake.phase = 90

[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8004
StateNo = 8004
PosType = P2
helpertype = player
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8000
StateNo = 8000
helpertype = player
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8000)
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8014
postype = p1
pos = -110,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 2
anim = 8010
postype = p1
pos =  33,-130
scale = 1,1
facing = -1
vfacing = -1
bindtime = 12
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;嫋羨煤鉢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0 
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 211 
value = 211
ignorehitpause = 1

[State 0, Width]
type = Width
trigger1 = 1
edge = 30,0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 10
y = 0
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = s0,2

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -15-random%60
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S,NA
damage = 50,15
animtype = hard
guardflag = H
hitflag = MAFDP
priority = 7, Hit
pausetime = 2, 9
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,9
guardsound = s1,10
ground.type = low
ground.slidetime = 5
ground.hittime  = 44
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 6
envshake.freq = 90
envshake.phase = 90

[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8004
StateNo = 8004
helpertype = player
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8000
StateNo = 8000
helpertype = player
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8000)
ignorehitpause = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8014
postype = p1
pos = -110,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 2
anim = 8010
postype = p1
pos =  20,-130
scale = 1,1
vfacing = -1
bindtime = 12
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

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

;嫋羨煤鉢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 220 
value = 220
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(6)=0
value = s0,4
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 13
y = 0
ignorehitpause = 1

[State 0, Width]
type = Width
trigger1 = 1
edge = 30,0
ignorehitpause = 1
;persistent = 



[State 200, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S,NA
damage = 80,35
animtype = hard
guardflag = H
hitflag = MAFDP
priority = 7, Hit
pausetime = 4, 8
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,2
guardsound = s1,8
ground.type = low
ground.slidetime = 66
ground.hittime  = 12
ground.velocity = -14
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 12
envshake.ampl = 16
envshake.freq = 90
envshake.phase = 90

[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8002
StateNo = 8002
PosType = P2
helpertype = player
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8002)
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8030
postype = p1
pos = -20,0
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8014
postype = p1
pos = -102,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 7
anim = 8013
postype = p1
pos =  37,20
scale = 0.9,0.9
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

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

;和琴煤鉢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 400]
type = C 
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0 
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 400 
value = 400
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -15-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = s0,2


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S,NA
damage = 50,15
animtype = hard
guardflag = H
hitflag = MAFDP
priority = 7, Hit
pausetime = 5, 10
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,1
guardsound = s1,8
ground.type = low
ground.slidetime = 5
ground.hittime  = 36
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12

[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8001
StateNo = 8001
PosType = P2
helpertype = player
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8001)
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8030
postype = p1
pos = 30,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 12004
postype = p1
pos =  -34,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;和琴煤鉢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 420]
type = C 
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0 
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 420 
value = 420
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -15-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(4)=0
value = s11,5


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
damage = 50,15
animtype = Light
guardflag = H
hitflag = MAFDP
priority = 7, Hit
pausetime = 5, 10
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,1
guardsound = s1,8
ground.type = low
ground.slidetime = 5
ground.hittime  = 36
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 421

[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8001
StateNo = 8001
helpertype = player
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8001)
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8031
postype = p1
pos = 30,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 12004
postype = p1
pos =  -34,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;腎嶄煤鉢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 600 
value = 600
ignorehitpause = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(4)=0
value = s0,2

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -50-random%20
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A,NA
damage = 50,15
animtype = Light
guardflag = A
hitflag = MAFDP
priority = 7, Hit
pausetime = 7, 13
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,9
guardsound = s1,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = high
air.velocity = -1.4,-3
air.hittime = 12



[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8004
StateNo = 8004
helpertype = player
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8004)
ignorehitpause = 1















[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 601
postype = p1
pos = 20,-90
scale = 0.4,1.4
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 12
value = 1
ignorehitpause = 1
;persistent = 



;腎嶄煤鉢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 620]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
sprpriority = 2


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 620 
value = 620
ignorehitpause = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(4)=0
value = s0,2
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(7)=0
value = s0,2

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
trigger2 = AnimElem = 5
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
trigger2 = AnimElem = 5
var(4) = -50-random%20
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = A,NA
damage = 40,15
animtype = hard
guardflag = A
hitflag = MAFDP
priority = 7, Hit
pausetime = 4, 4
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,9
guardsound = s1,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = high
air.velocity = -1.4,2
air.hittime = 8



[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
helpertype = player
ID = 8004
StateNo = 8004
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8004)
ignorehitpause = 1















[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8018
postype = p1
pos = 0,25
scale = 0.8,1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8012
postype = p1
pos = 0,0
scale = 0.9,1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 12
value = 1
ignorehitpause = 1
;persistent = 
;幅刎1！！！！！！！！！！！！！！！！！！！！！！
[StateDef 800]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 800 
value = 800
ignorehitpause = 1


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 50
ignorehitpause = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(3)=0
value = s0,2

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
var(4) = -50-random%20
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = const(velocity.jump.back.x)
y = const(velocity.jump.y)
ignorehitpause = 1
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(3) > 0
;trigger1 = palno < 6 
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N
ignorehitpause = 1 
;persistent = 
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = A,NA
damage = 47,15
attr = S, SA
animtype = Hard
guardflag = M
hitflag = MAFDP 
priority = 7, Hit
pausetime = 5,5
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,9
guardsound = s1,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-10
air.type = High
air.velocity = -2,-10
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 12
envshake.freq = 90
envshake.phase = 90


[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8005
StateNo = 8005
helpertype = player
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8005)
ignorehitpause = 1



[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8011
postype = p1
pos = 0,0
scale = 0.7,1.5
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 2
anim = 8032
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
























[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 9
value = 1
ignorehitpause = 1



;幅刎2！！！！！！！！！！！！！！！！！！！！！！
[StateDef 810]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 810 
value = 810
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = -1000
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
var(4) = -50-random%20
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1

;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(4) > 0
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1 
;persistent = 
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8034
postype = p1
pos = -6,-39
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 1
time = 30
anim = -1



[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(2)=0
value = s0,6



[State 1141, 3]
type = projectile
trigger1 = animelem = 3
trigger2 = animelem = 4
projanim = 811
projcancelanim = 811
projhitanim = 811
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 2
projhits = 1
projmisstime = 1
projshadow = -1
velocity = 0,0
offset = 0,0
attr = A,SP
damage   = 42,11
getpower = 195,3
givepower = 15
animtype = hard
guardflag = M
hitflag = MAFDP
pausetime = 0,12
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s1,9
guardsound = s1,10
ground.type = high
guard.velocity = -3
air.velocity = 6,-1
airguard.velocity = 6,-1
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 999
air.hittime = 999
ownpal = 1
air.juggle = 10
persistent = 1 
movetime =999
supermovetime = 999
fall.damage = ifelse((palno!=[1,7]),100,0)
envshake.time = 8
envshake.ampl = 12
envshake.freq = 90
envshake.phase = 90



[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
trigger1 = animelemtime(5) < 0
ID = 8005
StateNo = 8005
PosType = P2
helpertype = player
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
trigger1 = animelemtime(5) > 0
ID = 8002
StateNo = 8002
PosType = P2
Pos = var(3),var(4)
helpertype = player
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8005)
trigger2 = numhelper(8002)
ignorehitpause = 1



[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8010
postype = p1
pos = 26,100
scale = 1.2,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1


[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8012
postype = p1
pos = 86,51
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[State 0, PosSet]
type = PosSet
trigger1 = animelem = 5
y = 0
[State 0, PosSet]
type = Posadd
trigger1 = animelem = 5
x = 120

[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8024
postype = p1
pos = 0,0
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8026
postype = p1
pos = -54,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 1506]
Type = Helper
Trigger1 = AnimElem = 6
ID = 8100
StateNo = 8100
PosType = P1
helpertype = player
Pos = -90,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 6
value = s11,5


[State 1141, 3]
type = projectile
trigger1 = animelem = 6
projanim = 812
projcancelanim = 812
projhitanim = 812
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 18
projhits = 1
projmisstime = 8
projshadow = -1
velocity = 0,0
offset = -0,0
attr = A,HA
damage   = 152,11
getpower = 195,3
givepower = 15
animtype = hard
guardflag = M
hitflag = MAFD
pausetime = 0,10
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -3
air.velocity = -3,-6
airguard.velocity = -3,-6
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 15
ownpal = 1
air.juggle = 10
persistent = 1 
movetime =999
fall = 1
fall.recover = 0
supermovetime = 999
fall.damage = ifelse((palno!=[1,7]),100,0)
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 16
freq = 60
ampl = -16
phase = 90
















[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;幅刎3！！！！！！！！！！！！！！！！！！！！！！
[StateDef 820]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 820 
value = 820
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 8
value = -1000
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 8
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 8
var(4) = -50-random%20
ignorehitpause = 1
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(10) > 0
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1 
;persistent = 
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 8
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 8
anim = 8034
postype = p1
pos = -6,-69
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 8
time = 30
anim = -1
[State 0, PosSet]
type = PosSet
trigger1 = animelem = 11
y = 0
ignorehitpause = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 11
time = 16
freq = 60
ampl = -16
phase = 90
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 11
value = s11,5

[state 1506, light]
type = explod
trigger1 = AnimElem = 11
anim = 8026
postype = p1
pos = 47,0
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 1506]
Type = Helper
Trigger1 = AnimElem = 11
ID = 8100
StateNo = 8100
helpertype = player
PosType = P1
Pos = 30,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = AnimElem = 11
ID = 8101
helpertype = player
StateNo = 8101
PosType = P1
Pos = -30,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1141, 3]
type = projectile
trigger1 = animelem = 11
projanim = 821+(prevstateno=800||palno>=7)
projcancelanim = 821+(prevstateno=800||palno>=7)
projhitanim = 821+(prevstateno=800||palno>=7)
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 18
projhits = 1
projmisstime = 8
projshadow = -1
velocity = 0,0
offset = -0,0
attr = A,HA
damage   = 202,31
getpower = 195,3
givepower = 15
animtype = up
guardflag = M
hitflag = MAFD
pausetime = 0,10
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -12
air.velocity =  -12,-12
airguard.velocity = -3,-6
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 15
ownpal = 1
air.juggle = 10
persistent = 1 
movetime =999
fall = 1
fall.recover = 0
supermovetime = 999
fall.damage = ifelse((palno!=[1,7]),100,0)


















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



;廛誘1！！！！！！！！！！！！！！！！！！！！！！
[StateDef 830]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 830 
value = 830
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(6)=0
value = s0,8
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(10)=0
value = s0,0
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 18
y = 0
ignorehitpause = 1
;persistent = 
[State 0, TargetDrop]
type = TargetDrop
trigger1 = animelem = 1
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8030
postype = p1
pos = -25,0
scale = 1,1
bindtime = 1
facing = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 100, explod]
type = explod
trigger1 = animelem = 10
anim =  12006
postype = P1
scale = 0.5,0.5 
pos = 0,0 
sprpriority = -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999



[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1

[State 200, 1]
type = HitDef
trigger1 = !numtarget
attr = S,NA
damage = 10,10
animtype = hard
guardflag = 
hitflag = MAFDP
priority = 7, Hit
pausetime = 2, 10
sparkno = s8001
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,1
guardsound = s1,8
ground.type = low
ground.slidetime = 5
ground.hittime  = 36
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12

[State 1700, ReversalDef]
type = ReversalDef
trigger1 = numtarget
reversal.attr = sca,aa,at,ap
damage=0
pausetime=2
sparkno = -1
hitsound = -1,0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = numtarget
value = 833
ignorehitpause = 1

[State 200, end]
type = ChangeState
trigger1 = numtarget
trigger1 = AnimelemTime(8) >= 3
value = 831
ctrl = 0

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

;廛誘2！！！！！！！！！！！！！！！！！！！！！！
[StateDef 831]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 831 
value = 831
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 300
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 

[State 1700, ReversalDef]
type = ReversalDef
trigger1 = numtarget
reversal.attr = sca,aa,at,ap
damage=0
pausetime=2
sparkno = -1
hitsound = -1,0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelemtime(4)<0
time = 1
pos = 30,-13
ignorehitpause = 1
[State 0, TargetFacing]
type = TargetFacing
trigger1 = 1
value = -1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = animelem = 4
value = -100
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = numtarget
trigger1 = animelem = 4
value = 834
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8026
postype = p1
pos = 47,0
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8020
postype = p1
pos = 3,25
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8029
postype = p1
pos = 3,25
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8032
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = s11,4
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(4)=0
value = s11,5


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 12
freq = 60
ampl = -12
phase = 90






[State 200, end]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command = "a"
trigger1 = animelemtime(3)>=0
trigger1 = animelemtime(4)<0
trigger2 = var(59)
trigger2 = random > 500
trigger2 = animelemtime(3)>=0
trigger2 = animelemtime(4)<0
value = 832
ctrl = 0



[state 1506, light]
type = explod
trigger1 = AnimTime = 0
anim = 1
id = 99901
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = 2147483647
sprpriority =12
ownpal = 1




[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;廛誘3！！！！！！！！！！！！！！！！！！！！！！
[StateDef 832]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 832
value = 832
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 300
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 

[State 1700, ReversalDef]
type = ReversalDef
trigger1 = numtarget
reversal.attr = sca,aa,at,ap
damage=0
pausetime=2
sparkno = -1
hitsound = -1,0
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 1
time = 1
pos = -45,-20
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 2
time = 1
pos = -51,15
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 3
time = 1
pos = -48,17
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 5
time = 1
pos = -31,-24
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 6
time = 1
pos = 45,-46
ignorehitpause = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 7
anim = 8029
postype = p1
pos = 3,25
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =35
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 7
anim = 8024
postype = p1
pos = -30,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =19
ownpal = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = animelem = 7
value = -100
kill = 1
absolute = 1
ignorehitpause = 1
[State 0, TargetState]
type = TargetState
trigger1 = numtarget
trigger1 = animelem = 7
value = 835
ignorehitpause = 1


[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = s11,4
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(7)=0
value = s11,5

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 12
freq = 60
ampl = -12
phase = 90

[state 1506, light]
type = explod
trigger1 = AnimTime = 0
anim = 1
id = 99901
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = 2147483647
sprpriority =12
ownpal = 1

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




;幅刎！！！！！！！！！！！！！！！！！！！！！！
[StateDef 900]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 900 
value = 900
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = -1000
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 1
var(3) = -10-random%20
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 1
var(4) = -50-random%20
ignorehitpause = 1
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8034
postype = p1
pos = -29,-57
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 1
time = 30
anim = -1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 4
value = s11,4


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 8
freq = 60
ampl = -6
phase = 90

[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,2











[State 1506]
Type = Helper
Trigger1 = AnimElem = 4
ID = 901
StateNo = 901
helpertype = player
PosType = P1
Pos = 12,-40
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999













[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(8) > 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N
ignorehitpause = 1 

[State 40, 4]
type = VelSet
trigger1 = animelem = 8
x = const(velocity.jump.back.x)
y = const(velocity.jump.y)*0.5



[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 13
value = 1
ignorehitpause = 1


;諮刎嚢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 910]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 910
value = 910
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 3
value = -2000
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1


[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 3
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8009
postype = p1
pos = -0,-89
scale = 0.5,0.5
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 3
time = 44
anim = -1
movetime = 44


[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8021
postype = p1
pos = -0,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = gametime%12 = 1
trigger2 = animelem = 1 
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 30
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%36 = 1
trigger2 = animelem = 1 
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 30
ownpal = 1
trans = sub
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = AnimElem = 13
anim = 8032
postype = p1
pos = -0,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 13
anim = 8035
postype = left 
pos = 250,174
scale = 1,1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 13
value = s199,2

[state 1506, light]
type = explod
trigger1 = AnimElem = 12
anim = 912
postype = p1 
pos = 0,20
scale = 1,1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 1141, 3]
type = projectile
trigger1 = animelem = 13
projanim = 911
projcancelanim = 911
projhitanim = 911
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 24
projhits = 1
projmisstime = 1
projshadow = -1
velocity = 0,0
offset = 0,0
attr = A,HP
damage   = 272,272
getpower = 195,3
givepower = 15
animtype = hard
guardflag = 
hitflag = MAFDP
pausetime = 0,12
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -16
air.velocity = -16,-9
airguard.velocity = -16,-9
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 999
air.hittime = 999
ownpal = 1
fall = 1
air.fall = 1
fall.recover = 0
air.juggle = 10
persistent = 1 
movetime =999
supermovetime = 999
p2stateno=835
fall.damage = ifelse((palno!=[1,7]),100,0)
envshake.time = 18
envshake.ampl = 24
envshake.freq = 90
envshake.phase = 90

[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8008
helpertype = player
StateNo = 8008
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8009
helpertype = player
StateNo = 8009
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8010
helpertype = player
StateNo = 8010
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8008)
ignorehitpause = 1































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








;諮庠！！！！！！！！！！！！！！！！！！！！！！
[StateDef 920]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 920
value = 920
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 3
value = -1000
ignorehitpause = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 3
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8034
postype = p1
pos = -1,-50
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 3
time = 30
anim = -1




[State 1141, 3]
type = projectile
trigger1 = animelem = 6
projanim = 921
projcancelanim = 921
projhitanim = 921
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 24
projhits = 1
projmisstime = 1
projshadow = -1
velocity = 0,0
offset = p2dist X,0
attr = A,HP
damage  = 142,142
getpower = 195,3
givepower = 15
animtype = hard
guardflag = 
hitflag = MAFDP
pausetime = 0,8
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -16
air.velocity = -16,-9
airguard.velocity = -16,-9
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 999
air.hittime = 999
ownpal = 1
fall = 1
air.fall = 1
fall.recover = 0
air.juggle = 10
persistent = 1 
movetime =999
supermovetime = 999
p2stateno=834
fall.damage = ifelse((palno!=[1,7]),300,0)
envshake.time = 18
envshake.ampl = 24
envshake.freq = 90
envshake.phase = 90

[State 1506]
Type = Helper
Trigger1 = AnimElem = 6
ID = 8102
StateNo = 8102
PosType = P2
helpertype = player
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8030
postype = p1
pos = -24,0
facing = -1
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 6
value = s11,6



[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8007)
ignorehitpause = 1
















[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;諮庠！！！！！！！！！！！！！！！！！！！！！！
[StateDef 930]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 930
value = 930
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 14
value = -1000
ignorehitpause = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 14
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 14
anim = 8034
postype = p1
pos = 4,-45
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 14
time = 30
anim = -1
[state 1506, light]
type = explod
trigger1 = AnimElem = 5
anim = 8030
postype = p1
pos = -24,0
facing = -1
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 11
anim = 8032
postype = p1
pos = -24,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 15
anim = 8032
postype = p1
pos = 24,10
facing = -1
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 7
anim = 8016
postype = p1
pos = 30,27
scale = 2,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =24
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 7
anim = 931
postype = p1
pos = 40,0
scale = 2,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =24
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 17
anim = 8019
postype = p1
pos = 0,0
facing = -1
scale = 2,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =24
ownpal = 1

[State 1506]
Type = Helper
Trigger1 = AnimElem = 17
ID = 8101
StateNo = 8101
PosType = P1
helpertype = player
Pos = -50,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 27.8
y = 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 15
x = 0
y = 0
ignorehitpause = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,6
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 17
value = s11,5


[State 1141, 3]
type = projectile
trigger1 = animelem = 7
projanim = 932
projcancelanim = 932
projhitanim = 932
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 24
projhits = 3
projmisstime = 8
projshadow = -1
velocity = 0,0
offset = 0,0
attr = S,SA
damage  = 23,3
getpower = 195,3
givepower = 15
animtype = hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s1,3
guardsound = s1,3
ground.type = high
guard.velocity = -16
air.velocity = -16,-9
airguard.velocity = -16,-9
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 999
air.hittime = 999
ownpal = 1
air.juggle = 10
persistent = 1 
movetime =999
supermovetime = 999
envshake.time = 12
envshake.ampl = -15
envshake.freq = 90
envshake.phase = 90

[State 1141, 3]
type = projectile
trigger1 = animelem = 17
projanim = 933
projcancelanim = 933
projhitanim = 933
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 24
projhits = 3
projmisstime = 5
projshadow = -1
velocity = 0,0
offset = 0,0
attr = S,SA
damage  = 78,3
getpower = 195,3
givepower = 15
animtype = hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -16
air.velocity = -16,-9
airguard.velocity = -16,-9
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 999
air.hittime = 999
ownpal = 1
air.juggle = 10
persistent = 1 
movetime =999
p2stateno = 931
supermovetime = 999
envshake.time = 23
envshake.ampl = -26
envshake.freq = 90
envshake.phase = 90

[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
trigger1 = animelemtime(17)<0
ID = 8001
StateNo = 8001
helpertype = player
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
trigger1 = animelemtime(17)>=0
ID = 8003
StateNo = 8003
helpertype = player
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
trigger1 = animelemtime(17)>=0
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8001)||numhelper(8001)
ignorehitpause = 1









[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;腎嶄誘室1！！！！！！！！！！！！！！！！！！！！！！
[StateDef 940]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 940
value = 940
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1
[State 0, VelSet]
type = posadd
trigger1 = AnimElem = 8
x = 54
y = -66
ignorehitpause = 1
[State 0, TargetDrop]
type = TargetDrop
trigger1 = animelem = 1
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(12) > 0
trigger1 = palno = [1,8]
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N
ignorehitpause = 1 
[State 0, VelSet]
type = VelSet
trigger1 = palno != [1,8]
trigger1 = animelemtime(12) > 0
x = 0
y = 4.4
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = palno != [1,8]
trigger1 = animelemtime(12) > 0
trigger1 = pos Y >= 0
trigger1 = vel Y >= 0
value = 47
ignorehitpause = 1
[State 0, ChangeAnim]
type = Changestate
trigger1 = palno != [1,8]
trigger1 = animelemtime(12) > 0
trigger1 = pos Y >= 0
trigger1 = vel Y >= 0
value = 52
ignorehitpause = 1




[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8030
postype = p1
pos = -15,0
scale = 1,1
bindtime = 1
facing = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 9
anim = 12005
postype = p1
pos = 24,-40
scale = 0.5,0.5
bindtime = 1
facing = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 9
anim = 8012
postype = p1
pos = -35,14
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 200, 1]
type = HitDef
trigger1 = !numtarget
attr = A,NA
damage = 10,10
animtype = hard
guardflag = 
hitflag = MAFDP
priority = 7, Hit
pausetime = 5, 10
sparkno = s8001
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,1
guardsound = s1,8
ground.type = low
ground.slidetime = 5
ground.hittime  = 36
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12

[State 1700, ReversalDef]
type = ReversalDef
trigger1 = numtarget
reversal.attr = sca,aa,at,ap
damage=0
pausetime=2
sparkno = -1
hitsound = -1,0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = numtarget
value = 942
ignorehitpause = 1

[State 200, end]
type = ChangeState
trigger1 = numtarget
trigger1 = AnimelemTime(10) >= 0
value = 941
ctrl = 0


[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(6)=0
value = s0,8



[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 15
value = 1
ignorehitpause = 1


;腎嶄誘室2！！！！！！！！！！！！！！！！！！！！！！
[StateDef 941]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 941
value = 941
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 300
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1

[State 1700, ReversalDef]
type = ReversalDef
trigger1 = numtarget
reversal.attr = sca,aa,at,ap
damage=0
pausetime=2
sparkno = -1
hitsound = -1,0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelemtime(3)<0
time = 1
pos = 30,-13
ignorehitpause = 1
[State 0, TargetFacing]
type = TargetFacing
trigger1 = 1
value = -1
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 3
time = 1
pos = -45,-20
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 4
time = 1
pos = -51,15
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 5
time = 1
pos = -48,17
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 7
time = 1
pos = -31,-24
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 8
time = 1
pos = 45,-46
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 9
time = 1
pos = 57,-3
ignorehitpause = 1
[State 0, TargetBind]
type = Targetstate
trigger1 = numtarget
trigger1 = animelem = 9
value = 943
ignorehitpause = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = animelem = 9
value = -100
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = const(velocity.jump.fwd.x)
y = const(velocity.jump.y)*0.85
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 11
x = const(velocity.jump.back.x)
y = const(velocity.jump.y)*0.5
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = palno != [1,8]
trigger1 = animelemtime(7) > 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N
ignorehitpause = 1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(12) > 0
trigger1 = palno = [1,8]
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N
ignorehitpause = 1 
[State 0, VelSet]
type = VelSet
trigger1 = palno != [1,8]
trigger1 = animelemtime(12) > 0
x = 0
y = 4.4
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = palno != [1,8]
trigger1 = animelemtime(12) > 0
trigger1 = pos Y >= 0
trigger1 = vel Y >= 0
value = 47
ignorehitpause = 1
[State 0, ChangeAnim]
type = Changestate
trigger1 = palno != [1,8]
trigger1 = animelemtime(12) > 0
trigger1 = pos Y >= 0
trigger1 = vel Y >= 0
value = 52
ignorehitpause = 1


[state 100, explod]
type = explod
trigger1 = animelem = 7
anim =  12006
postype = P1
scale = 0.5,0.5 
pos = 0,0 
sprpriority =  -1
ownpal = 1
movetime = 99999
supermovetime = 99999
[state 100, explod]
type = explod
trigger1 = animelem = 11
anim =  12006
postype = P1
scale = 0.5,0.5 
pos = 0,0 
sprpriority =  -1
ownpal = 1
movetime = 99999
supermovetime = 99999



[state 100, explod]
type = explod
trigger1 = animelem = 9
anim =  942
postype = P1
scale = 1,1
pos = 0,0 
sprpriority =  25
ownpal = 1
movetime = 99999
supermovetime = 99999
[state 100, explod]
type = explod
trigger1 = animelem = 9
anim =  943
postype = P1
scale = 1,1
pos = 0,0 
sprpriority =  30
ownpal = 1
movetime = 99999
supermovetime = 99999

[state 100, explod]
type = explod
trigger1 = numtarget
trigger1 = target,stateno = 5110
trigger1 = target,time = [0,4]
trigger1 = !numexplod(941193)
anim =  193
id = 941193
postype = P2
scale = 1,1
pos = 0,5
sprpriority =  -1
ownpal = 1
movetime = 99999
supermovetime = 99999

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(7)=0
trigger2 = animelemtime(11)=0
value = s0,8
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(9)=0
value = s11,5



[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 9
time = 18
freq = 60
ampl = -18
phase = 90





[state 1506, light]
type = explod
trigger1 = AnimTime = 0
anim = 1
id = 99901
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = 2147483647
sprpriority =12
ownpal = 1




[State 0, CtrlSet]
type = CtrlSet
trigger1 = palno < 7
trigger1 = animelem = 17
value = 1
ignorehitpause = 1
;寄孃1！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1000
value = 1000
ignorehitpause = 1

[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 14
value = -3000
ignorehitpause = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 14
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 14
anim = 8009
postype = p1
pos = 20,-33
scale = 0.5,0.5
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 14
time = 30
anim = -1

[state 1506, light]
type = explod
trigger1 = AnimElem = 7
anim = 8035
postype = left 
pos = 250,174
scale = 1,1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 7
anim = 8030
postype = p1
pos = -15,0
scale = 1,1
bindtime = 1
facing = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 15
trigger2 = AnimElem = 17
anim = 8030
postype = p1
pos = 15,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[State 0, PosSet]
type = PosSet
trigger1 = animelem = 16
x = 0
y = 0
ignorehitpause = 1
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = animelem = 17
y = 0
ignorehitpause = 1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 160
y = 0
ignorehitpause = 1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 17
x = -100
ignorehitpause = 1


[State 1506]
Type = Helper
Trigger1 = AnimElemtime(16) >=0
Trigger1 = AnimElemtime(17) < 0
trigger1 = gametime%12 = 0
ID = 8103
StateNo = 8103
helpertype = player
PosType = p1
Pos = -60+random%121,-40-random%41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = AnimElemtime(16) >=0
Trigger1 = AnimElemtime(17) < 0
trigger1 = gametime%6 = 0
ID = 8104
StateNo = 8104
helpertype = player
PosType = p1
Pos = -60+random%121,-40-random%41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = AnimElemtime(16) >=0
Trigger1 = AnimElemtime(17) < 0
trigger1 = gametime%12 = 0
ID = 8105
StateNo = 8105
helpertype = player
PosType = p1
Pos = -60+random%121,-40-random%41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = AnimElemtime(16) >=0
Trigger1 = AnimElemtime(17) < 0
trigger1 = gametime%6 = 0
ID = 8106
StateNo = 8106
helpertype = player
PosType = p1
Pos = -60+random%121,-40-random%41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 1506, light]
type = explod
trigger1 = AnimElem = 17
anim = 9001
postype = left
pos = 0,0
scale = 1,1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =56
ownpal = 1


[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 7
value = s199,2
[state 1090, playsnd4]
type = PlaySnd
Trigger1 = AnimElemtime(16) >=0
Trigger1 = AnimElemtime(17) < 0
trigger1 = gametime%8 = 0
value = s199,2
[state 1090, playsnd4]
type = PlaySnd
Trigger1 = AnimElem = 17
value = s199,2


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 18
freq = 60
ampl = -18
phase = 90
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 16
time = 120
freq = 60
ampl = -16
phase = 90
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 17
time = 25
freq = 60
ampl = -24
phase = 90
[State 0, ScreenBound]
type = ScreenBound
Trigger1 = AnimElemtime(16) >=0
Trigger1 = AnimElemtime(17) < 0
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 4000, proj]
Type = Projectile
Trigger1 = animelem = 7
Attr = SCA,AA,AP,AT
HitFlag = MAFD
Damage = 67,67
PauseTime = 0,15
ground.hittime = 999
ground.slidetime = 12
SparkNo = -1
HitSound = -1
Guard.Dist = 0
GetPower = 45,45
GivePower = 0,0
ProjID = 10001
ProjAnim = 1001
ProjReMoveTime = 8
ProjEdgeBound = 999999
ProjStageBound = 99999
ProjHeightBound = -99999,99999
IgnoreHitPause = 1
[State 4000, proj]
Type = Projectile
Trigger1 = AnimElemtime(16) >=0
Trigger1 = AnimElemtime(17) < 0
trigger1 = gametime%10 = 0
Attr = SCA,AA,AP,AT
HitFlag = MAFD
Damage = 13,13
PauseTime = 0,15
ground.hittime = 45
ground.slidetime = 12
SparkNo = -1
HitSound = -1
Guard.Dist = 0
GetPower = 45,45
GivePower = 0,0
ProjID = 10001
ProjAnim = 1002
ProjReMoveTime = 8
ProjEdgeBound = 999999
ProjStageBound = 99999
ProjHeightBound = -99999,99999
IgnoreHitPause = 1
[State 4000, proj]
Type = Projectile
Trigger1 = AnimElem = 17
Attr = SCA,AA,AP,AT
HitFlag = MAFD
Damage = 135,135
PauseTime = 0,15
ground.hittime = 45
ground.slidetime = 12
SparkNo = -1
HitSound = -1
Guard.Dist = 0
GetPower = 45,45
GivePower = 0,0
ProjID = 10001
ProjAnim = 1002
ProjReMoveTime = 8
ProjEdgeBound = 999999
ProjStageBound = 99999
ProjHeightBound = -99999,99999
fall = 1
air.fall = 1
fall.recover = 0
IgnoreHitPause = 1


[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8005+random%2
PosType = P2
helpertype = player
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = animelem = 17
ID = 8013
helpertype = player
StateNo = 8013
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = animelem = 17
ID = 8012
helpertype = player
StateNo = 8012
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8005)||numhelper(8006)
ignorehitpause = 1
























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

;寄廛誘1！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1010]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1010 
value = 1010
ignorehitpause = 1


[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(6)=0
value = s0,8
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(10)=0
value = s0,0
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 18
y = 0
ignorehitpause = 1
;persistent = 
[State 0, TargetDrop]
type = TargetDrop
trigger1 = animelem = 1
ignorehitpause = 1



[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 3
value = -3000
ignorehitpause = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 3
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8009
postype = p1
pos = 9,-29
scale = 0.5,0.5
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 3
time = 30
anim = -1














[state 1506, light]
type = explod
trigger1 = AnimElem = 6
anim = 8030
postype = p1
pos = -25,0
scale = 1,1
bindtime = 1
facing = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 100, explod]
type = explod
trigger1 = animelem = 10
anim =  12006
postype = P1
scale = 0.5,0.5 
pos = 0,0 
sprpriority = -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999



[State 200, 1]
type = HitDef
trigger1 = !numtarget
attr = S,HA
damage = 10,10
animtype = hard
guardflag = 
hitflag = MAFDP
priority = 7, Hit
pausetime = 2, 10
sparkno = s8001
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,1
guardsound = s1,8
ground.type = low
ground.slidetime = 5
ground.hittime  = 36
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12

[State 1700, ReversalDef]
type = ReversalDef
trigger1 = numtarget
reversal.attr = sca,aa,at,ap
damage=0
pausetime=2
sparkno = -1
hitsound = -1,0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = numtarget
value = 833
ignorehitpause = 1

[State 200, end]
type = ChangeState
trigger1 = numtarget
trigger1 = AnimelemTime(8) >= 3
trigger1 = AnimelemTime(10) < 0
value = 1011
ctrl = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

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

;寄廛誘2！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1011]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 18

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1011 
value = 1011
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 

[State 1700, ReversalDef]
type = ReversalDef
trigger1 = numtarget
reversal.attr = sca,aa,at,ap
damage=0
pausetime=2
sparkno = -1
hitsound = -1,0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelemtime(4)<0
time = 1
pos = 30,-13
ignorehitpause = 1


[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 5
time = 1
pos = -45,-20
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 6
time = 1
pos = -51,15
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 7
time = 1
pos = -48,17
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 9
time = 1
pos = -31,-24
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 10
time = 1
pos = 45,-46
ignorehitpause = 1


















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

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = animelemtime(3)>0 
trigger1 = animelemtime(4)<0
value = -5
kill = 1
absolute = 1
ignorehitpause = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = animelem = 11
value = -200
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = numtarget
trigger1 = animelem = 11
value = 835
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 2
anim = 8026
postype = p1
pos = 67,0
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =19
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8032
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =19
ownpal = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 11
anim = 8024
postype = p1
pos = 16,5
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =19
ownpal = 1

[State 1506]
Type = Helper
Trigger1 = AnimElem = 3
ID = 8100
StateNo = 8100
PosType = P1
helpertype = player
Pos = -30,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[state 1506, light]
type = explod
trigger1 = animelemtime(3)>0 
trigger1 = animelemtime(4)<0
trigger1 = random%8 = 1
anim = 8000+random%3
postype = p2
pos = var(3),var(4)
scale = 0.5,0.5
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =34
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelem = 4
anim = 8003
postype = p2
pos = var(3),var(4)
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =34
ownpal = 1

[state 1506, light]
type = explod
trigger1 = animelem = 11
anim = 8036
postype = p1
pos = 30,0
scale = 0.5,0.5
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =34
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelem = 11
anim = 8037
postype = p1
pos = 30,0
scale = 0.5,0.5
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =34
ownpal = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(11)=0
value = s11,4
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(4)=0
value = s11,5

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(3)>0 
trigger1 = animelemtime(4)<0
trigger1 = random%4 = 1
trigger1 = random > 400
value = s11,11
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 56
freq = 80
ampl = -12
phase = 90
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 12
freq = 60
ampl = -18
phase = 90
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 11
time = 22
freq = 50
ampl = -30
phase = 90









[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
trans = sub
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
























[State 200, end]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command = "a"
trigger1 = animelemtime(3)<0
trigger2 = var(59)
trigger2 = random > 500
trigger2 = animelemtime(3)<0
value = 1012
ctrl = 0
[state 1506, light]
type = explod
trigger1 = AnimTime = 0
anim = 1
id = 99901
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = 2147483647
sprpriority =12
ownpal = 1

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;寄廛誘3！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1012]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 18

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1012 
value = 1012
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
;persistent = 

[State 1700, ReversalDef]
type = ReversalDef
trigger1 = numtarget
reversal.attr = sca,aa,at,ap
damage=0
pausetime=2
sparkno = -1
hitsound = -1,0
ignorehitpause = 1



[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelemtime(4)<0
time = 1
pos = 30,-13
ignorehitpause = 1
[State 0, TargetFacing]
type = TargetFacing
trigger1 = 1
value = -1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = numtarget
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 19
value = -90
kill = 1
absolute = 1
ignorehitpause = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = numtarget
trigger1 = animelem = 22
value = -180
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetState]
type = Targetvelset
trigger1 = numtarget
trigger1 = animelem = 4
x = 2.3*(-facing)
y = -6.2
ignorehitpause = 1
[State 0, TargetState]
type = Targetvelset
trigger1 = numtarget
trigger1 = animelem = 5
x = 0
y = 0
ignorehitpause = 1
[State 0, TargetState]
type = Targetvelset
trigger1 = numtarget
trigger1 = animelem = 10
x = 9.3
y = 3.0
ignorehitpause = 1
[State 0, TargetState]
type = Targetvelset
trigger1 = numtarget
trigger1 = animelem = 16
x = 0
y = 0
ignorehitpause = 1
[State 0, TargetState]
type = Targetvelset
trigger1 = numtarget
trigger1 = animelem = 19
x = 1.3
y = -35.8
ignorehitpause = 1
[State 0, TargetState]
type = Targetvelset
trigger1 = numtarget
trigger1 = animelem = 23
x = 0
y = 0
ignorehitpause = 1
[State 0, TargetState]
type = TargetState
trigger1 = numtarget
trigger1 = animelem = 19
value = 1013
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 23
time = 1
pos = 30,0
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 19
time = 12
freq = 60
ampl = -18
phase = 90
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 23
time = 24
freq = 50
ampl = -36
phase = 90
[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8026
postype = p1
pos = 47,0
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =99
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8020
postype = p1
pos = 3,25
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8029
postype = p1
pos = 3,25
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8032
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = s11,4
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(4)=0
value = s11,5


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 12
freq = 60
ampl = -12
phase = 90
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 0, PosAdd]
type = Posset
trigger1 = animelem = 5
trigger1 = facing = 1
x = target,pos X + 45*(-target,facing)
y = target,pos Y - 48
ignorehitpause = 1
[State 0, PosAdd]
type = Posset
trigger1 = animelem = 15
trigger1 = facing = 1
x = target,pos X - 45*(-target,facing)
y = target,pos Y + 24
ignorehitpause = 1
[State 0, PosAdd]
type = Posset
trigger1 = animelem = 5
trigger1 = facing = -1
x = target,pos X + 45*(-target,facing)
y = target,pos Y - 48
ignorehitpause = 1
[State 0, PosAdd]
type = Posset
trigger1 = animelem = 15
trigger1 = facing = -1
x = target,pos X - 45*(-target,facing)
y = target,pos Y + 24
ignorehitpause = 1
[State 0, PosAdd]
type = Posset
trigger1 = animelem = 23
x = (-facing)*30
y = 0
ignorehitpause = 1






[state 1506, light]
type = explod
trigger1 = AnimElem = 9
anim = 601
postype = p1
pos = -20,-90
scale = 0.4,1.4
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =999
ownpal = 1


[state 1506, light]
type = explod
trigger1 = AnimElem = 18
anim = 8018
postype = p1
pos = 0,25
scale = 0.8,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =999
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 19
anim = 8003
postype = p2
pos = 0,-25
scale = 0.75,0.75
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =999
ownpal = 1


[state 1506, light]
type = explod
trigger1 = animelem = 23
anim = 8036
postype = p1
pos = 30,0
scale = 0.5,0.5
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =34
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelem = 23
anim = 8037
postype = p1
pos = 30,0
scale = 0.5,0.5
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =34
ownpal = 1

[state 1506, light]
type = explod
trigger1 = AnimElem = 23
anim = 8024
postype = p1
pos = 16,5
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =19
ownpal = 1

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(23)=0
value = s11,4
[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelemtime(4)=0
value = s11,5
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 19
value = s1,2
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 24
value = s1,2











[state 1506, light]
type = explod
trigger1 = AnimTime = 0
anim = 1
id = 99901
postype = p1
pos = -30,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = 2147483647
sprpriority =12
ownpal = 1

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



;輝附！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1020]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1020
value = 1020
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
pausetime = 4,4
sparkno = -1
hitsound = -1
p1stateno = 1021
p2stateno = 1023
ignorehitpause = 1
;persistent = 




[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
trans = sub
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999

[State 200, end]
type = ChangeState
trigger1 = numtarget
value = 1021
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1022
ctrl = 0



;輝附！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1021]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1021
value = 1021
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = -3000
ignorehitpause = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8009
postype = p1
pos = -6,-50
scale = 0.5,0.5
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 1
time = 30
anim = -1


[State 0, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
pausetime = 4,4
sparkno = -1
hitsound = -1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 3
value = -690
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = Targetstate
trigger1 = animelem = 4
value = 1024
ignorehitpause = 1

[State 0, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = animelem = 3
trigger1 = palno >= 4
value = -999999
ignorehitpause = 1



[state 1900,4]
type = explod
trigger1 = animelem = 2
anim = 8038
pos = -50,-50
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 2,2
sprpriority = 76
bindtime = -1
ownpal = 1
removeongethit = 0
removetime = 112
movetime = 99999
supermovetime = 99999

[state 1900,4]
type = explod
trigger1 = animelem = 3
anim = 9021
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 1,1
bindtime = -1
sprpriority = 999
ownpal = 1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999





[state 1506, light]
type = explod
trigger1 = AnimElemtime(2) = 4
anim = 8011
postype = left
pos =  50+random%220,100+random%70
facing = ifelse(random>500,1,-1)
vfacing = ifelse(random>500,1,-1)
scale = 1,1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 99
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElemtime(2) = 24
anim = 8012
postype = left
pos =  50+random%220,100+random%70
scale = 1,1
bindtime = -1
facing = ifelse(random>500,1,-1)
vfacing = ifelse(random>500,1,-1)
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 99
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElemtime(2) = 44
anim = 8013
postype = left
pos =  50+random%220,100+random%70
scale = 1,1
bindtime = -1
facing = ifelse(random>500,1,-1)
vfacing = ifelse(random>500,1,-1)
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 99
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElemtime(2) = 64
anim = 8018
postype = left
pos =  50+random%220,100+random%70
scale = 1,1
bindtime = -1
facing = ifelse(random>500,1,-1)
vfacing = ifelse(random>500,1,-1)
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 99
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElemtime(2) = 84
anim = 8012
postype = left
pos =  50+random%220,100+random%70
scale = 1,1
bindtime = -1
facing = ifelse(random>500,1,-1)
vfacing = ifelse(random>500,1,-1)
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 99
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElemtime(2) = 8
trigger2 = AnimElemtime(2) = 28
trigger3 = AnimElemtime(2) = 48
trigger4 = AnimElemtime(2) = 68
trigger5 = AnimElemtime(2) = 88
anim = 8003
postype = left
pos =  50+random%220,100+random%70
scale = 1,1
bindtime = -1
facing = ifelse(random>500,1,-1)
vfacing = ifelse(random>500,1,-1)
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 99
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElemtime(2) = 13
trigger2 = AnimElemtime(2) = 35
trigger3 = AnimElemtime(2) = 43
trigger4 = AnimElemtime(2) = 69
trigger5 = AnimElemtime(2) = 82
anim = 8000+random%3
postype = left
pos =  50+random%220,100+random%70
scale = 1,1
bindtime = -1
facing = ifelse(random>500,1,-1)
vfacing = ifelse(random>500,1,-1)
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 99
ownpal = 1


[State 1506]
Type = Helper
Trigger1 = AnimElem = 4
ID = 8100
StateNo = 8100
helpertype = player
PosType = P1
Pos = -10,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = AnimElem = 4
ID = 8101
helpertype = player
StateNo = 8101
PosType = P1
Pos = 10,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8026
postype = p1
pos = 47,0
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1


[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElemtime(2) = 8
trigger2 = AnimElemtime(2) = 28
trigger3 = AnimElemtime(2) = 48
trigger4 = AnimElemtime(2) = 68
trigger5 = AnimElemtime(2) = 88
time = 12
freq = 60
ampl = -15
phase = 90

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 16
freq = 60
ampl = -25
phase = 90
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 4
value = s11,5
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElemtime(2) = 4
trigger2 = AnimElemtime(2) = 24
trigger3 = AnimElemtime(2) = 44
trigger4 = AnimElemtime(2) = 64
trigger5 = AnimElemtime(2) = 84
value = s11,4+random%2
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 3
value = s11,10


[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
trigger1 = animelemtime(3) >= 0 
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
trigger1 = animelemtime(3) >= 0 
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
trigger1 = animelemtime(3) >= 0 
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
trigger1 = animelemtime(3) >= 0 
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
trans = sub
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999





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


;輝附！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1022]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1022
value = 1022
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1



[State 0, PosAdd]
type = Posset
trigger1 = animelem = 1
x = enemynear,pos X
y = 0
ignorehitpause = 1



[State 1506]
Type = Helper
Trigger1 = AnimElem = 1
ID = 8100
StateNo = 8100
helpertype = player
PosType = P1
Pos = -10,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = AnimElem = 1
ID = 8101
helpertype = player
StateNo = 8101
PosType = P1
Pos = 10,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8026
postype = p1
pos = 47,0
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =45
ownpal = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 16
freq = 60
ampl = -20
phase = 90
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11,5
[State 1141, 3]
type = projectile
trigger1 = animelem = 1
projanim = 822
projcancelanim = 822
projhitanim = 822
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 18
projhits = 1
projmisstime = 8
projshadow = -1
velocity = 0,0
offset = -0,0
attr = S,HA
damage   = 662,462
getpower = 195,3
givepower = 15
animtype = up
guardflag = M
hitflag = MAFD
pausetime = 0,10
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -12
air.velocity =  -12,-12
airguard.velocity = -3,-6
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 15
ownpal = 1
air.juggle = 10
persistent = 1 
movetime =999
fall = 1
fall.recover = 0
supermovetime = 999
fall.damage = ifelse((palno!=[1,7]),100,0)

[state 1900,4]
type = explod
trigger1 = animelem = 1
anim = 1023
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
scale = 1,1
sprpriority = 34
ownpal = 1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999



[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
trans = sub
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999












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

















;寄徴隈！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1030]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 49

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1030
value = 1030
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
id = 99901
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 4
value = -6000
ignorehitpause = 1
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 4
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 4
anim = 8009
postype = p1
pos = -2,-88
scale = 0.5,0.5
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =999
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 4
time = 30
anim = -1

[State 0, ReversalDef]
type = ReversalDef
trigger1 = palno <= 10
reversal.attr = SCA,AA,AT,AP
pausetime = 0,4
sparkno = -1
hitsound = -1
ignorehitpause = 1
[State 0, ReversalDef];階軸棒輝附 
type = ReversalDef
trigger1 = palno > 10
reversal.attr = SCA,AA,AT,AP
pausetime = 0,4
sparkno = -1
hitsound = -1
p2stateno = 99999999
ignorehitpause = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numexplod(99901) = 4
value = -3
kill = 0
absolute = 1
ignorehitpause = 1
[State 0, TargetLifeAdd];階軸棒誘 
type = Targetstate
trigger1 = numexplod(99901) = 5
trigger1 = palno >= 8
value = 1000020
ignorehitpause = 1






















[state 1506, light]
type = explod
trigger1 = animelem = 13
anim = 8036
postype = p1
pos = -pos X,0
scale = 1,0.5
facing = -1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =34
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelem = 13
anim = 8037
postype = p1
pos = -pos X,0
scale = 1,0.5
facing = -1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =34
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelem = 13
anim = 1031
postype = left
pos = 20+random%280,240+random%20
scale = 1,1
facing = -1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 100
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelem = 13
anim = 1031
postype = left
pos = 20+random%280,240+random%20
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 100
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelem = 13
anim = 1031
postype = left
pos = 20+random%280,240+random%20
scale = 1,1
facing = -1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 100
ownpal = 1

;弌高庠 
[state 1506, light]
type = explod
trigger1 = animelemtime(13) > 0
trigger1 = animelemtime(45) < 0
trigger1 = gametime%6 = 0
anim = 1031
postype = left
pos = 20+random%280,250+random%20
scale = 1,1
facing = -1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 100
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelemtime(13) > 0
trigger1 = animelemtime(45) < 0
trigger1 = gametime%6 = 0
anim = 1031
postype = left
pos = 20+random%280,250+random%20
scale = 1,1
facing = -1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 100
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelemtime(13) > 0
trigger1 = animelemtime(45) < 0
trigger1 = gametime%18 = 0
anim = 1031
postype = left
pos = 20+random%280,250+random%20
scale = 1,1
facing = -1
bindtime = -1
trans = sub
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 100
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelemtime(13) > 0
trigger1 = animelemtime(45) < 0
trigger1 = gametime%13 = 0
anim = 1031
postype = left
pos = 20+random%280,250+random%20
scale = 1,1
facing = -1
bindtime = -1
trans = sub
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 23
ownpal = 1


;寄高庠 
[state 1506, light]
type = explod
trigger1 = animelemtime(22) > 0
trigger1 = animelemtime(45) < 0
trigger1 = gametime%12 = 0
anim = 1032
postype = left
pos = 20+random%280,250+random%20
scale = 1,1
facing = -1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 44
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelemtime(22) > 0
trigger1 = animelemtime(45) < 0
trigger1 = gametime%12 = 0
anim = 1032
postype = left
pos = 20+random%280,250+random%20
scale = 1,1
facing = -1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 44
ownpal = 1
[state 1506, light]
type = explod
trigger1 = animelemtime(22) > 0
trigger1 = animelemtime(45) < 0
trigger1 = gametime%12 = 0
anim = 1032
postype = left
pos = 20+random%280,250+random%20
scale = 1,1
facing = -1
bindtime = -1
trans = sub
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority = 23
ownpal = 1

;哩徳
[state 1900,4]
type = null
trigger1 = animelem = 13
anim = 10001
pos = -50,-50
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 2,2
sprpriority = 88
bindtime = -1
ownpal = 1
removeongethit = 0
removetime = 215
movetime = 99999
supermovetime = 99999

[state 1900,4]
type = explod
trigger1 = animelem = 22
anim = 9023
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 1,1
sprpriority = 999
bindtime = -1
ownpal = 1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999
[state 1900,4]
type = explod
trigger1 = animelem = 26
anim = 9022
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 1,1
sprpriority = 999
bindtime = -1
ownpal = 1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999
[state 1900,4]
type = explod
trigger1 = animelem = 44
anim = 9024
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 1,1
sprpriority = 999
ownpal = 1
bindtime = -1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999
[state 1900,4]
type = explod
trigger1 = animelem = 40
anim = 9025
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 1,1
sprpriority = 999
ownpal = 1
bindtime = -1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999
[state 1900,4]
type = explod
trigger1 = animelem = 48
anim = 1033
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 1,1
sprpriority = 999
ownpal = 1
bindtime = -1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999

[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 13
value = s11,5
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElemtime(22)>0
trigger1 = animelemtime(47)<0
trigger1 = gametime%6 = 0
trigger1 = random > 900
value = s11,4+random%2 
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElemtime(22)>0
trigger1 = animelemtime(47)<0
trigger1 = gametime%6 = 0
trigger1 = random > 400
value = s11,6
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElemtime(22)>0
trigger1 = animelemtime(47)<0
trigger1 = gametime%6 = 0
trigger1 = random > 500
value = s5,2
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 48
value = s10,0




[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 66
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 66
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos =  -16+random%32,0
scale = 1,1
sprpriority = 66
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = -16+random%32,0
scale = 1,1
sprpriority = 66
ownpal = 1
trans = sub
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 13
time = 16
freq = 60
ampl = -18
phase = 90
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 22
time = 152
freq = 60
ampl = -13
phase = 90
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 48
time = 23
freq = 50
ampl = -29
phase = 90



[State 1141, 3]
type = projectile
trigger1 = animelemtime(13)>=0
trigger1 = animelemtime(47)<0
trigger1 = gametime%2 = 1
projanim = 20000000
projcancelanim = 20000000
projhitanim = 20000000
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 8
projhits = 1
projmisstime = 4
projshadow = -1
velocity = 0,0
offset = 0,0
attr = SCA,AA,AP
damage   = 8,8
getpower = 0,-9999
givepower = 15
animtype = hard
guardflag = 
hitflag = MAFDP
pausetime = 0,10
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -12
air.velocity =  -12,0
airguard.velocity = -3,-6
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 15
ownpal = 1
air.juggle = 10
persistent = 1 
movetime =999
fall.recover = 0
supermovetime = 999
fall.damage = ifelse((palno!=[1,7]),100,0)
[State 1141, 3]
type = projectile
trigger1 = animelem = 47
projanim = 20000000
projcancelanim = 20000000
projhitanim = 20000000
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 16
projhits = 1
projmisstime = 4
projshadow = -1
velocity = 0,0
offset = 0,0
attr = SCA,AA,AP
damage   = 65,65
getpower = 0,-9999
givepower = 15
animtype = hard
guardflag = 
hitflag = MAFDP 
pausetime = 0,10
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -12
air.velocity =  -12,0
airguard.velocity = -3,-6
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 15
ownpal = 1
air.juggle = 10
persistent = 1 
movetime =999
fall.recover = 0
supermovetime = 999
fall.damage = ifelse((palno!=[1,7]),100,0)


[State 1506]
Type = Helper
Trigger1 = animelemtime(23) >=0 && animelemtime(47) <=0 
trigger1 = gametime% 16 =0
ID = 8007
helpertype = player
StateNo = 8007
PosType = P1
Pos = 0,-100
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = animelemtime(23) >=0 && animelemtime(47) <=0 
trigger1 = gametime%16 =8
ID = 8011
helpertype = player
StateNo = 8007
PosType = P1
Pos = 0,-100
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1506]
Type = Helper
Trigger1 = animelemtime(23) >=0 && animelemtime(47) <=0 
trigger1 = gametime% 16 =0
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = animelemtime(23) >=0 && animelemtime(47) <=0 
trigger1 = gametime%16 =8
ID = 8011
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[state 1900,4]
type = explod
trigger1 =  projhit%4 = 1
trigger1 = numexplod(8000) = 0
postype = p2
pos = -40+random%80,-8-random%80
sprpriority = 10
anim = 8000+random%4
ID = 8000
scale = 1,1
ignorehitpause = 1
bindtime = -1
ownpal = 1
movetime = 20
sprpriority = 888
supermovetime = 20













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





;buff！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1040]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1040
value = 1040
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1



[state 1900,4]
type = explod
trigger1 = animelem = 3
anim = 1041
pos = -21,-52
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 0.5,0.5
sprpriority = 34
ownpal = 1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999
[state 1900,4]
type = explod
trigger1 = animelem = 3
anim = 1041
pos = 25,-52
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 0.5,0.5
sprpriority = 34
ownpal = 1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999
[state 1900,4]
type = explod
trigger1 = animelem = 4
anim = 8026
pos = -54,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 1,1
sprpriority = 34
ownpal = 1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999




[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 3
value = s11,8
[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 4
value = s11,5



[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 18
freq = 60
ampl = -18
phase = 90





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


;仇中用宣！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1050]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
sprpriority = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1050
value = 1050
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 150
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1

[State 105, 1]
type = VelSet
trigger1 = animelem = 6
x = const(velocity.run.back.x)

[State 105, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelem = 5
value = s0,6 




[state 100, explod]
type = explod
trigger1 = animelem = 5
anim =  12004
postype = P1
pos = 10,0 
sprpriority = 7
facing = -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999

[state 100, explod]
type = explod
trigger1 = animelem = 9
anim =  12006
postype = P1
scale = 0.5,0.5 
pos = 0,0 
sprpriority =  -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999



[State 100, 1]
type = VelSet
trigger1 =  animelem = 9
x = 0




[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1


[State 105, 4]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl= 1



;腎嶄用宣！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1055]
type = A
movetype= I
physics = N
juggle  = 1
ctrl = 0
sprpriority = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1055
value = 1055
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = 150
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1

[State 0, HitBy]
type = HitBy
trigger1 = name != "Fafner"
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause =1 

[state 100, explod]
type = explod
trigger1 = animelem = 5
anim =  12005
postype = P1
scale = 1,1
pos = 10,-30
facing = -1
sprpriority =  -1
ownpal = 1
scale = 1,1
movetime = 99999
supermovetime = 99999
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(10)>0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause = 
;persistent = 


[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelem = 5
value = s0,6 

[State 111, VelSet]
Type = VelSet
Trigger1 = animelem = 5
X = -20

[State 111, VelSet]
Type = VelSet
Trigger1 = animelem = 7
X = 0

[State 111, AfterImage]
Type = AfterImage
Trigger1 =  animelemtime(1) = 0
Time = 140
Length = 40
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 1,0,0
palmul = 1.1,1.1,1.1
Trans = Add
TimeGap = 2
FrameGap = 1

[State 110, 2]
type = CtrlSet
trigger1 = animelem = 10
value = 1

;鞭彬！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1060]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
sprpriority = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1060
value = 1060
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = -14
y = 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = -14
y = 0
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1 
y = 0
ignorehitpause = 1
;persistent = 

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 12
freq = 60
ampl = -18
phase = 90
[state 1900,4]
type = explod
trigger1 = animelem = 10
trigger2 = animelem = 15
anim = 193
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
scale = 0.75,0.75
sprpriority = 0
ownpal = 1
removeongethit = 0
removetime = -2
movetime = 99999
supermovetime = 99999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger2 = animelem = 15
value = S2,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S4,0





[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(10) = 0
ignorehitpause = 1


[State 0, LifeAdd]
type = LifeAdd
trigger1 = animelem = 1
trigger1 = palno = [1,7]
value = -120
kill = 1-(palno>=4) 
absolute = 1
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 1
trigger1 = palno = [1,7]
v =  44
value = -120
ignorehitpause = 1
[State 0, LifeAdd]
type = LifeAdd
trigger1 = animelem = 1
trigger1 = palno > 7
value = -60
kill = 1-(palno>=4) 
absolute = 1
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 1
trigger1 = palno > 7
v =  44
value = -60
ignorehitpause = 1


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



;知暫眉粁！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1070]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 24

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1070
value = 1070
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1

[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%9 = 1
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 36
ownpal = 1
trans = sub
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999


[state 1506, light]
type = explod
trigger1 = AnimElem = 5
anim = 8011
postype = p1
pos = 0,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =88
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 12
anim = 8018
postype = p1
pos = 0,30
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =88
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 23
anim = 8013
postype = p1
pos = 36,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =88
ownpal = 1
[state 1506, light]
type = explod
trigger1 = AnimElem = 25
anim = 193
postype = p1
pos = 80,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =88
ownpal = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
attr = S,NA
damage = 50,15
animtype = hard
guardflag = H
hitflag = MAFDP
priority = 7, Hit
pausetime = 2, 9
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,9
guardsound = s1,10
ground.type = low
ground.slidetime = 5
ground.hittime  = 44
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 6
envshake.freq = 90
envshake.phase = 90
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 24
attr = S,NA
damage = 80,15
animtype = Light
guardflag = H
hitflag = MAFDP
priority = 7, Hit
pausetime = 5, 10
sparkno = -1
guard.sparkno = s8007
sparkxy = var(3),var(4)
hitsound = s1,7
guardsound = s1,8
ground.type = low
ground.slidetime = 5
ground.hittime  = 36
ground.velocity = -2
airguard.velocity = -1.9,-0.8
air.type = low
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 421


[State 1506]
Type = Helper
Trigger1 = movehit=1&&p2movetype=H
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8007)
ignorehitpause = 1
;persistent = 

[state 1090, playsnd4]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 12
trigger3 = animelem = 24

value = s0,2











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





;諮刎嚢，爺塢！！！！！！！！！！！！！！！！！！！！！！
[StateDef 1080]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1080
value = 1080
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 3
value = -2000
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(3) = -20-random%30
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = animelem = 1
var(4) = -18-random%60
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist X < 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0
ignorehitpause = 1


[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 3
value = s11,3
[state 1506, light]
type = explod
trigger1 = AnimElem = 3
anim = 8009
postype = p1
pos = -0,-89
scale = 0.5,0.5
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1055,SuperPause]
type =superpause
trigger1 = animelem = 3
time = 44
anim = -1
movetime = 44


[state 1506, light]
type = explod
trigger1 = AnimElem = 1
anim = 8021
postype = p1
pos = -0,10
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[state 1506, light]
type = explod
trigger1 = gametime%12 = 1
trigger2 = animelem = 1 
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 30
ownpal = 1
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = gametime%36 = 1
trigger2 = animelem = 1 
ID = 8033
anim = 8033
postype = p1
pos = 0+random%32,0
scale = 1,1
sprpriority = 30
ownpal = 1
trans = sub
vel = 0.3*ifelse(random%2,-1,1),ifelse(random%2,-0.7,-0.4)
accel = 0.2*ifelse(random%2,-1,1),-0.2
movetime = 99999
supermovetime = 99999
[state 1506, light]
type = explod
trigger1 = AnimElem = 13
anim = 8032
postype = p1
pos = -0,0
scale = 1,1
bindtime = 1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1
[State 1506]
Type = Helper
trigger1 = AnimElem = 13
ID = 8014
helpertype = player
StateNo = 8014
PosType = p1
Pos = 80,-40
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[state 1090, playsnd4]
type = PlaySnd
trigger1 = AnimElem = 13
value = s199,2

[state 1506, light]
type = explod
trigger1 = AnimElem = 12
anim = 912
postype = p1 
pos = 0,20
scale = 1,1
bindtime = -1
supermovetime=2147483647
pausemovetime=2147483647
removetime = -2
sprpriority =12
ownpal = 1

[State 1141, 3]
type = projectile
trigger1 = animelem = 13
projanim = 1081
projcancelanim = 1081
projhitanim = 1081
projpriority = 9999
sprpriority = 8
projremove = 1
projremovetime = 24
projhits = 1
projmisstime = 1
projshadow = -1
velocity = 0,0
offset = 0,0
attr = A,HP
damage   = 272,272
getpower = 195,3
givepower = 15
animtype = hard
guardflag = 
hitflag = MAFDP
pausetime = 0,12
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -35
hitsound = s11,5
guardsound = s11,5
ground.type = high
guard.velocity = -16
air.velocity = -16,-9
airguard.velocity = -16,-9
ground.connerpush.veloff = 0
yaccel = 0.45
ground.slidetime = 10
ground.hittime = 999
air.hittime = 999
ownpal = 1
fall = 1
air.fall = 1
fall.recover = 0
air.juggle = 10
persistent = 1 
movetime =999
supermovetime = 999
;p2stateno=835
fall.damage = ifelse((palno!=[1,7]),500,0)
envshake.time = 18
envshake.ampl = 24
envshake.freq = 90
envshake.phase = 90

[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8007
helpertype = player
StateNo = 8007
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8008
helpertype = player
StateNo = 8008
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8009
helpertype = player
StateNo = 8009
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1506]
Type = Helper
Trigger1 = projhit=1&&p2movetype=H
ID = 8010
helpertype = player
StateNo = 8010
PosType = P2
Pos = var(3),var(4)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = numhelper(8008)
ignorehitpause = 1































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