;---------------------------------------------------------------------------
; 偙偙偐傜偼昁嶦媄偺僗僥乕僩
;---------------------------------------------------------------------------

[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3
facep2 = 1

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

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,16

[State 1100]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1005
postype = P1
pos = 0,-30
sprpriority = 5
bindtime = 1
ownpal = 1

[State 1000]
type = Helper
trigger1 = AnimElem = 8
stateno = 1010
id = 1000
name = "anfu"
pos = 25,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = StateTypeSet
trigger1 = AnimElem = 8
MoveType = I

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

[Statedef 1010]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1010
sprpriority = 5

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

[State 1000, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 0
x = 6

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 1
x = 8

[State 1000]
type = HitDef
trigger1 =root,fvar(3) = 0
attr = A, SP
damage    = 75,10
getpower  = 135,135
givepower = 10,10
animtype  = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 5,2
sparkno = s10002
guard.sparkno = s4120
sparkxy = 20,-45
hitsound = s12,8
guardsound = s2,1
ground.type = Low
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = -5
airguard.velocity = -4,-1
air.type = High
air.velocity = -4.2,-6
air.hittime = 12
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 80000

[State 1000, 擱偊彫僄僼僃僋僩]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1013

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 1000
projanim = 1011
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

[State 1000, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = time >= 300
trigger2 = frontedgedist <= -80

[State 1000, 僗僥乕僩曄峏]
type = changestate
trigger1 = movecontact
;trigger2 = root,numprojID(1000) = 0
value = 1013

[Statedef 1013]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority = 5

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

[State 1000, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 0
x = 6

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 1
x = 8

[State 1000]
type = HitDef
trigger1 = root,fvar(3) =0
attr = A, SP
damage    = 75,10
getpower  = 135,135
givepower = 10,10
animtype  = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 5,2
sparkno = s10002
guard.sparkno = s4120
sparkxy = 20,-45
hitsound = s12,8
guardsound = s2,1
ground.type = Low
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = -5
airguard.velocity = -4,-1
air.type = High
air.velocity = -4.2,-6
air.hittime = 12
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 80000

;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1011

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 1000
projanim = 1011
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

[State 1000, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = time >= 300
trigger2 = frontedgedist <= -80

[State 1000, 僗僥乕僩曄峏]
type = changestate
trigger1 = movecontact
;trigger2 = root,numprojID(1000) = 0
value = 1014

[Statedef 1014]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority = 5

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

[State 1000, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 0
x = 6

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 1
x = 8

[State 1000]
type = HitDef
trigger1 = root,fvar(3) =0
attr = A, SP
damage    = 75,10
getpower  = 135,135
givepower = 10,10
animtype  = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 5,2
sparkno = s10002
guard.sparkno = s4120
sparkxy = 20,-45
hitsound = s12,8
guardsound = s2,1
ground.type = Low
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = -5
airguard.velocity = -4,-1
air.type = High
air.velocity = -4.2,-6
air.hittime = 12
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 80000
;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1011

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 1000
projanim = 1011
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

[State 1000, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = time >= 300
trigger2 = frontedgedist <= -80

[State 1000, 僗僥乕僩曄峏]
type = changestate
trigger1 = movecontact
;trigger2 = root,numprojID(1000) = 0
value = 1011

[Statedef 1011]
type = A
ctrl = 0
movetype = A
physics = N
sprpriority = 5

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

[State 1000, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 0
x = 6

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 1
x = 8

[State 1000, 僸僢僩掕媊]
type = HitDef
trigger1 = root,fvar(3) =0
attr = A, HP
damage    = 75,10
getpower  = 135,135
animtype = Hard
hitflag = MAF
sparkxy = 20,-45
priority = 4, Hit
pausetime = 5,25
sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
envshake.time = 15
envshake.ampl = 10
envshake.freq = 90
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0
numhits = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90
p2stateno = 80000

;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1012

;---------------------[]

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 1000
projanim = 1011
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

[State 1000, 僗僥乕僩曄峏]
type = changestate
trigger1 = movecontact
trigger2 = root,numprojID(1000) = 0
value = 1012

[Statedef 1012]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1012
ctrl     = 0
sprpriority = 5

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

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 10075
postype = P1
pos = 30,0
persistent = 0
sprpriority = 5
ownpal = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s4000,2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HP
getpower = 0
damage = 10,10
animtype = Hard
hitflag = MAF
sparkxy = 20,-45
priority = 4, Hit
pausetime = 5,25
sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
envshake.time = 15
envshake.ampl = 10
envshake.freq = 90
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0
numhits = 0
p2stateno = 80000

[State 1000, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 2

; 庛昐幃丒婼從偒丂敪摦

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 3

[State 1120, 慡恎柍揋]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 0, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 12,16
sparkno = s4120
sparkxy = 0,0
hitsound = S2,1

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1105

;---------------------------------------------------------------------------
; 庛昐幃丒婼從偒丂峌寕

[Statedef 1105]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,0,3)
poweradd = 0
velset   = 0,0
anim     = 1105
ctrl     = 0
sprpriority = 5

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 20

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 2
x = 3.2
y = -5.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .38

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

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 1110
postype = P1
pos = 0,0
sprpriority = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1115
postype = P1
pos = -10,15
sprpriority = 10

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = ifelse(Enemy,hitfall=1,24,92),18
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.6
air.velocity = -3.2,-11.2
yaccel = .47
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Varadd
trigger1 = var(17)!= 0
trigger1 = Movehit
var(17) = -1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

;---------------------------------------------------------------------------
; 拝抧

[Statedef 1120]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1120
ctrl     = 0
sprpriority = 2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = s4,0

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

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫮昐幃丒婼從偒丂敪摦

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 25
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 3
facep2 = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 12,40
sparkno = s4120
sparkxy = 0,0
hitsound = S2,1

[State 1120, 慡恎柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1155

;---------------------------------------------------------------------------
; 嫮昐幃丒婼從偒丂峌寕

[Statedef 1155]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,1,8)
poweradd = 25
velset   = 0,0
anim     = 1155
ctrl     = 0
sprpriority =3
facep2 = 1

[State 1120, 慡恎柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 20

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 2
x = 3.8
y = -7.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .42

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

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 1110
postype = P1
pos = 0,0
sprpriority = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1115
postype = P1
pos = -10,15
sprpriority = 10

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = enemynear(var(58)),statetype != A
trigger1 = AnimElem = 1
attr = S, SA
damage    = 75,10
getpower  = 105,105
givepower = 10,10
animtype  = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
guard.pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = 0
guard.velocity   = 0
airguard.velocity = -4,-1
air.type = High
air.velocity = -2,-8
air.hittime = 12
yaccel = .55
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = enemynear(var(58)),statetype = A
trigger1 = AnimElem = 1
attr = S, SA
damage    = 75,10
getpower  = 105,105
givepower = 10,10
animtype  = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
guard.pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = 0
guard.velocity   = 0
airguard.velocity = -4,-1
air.type = High
air.velocity = -2,-8
air.hittime = 12
yaccel = .55
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 80200

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = Movecontact = 0 && AnimElem = 2
trigger2 = AnimElem = 2
attr = A, SA
damage = 50,10
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12,13
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-10
air.velocity = -3.2,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = Movecontact = 0 && AnimElem = 3
trigger2 = AnimElem = 3
attr = A, SA
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,25
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.2,-10
air.velocity = -1.2,-8
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 拝抧

[Statedef 1160]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1160
ctrl     = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
triggerall = var(59) > 0
trigger1 = prevstateno = 2855
trigger2 = prevstateno = 2300
v = 27
value = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = s4,0

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

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 庛幍廍屲幃丒夵

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 25
anim     = 1200
ctrl     = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 4
x = 10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(4) >= 0
x = 2.5

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 5
y = -4

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(5) > 0
y = .35

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
attr = A, SA
damage = 52,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-9
air.velocity = -2,-9
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(8) < 0
trigger1 = command = "a"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger1 = var(16) = 1
value = 1205

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

;---------------------------------------------------------------------------
; 庛幍廍屲幃丒夵丂擇抜栚

[Statedef 1205]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 30
anim     = 1205
ctrl     = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,36

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = 1
y = .28

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 4 
attr = S, SA
damage = 32,7
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.2,-11.5
guard.velocity = -10
air.velocity = -1.5,-8
yaccel = .54
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160


[Statedef 1230]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
anim     = 1230
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 0]
type = turn
triggerall = var(59) > 0
trigger1 = time <= 12
trigger1 = p2dist x < 0

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

[State 2110, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 800, 僸僢僩掕媊乮搳偘梡乯]
type = HitDef
trigger1 = var(40) = 0
trigger1 = animelem = 1,>=1 && animelem = 3,<0
attr = , ST
hitonce = 0
kill = 0
hitflag = MA
damage=lifemax*0.015
priority = 70
sparkno = s4040        
sparkxy = -25, -70
hitsound = s7,1
guardsound = s2,1
p1sprpriority = 0      
p2sprpriority = 1      
p2facing = 1
p1stateno = 1231
p2stateno = 1234
guard.dist = 0
air.fall = 1
fall.damage=lifemax*0.04
fall = 1
numhits = 1
persistent = 0

[State 800, 僸僢僩掕媊乮搳偘梡乯]
type = HitDef
trigger1 = var(40) > 0
trigger1 = animelem = 1,>=1 && animelem = 3,<0
attr = , ST
hitonce = 0
kill = 0
hitflag = MAFD
damage=lifemax*0.015
priority = 70
sparkno = s4040       
sparkxy = -25, -70
hitsound = s7,1
guardsound = s2,1
p1sprpriority = 0
p2sprpriority = 1      
p2facing = 1 
p1stateno = 1231
p2stateno = 1234     
guard.dist = 0         
air.fall = 1
fall.damage=lifemax*0.04
fall = 1
numhits = 1
persistent = 0

[State 800, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1231]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1231
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 14
trigger4 = animelem = 18
value = s0,4

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 14
trigger4 = animelem = 18
kill = 0
attr = , SA
damage = lifemax * 0.01,12
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,8
sparkno = s4070
guard.sparkno = -1
sparkxy = -15,-88
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0,0
air.type = High
air.hittime = 12
p2stateno = 1233
p2facing = 1
envshake.time = 22
envshake.ampl = 4
envshake.freq = 80

[State 750, EnvShake]
type = EnvShake
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 14
trigger4 = animelem = 18
time = 5
ampl = -5
freq = 55
phase = 55

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1232

[Statedef 1232]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1232
ctrl     = 0
sprpriority = 3

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,16
channel = 4

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 =  AnimElem = 2|AnimElem = 3 
x = -10

[State 2000]
type = envcolor
trigger1 = AnimElem = 2
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem =2
persistent = 0
anim = 10075
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 =  AnimElem =2
attr = S, SA
damage = 96,18
animtype = Hard
guardflag = H
hitflag = MAFP
priority = 3, Hit
pausetime = 0,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s4000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -2.4,-10
air.velocity = -3.5,-12.5
yaccel = .45
air.hittime = 12
fall = 1
p2stateno = 1235
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90

[State 1000, 擱偊彫僄僼僃僋僩]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 800, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 嫮幍廍屲幃丒夵

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 30
velset   = 0,0
anim     = 1250
ctrl     = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 4
x = 10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(3) >= 3
x = 3

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 5
y = -4

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(5) > 0
y = .375

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
attr = A, SA
damage = 52,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-9
air.velocity = -2,-9
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(17) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(8) < 0
trigger1 = command = "b"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger1 = var(16) = 1
value = 1255

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 嫮幍廍屲幃丒夵丂擇抜栚

[Statedef 1255]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 30
anim     = 1255
ctrl     = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 30
value = 1

[State 0, VarSet]
type = Varadd
trigger1 = time = 0
trigger1 = var(30) > 0
v = 30
value = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,36

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = 1
x = -.07
y = .28

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 4 
attr = S, SA
damage = 32,7
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.2,-11
guard.velocity = -10
air.velocity = -2,-11
yaccel = .54
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 昐廍巐幃丒峳欩傒

[Statedef 1600]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 3

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,24
channel = 8

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

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1605

;---------------------------------------------------------------------------
; 昐廍巐幃丒峳欩傒丂峌寕

[Statedef 1605]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1601
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 13
value = s10,25

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 10,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12
x = -15

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimTime = 0
x = -12

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1605
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1
ID = 1600

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = enemynear(var(58)),statetype != A
trigger1 = AnimElem = 6
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -5
air.velocity = -3,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = enemynear(var(58)),statetype = A
trigger1 = AnimElem = 6
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -5
air.velocity = -3,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall.recover = 0
p2stateno = 80200

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(12) < 0
trigger1 = command = "x" 
var(16) = 1

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(12) < 0
trigger1 = command = "y"
var(16) = 2

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(9) >= 3 && AnimElemtime(12) < 0
trigger1 = var(16) = 1
value = 1610

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(11) >= 1 && AnimElemtime(13) < 0
trigger1 = var(16) = 2
value = 1620

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昐擉廍敧幃丒嬨彎

[Statedef 1610]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,1,2)
poweradd = 30
velset   = 0,0
anim     = 1610
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,26
channel = 8

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 4 | AnimElem = 5 | AnimElem = 8
trigger2 = AnimElem = 9
x = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1615
postype = P1
pos = 55,-60
sprpriority = 10
ignorehitpause = 1
ID = 1610

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1600

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30,6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -3,-5.5
air.velocity = -3,-8
yaccel = .4
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30,6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -3,-5.5
air.velocity = -3,-8
yaccel = .4
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 80200

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(7) < 12
trigger1 = command = "x" 
var(16) = 1

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(7) < 12
trigger1 = command = "a" || command = "b"
var(16) = 2

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(7) >= 4 && AnimElemtime(7) < 12
trigger1 = var(16) = 1
value = 1620

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(7) >= 4 && AnimElemtime(7) < 12
trigger1 = var(16) = 2
value = 1630

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昐擉廍幍幃丒敧嶬

[Statedef 1620]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1620
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
triggerall = prevstateno = 1605
trigger1 = AnimElem = 4
value = s10,27
channel = 8

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1315
postype = P1
pos = 60,-80
sprpriority = 10
ignorehitpause = 1
ID = 1600

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1610

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 34,6
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4,15
air.velocity = -4,15
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1611

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = prevstateno = 1605
triggerall = var(59) = 0
triggerall = AnimElemtime(6) < 0
trigger1 =  command = "x"
var(16) = 1

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(5) >= 10 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1640

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昐擉廍屲幃丒幍悾

[Statedef 1630]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1625
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 5 | AnimElem = 6 | AnimElem = 8
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 10
x = -10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12 | AnimElem = 14
x = -5

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 24,8
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s10002
guard.sparkno = s4120
sparkxy = -20, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -6,-6.5
guard.velocity = -9
air.velocity = -6,-6.5
yaccel = .45
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 80000

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(7) >= 0 && AnimElemtime(13) < 0
trigger1 = command = "x+y"
var(18) = 2

[State 1000,]
type = ChangeState
triggerall = power >= 1000
triggerall = var(59) = 0
trigger1 = var(18) = 2 
triggerall = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
value = 1650

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 奜幃丒徜慂偪

[Statedef 1640]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1630
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 8 | AnimElem = 10
x = -10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1315
postype = P1
pos = 70,-30
sprpriority = 10

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1600

[State 1000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage    = 25,10
getpower  = 48,48
givepower = 10,10
animtype = up
guardflag = LA
hitflag = MAFD
priority = 4, Hit
pausetime = 11,13
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,15
air.velocity = -3,15
yaccel = .35
air.type = High
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall.envshake.ampl = 5
fall.envshake.freq = 100
fall.envshake.time = 15
p2facing = 1
p2stateno = 5692

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, MoveType]
type = StateTypeSet
trigger1 = AnimElem = 6
MoveType = I

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昐擉廍嶲幃丒庈鄟
; CNS 儗儀儖: 拞媺

[Statedef 1650]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1650
ctrl     = 0
sprpriority = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 27
value = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = [0,22]
value = SCA

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 3
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(3) <= 30
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 3
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 7000
pos = 3,-130
sprpriority = -3
ownpal = 1
bindtime = 1
trans = add
supermovetime = 999
pausemovetime = 999
scale=0.5,0.5

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 7010
pos = 3,-130
sprpriority = 20
ownpal = 1
bindtime = 1
trans = add
supermovetime = 999
pausemovetime = 999
scale=0.5,0.5

[State 3100, 超必杀光效]
Type = Explod
Trigger1 = Time = 0
anim = 7020
sprpriority = 1
posType = p1
pos = 0,0
bindTime = 1
trans = add
supermovetime = 999
pausemovetime = 999
scale = 0.5,0.5

[State 3100, 超必杀光效]
Type = Explod
Trigger1 = Time = 0
anim = 7025
sprpriority = 4
posType = p1
pos = 0,0
bindTime = 1
trans = add
supermovetime = 999
pausemovetime = 999
scale = 0.5,0.5

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 4
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -5,-50
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,45

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s9,0

[State 1000, ]
type = Varset
trigger1 = Animtime = 0
var(18) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 敋敪僿儖僷乕

[Statedef 1660]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 1660
sprpriority = 15

[State 700, エフェクト?示]
type = Explod
trigger1 = time = 0
anim = 10075
postype = P1
pos = 0,0
sprpriority = 10
ownpal = 1
supermove = 1

[State 1001, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s4000,2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 0,10
getpower = 0
animtype = up
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0, 10
sparkno = -1
guard.sparkno = s4120
hitsound = s4000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,-9
guard.velocity = 12
air.type = High
air.velocity = 0,-9
yaccel = .4
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno =2066

[State 2100,]
type = Envcolor
trigger1 = time = 0
time = 1
value = 255,255,255
under = 0

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 5
freq = 90
time = 15

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0


[Statedef 1670]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1670
ctrl     = 0
sprpriority = 3

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 45,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6
x = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,26
channel = 8

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 15
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (13) >= 0 && AnimElemTime (17) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 14 | AnimElem = 16 | AnimElem = 17 
x = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 18
persistent = 0
anim = 1615
postype = P1
pos = 55,-60
sprpriority = 10
ignorehitpause = 1
ID = 1610

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 1605
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1

[State 1100]
type = Explod
trigger1 = AnimElem = 23
persistent = 0
anim = 1005
postype = P1
pos = 0,-30
sprpriority = 10
bindtime = 1
ownpal = 1
[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 26
persistent = 0
anim = 1605
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 30
persistent = 0
anim = 1605
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,25
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -5
air.velocity = -3,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 30
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,25
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -3
air.velocity = -3,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall.recover = 0

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 嫮丂巐昐擉廍幍幃丒鐎揝侾

[Statedef 1350]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,1,2)
poweradd = 30
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 3

[State 0, AI]
type = VarSet
trigger1 = var(59) > 0
trigger1 = prevstateno = [1150,1155]
v = 29
value = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,18

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 5,0

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1615
postype = P1
pos = 55,-65
velset = .2,-.3
sprpriority = 10
ignorehitpause = 1
ID = 1650

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = ifelse(Enemy,Statetype!=A,85,40),ifelse(Enemy,Statetype!=A,16,8)
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = ifelse(Enemy,Statetype!=A,25,30),ifelse(Enemy,Statetype!=A,25,30)
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s4000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -8
air.velocity = -3.5,-7.5
yaccel = .42
air.hittime = 12
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
envshake.time = ifelse(Enemy,Statetype!=A,15,0)
envshake.ampl = ifelse(Enemy,Statetype!=A,5,0)
envshake.freq = ifelse(Enemy,Statetype!=A,90,0)
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1355

;---------------------------------------------------------------------------
; 嫮丂巐昐擉廍幍幃丒鐎揝俀

[Statedef 1355]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,1,2)
poweradd = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 3

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 22,5
animtype = Hard
guardflag = H
hitflag = AF
priority = 3, Hit
pausetime = 30,30
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4,-8.5
air.velocity = -3.5,-8.5
yaccel = .48
air.hittime = 12
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 庛丂巐昐擉廍幍幃丒鐎揝丂僕儍儞僾

[Statedef 1300]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 3

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 10,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,17

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 5.4

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 3
y = -2.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(3) > 0
y = .45

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

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1310

;---------------------------------------------------------------------------
; 庛丂巐昐擉廍幍幃丒鐎揝

[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 30
velset   = 0,0
anim     = 1405
ctrl     = 0
sprpriority = 3

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 15,0

[State 1000, 幉埵抲堏摦]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12
x = 8

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 5 | AnimElem = 6 | AnimElem = 10 | AnimElem = 11
x = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,4

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1615
postype = P1
pos = 40,-65
velset = .2,-.3
sprpriority = 10
ignorehitpause = 1
ID = 1650

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
trigger1 = enemynear(var(58)),statetype != A
attr = S, SA
damage = 96,18
animtype = Hard
guardflag = H
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s4000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -2.4,-10
air.velocity = -3.5,-12.5
yaccel = .45
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
trigger1 = enemynear(var(58)),statetype = A
attr = S, SA
damage = 96,18
animtype = Hard
guardflag = H
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s4000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -2.4,-10
air.velocity = -3.5,-10.5
yaccel = .45
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 80200

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昐廍屲幃丒撆欩傒

[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 100
velset   = 0,0
anim     = 1700
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 50,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (13) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 16
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 8 | AnimElem = 10 | AnimElem = 11 | AnimElem = 14
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 
x = 15

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 9
x = 20

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 11
persistent = 0
anim = 1605
postype = P1
pos = 55,-65
sprpriority = 10
ignorehitpause = 1
ID = 1700

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -5
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(18) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(15) < 0
triggerall = var(59) = 0
trigger1 = command = "y"
var(16) = 1

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(15) < 0
trigger1 = command = "x"
var(16) = 2

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(13) >= 5 && AnimElemtime(15) < 0
trigger1 = var(16) = 1
value = 1710

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(13) >= 5 && AnimElemtime(15) < 0
trigger1 = var(16) = 2
value = 1670

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 巐昐堧幃丒嵾塺傒

[Statedef 1710]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 10
velset   = 0,0
anim     = 1710
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1615
postype = P1
pos = 45,-65
sprpriority = 10
ignorehitpause = 1
ID = 1710

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 4
ID = 1700

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30,6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -7
air.velocity = -3,-5
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(6) < 0
triggerall = var(59) = 0
trigger1 = command = "holdfwd"
trigger1 = command = "y"
var(16) = 1

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(5) >= 2 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1720

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 巐昐擉幃丒敱塺傒

[Statedef 1720]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 10
velset   = 0,0
anim     = 1720
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (3) >= 0 && AnimElemTime (6) <= 0
edge = 20,-50

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

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

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(4) > 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 23,4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2,-9
air.velocity = -2,-9
yaccel = .43
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(4) >= 0 && AnimElemtime(6) < 0
triggerall = var(59) = 0
trigger1 = command = "holdfwd"
trigger1 = command = "y"
var(16) = 1

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(5) >= 1 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1730

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 20
value = 1160

;---------------------------------------------------------------------------
; 昐幃丒婼從偒

[Statedef 1730]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 10
anim     = 1730
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,2

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 1
y = -3.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = 1
y = .32

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = 1110
postype = P1
pos = 0,0
sprpriority = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1115
postype = P1
pos = -10,15
sprpriority = 10

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 20,4
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-8
guard.velocity = -9
air.velocity = -3.2,-8
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160
[Statedef 1800]
type     = S
movetype = A
physics  = S
poweradd = 90
velset   = 0,0
anim     = 1800
ctrl     = 0
sprpriority = 5

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (3) >= 0
edge = 30,-60

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,12

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 4

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 3
y = -8.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .72

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100,20
animtype = up
guardflag = M
hitflag = HAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15
p2stateno = 1270

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160

;---------------------------------------------------------------------------
; 嫮撈妝搄傝

[Statedef 1850]
type     = S
movetype = A
physics  = S
poweradd = 90
velset   = 0,0
anim     = 1850
ctrl     = 0
sprpriority = 5

[State 1000, 揰柵]
type = palfx
triggerall = var(40) > 0
triggerall = time <= 5
trigger1 = (prevstateno = [1000,2999])
time = 2
add = 256,256,256
color = 1
ignorehitpause = 1

[State 1000, MAX僎乕僕]
type = varadd
triggerall = var(40) > 0
triggerall = time = 0
trigger1 = (prevstateno = [1000,2999])
v = 40
value = -150

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (3) >= 0
edge = 30,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 6

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 3
y = -11

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
x = -.1
y = .7

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 120,24
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15
p2stateno = 1270

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160

;---------------------------------------------------------------------------
;轻胧车
[Statedef 1810]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1810
ctrl     = 0
sprpriority = 4

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(3) > 0
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,81
channel = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,8

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3
x = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
x = 6.5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -6

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(4) >= 0
x = -.1
y = .5

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

[State 200, ヒット定義]
type = HitDef
;triggerall = (p2stateno != [5020,5049])
trigger1 = EnemyNear(var(58)),facing = facing 
trigger1 = time = 0
attr = A, SA
damage    = 50,10
getpower  = 108,108
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = s10002
guard.sparkno = s10012
sparkxy = -25, -70
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-10
air.velocity = -3.2,-10
yaccel = .45
air.type = High
fall = 1
fall.recover = 0
p2stateno = 80000
p2facing = 1
ID = 1810
nochainID = 1810,9999

[State 200, ヒット定義]
type = HitDef
;triggerall = (p2stateno != [5020,5049])
trigger1 = EnemyNear(var(58)),facing != facing 
trigger1 = time = 0
attr = A, SA
damage    = 50,10
getpower  = 108,108
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = s10002
guard.sparkno = s10012
sparkxy = -25, -70
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-10
air.velocity = -3.2,-10
yaccel = .45
air.type = High
fall = 1
fall.recover = 0
p2stateno = 80000
ID = 1810
nochainID = 1810,9999

[State 1000, ステート変更]
type = ChangeState
trigger1 =Vel Y > 0 && Pos Y >= -20
value = 1120

;---------------------------------------------------------------------------
;强胧车
[Statedef 1801]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 90
velset   = 0,0
anim     = 1801
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(3) > 0
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,82
channel = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,83
channel = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 15
value = s10,84
channel = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
value = s0,8

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3
x = 6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) <= 0
x = 6.8

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -3.2

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(17) <= 0
x = -.155

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .05

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(15) >= 0
y = .2

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

[State 200, ヒット定義]
type = HitDef
TriggerAll = P2StateType != A
;triggerall = (p2stateno != [5020,5049])
trigger1 = AnimElem = 4
attr = A, SA
damage    = 36,10
getpower  = 54,54
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,6
sparkno = s10002
guard.sparkno = s10012
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7.5
air.velocity = -5,-7
yaccel = .45
air.type = High
fall = 1
fall.recover = 0

[State 200, ヒット定義]
type = HitDef
TriggerAll = P2StateType != A
;triggerall = (p2stateno != [5020,5049])
trigger1 = AnimElem = 8
attr = S, SA
damage    = 32,10
getpower  = 48,48
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,6
sparkno = s10002
guard.sparkno = s10012
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7.5
air.velocity = -5,-6
yaccel = .45
air.type = High
fall = 1
fall.recover = 0

[State 200, ヒット定義]
type = HitDef
TriggerAll = P2StateType = A
;triggerall = (p2stateno != [5020,5049])
trigger1 = AnimElem = 4
attr = A, SA
damage    = 36,10
getpower  = 54,54
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,6
sparkno = s10002
guard.sparkno = s10012
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7.5
air.velocity = -5,-7
yaccel = .45
air.type = High
fall = 1
fall.recover = 0
p2stateno = 80000 + ((p2statetype=C)*10)

[State 200, ヒット定義]
type = HitDef
TriggerAll = P2StateType = A
;triggerall = (p2stateno != [5020,5049])
trigger1 = AnimElem = 8
attr = S, SA
damage    = 32,10
getpower  = 48,48
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,6
sparkno = s10002
guard.sparkno = s10012
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7.5
air.velocity = -5,-6
yaccel = .45
air.type = High
fall = 1
fall.recover = 0
p2stateno = 80000 + ((p2statetype=C)*10)

[State 200, ヒット定義]
type = HitDef
;triggerall = (p2stateno != [5020,5049])
trigger1 = AnimElem = 16
attr = S, SA
damage    = 40,10
getpower  = 60,60
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,20
sparkno = s10002
guard.sparkno = s10012
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,15
air.velocity = -7,15
yaccel = .35
air.type = High
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(16) > 0
trigger1 = command = "b"
var(16) = 1

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(16) >= 0 && AnimElemtime(19) < 0
trigger1 = var(16) = 1
value = 1802

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(16) < 0
trigger1 = command = "a" 
var(16) = 2

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(13) >= 0
trigger1 = var(16) = 2
value = 1803

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 1120

[Statedef 1802]
type     = A
movetype = A
physics  = N
juggle   = ifelse(var(17)!=0,0,3)
poweradd = 0
velset   = 0,0
anim     = 1802
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 20

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 2
x = 3.2
y = -8

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .38

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

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 1110
postype = P1
pos = 0,0
sprpriority = 10

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1115
postype = P1
pos = -10,15
sprpriority = 10

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = ifelse(Enemy,hitfall=1,24,92),18
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.6
air.velocity = -2.2,-8
yaccel = .47
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Varadd
trigger1 = var(17)!= 0
trigger1 = Movehit
var(17) = -1

[State 1000, ]
type = Varset
triggerall = AnimElemtime(1) >= 0 && AnimElemtime(7) < 0
triggerall = var(59) = 0
trigger1 = command = "x"
var(16) = 1

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(7) < 0
trigger1 = var(16) = 1
value = 1205

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

[Statedef 1803]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 1803
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
y = -3

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1605
postype = P1
pos = 40,-70
sprpriority = 10
ignorehitpause = 1

[State 630, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = lifemax*0.1,10
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20,-90
hitsound   = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2,-3
p2stateno = 80000 + ((p2statetype=C)*10)

[State 630, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = lifemax*0.1,10
guardflag = HA
priority = 5
pausetime = 20,15
sparkno = s10002
guard.sparkno = s10012
sparkxy = -20,-70
hitsound   = s12,8
guardsound = s2,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4
air.velocity = -5,15
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 80000 + ((p2statetype=C)*10)

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 330, ガードクラッシュ値削り]
type = varadd
trigger1 = moveguarded = 1
fvar(13) = 5
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
; 庛嬻拞撈妝搄傝

[Statedef 1500]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 90
velset   = 0,0
anim     = 1900
ctrl     = 0
sprpriority = 5

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 30,-60

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3,2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(2) >= 0
x = 4

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 2
y = -2.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(2) >= 0
y = .6

[State 200, 僸僢僩掕媊]
type = HitDef
;triggerall = (p2stateno != [5020,5049])
trigger1 = time = 0
attr = A, HA
damage    = 80,10
getpower  = 120,120
givepower = 10,10
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,6
sparkno = s10002
guard.sparkno = s10012
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,8
guard.velocity = -11
air.velocity = -4,8
airguard.velocity = -5,-5
yaccel = .35
air.type = High
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15
guard.cornerpush.veloff = -15

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(9) < 0
trigger1 = command = "x" || command = "y"
var(16) = 1

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(6) >= 3 && AnimElemtime(9) < 0
trigger1 = var(16) = 1
value = 2600

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160

;---------------------------------------------------------------------------
; 嫮嬻拞撈妝搄傝

[Statedef 1550]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 90
velset   = 0,0
anim     = 1900
ctrl     = 0
sprpriority = 5

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 30,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3,2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(2) >= 0
x = 6

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 2
y = -3

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(2) >= 0
x = -.1
y = .6

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100,20
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = var(59) = 0
triggerall = AnimElemtime(9) < 0
trigger1 = command = "x" || command = "y"
var(16) = 1

[State 1000,]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimElemtime(6) >= 3 && AnimElemtime(9) < 0
trigger1 = var(16) = 1
value = 2600

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160

;99弱砾铁
[Statedef 1910]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 90
velset   = 0,0
anim     = 1910
ctrl     = 0
sprpriority = 5
facep2 = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 1100, ????]
type = NotHitBy
trigger1 = Time = [0,20]
value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1200, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
numhits = 0
pausetime = 12,40
sparkno = s4120
sparkxy = 20,-5
hitsound = s2,1
ID = 1155

[State 1000, PosAdd]
type = PosAdd
triggerall = Numtarget(1150)
trigger1 = Enemynear,Movereversed = 1
x = Ifelse(Gametime%2=0,1,-1)
y = 0
ignorehitpause = 1
persistent = 1

[State 1000, MoveHitReset]
type = MoveHitReset
triggerall = Numtarget(1150)
trigger1 = Enemynear,Movereversed = 1
ignorehitpause = 1
persistent = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "colicion"
stateno = 1911
id = 1911
pos = 0,0
postype = p1
facing = 1
ownpal = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,23

[State 1400, Posadd]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
x = 11

[State 200, Movehitreset]
type = MoveHitReset
trigger1 = AnimElem = 8 || AnimElem = 17
ignorehitpause = 1

[State 1000, ヒット定義]
type = HitDef
triggerall =!MoveContact && !MoveReversed
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
attr = S, SA
damage = 35,10
getpower = 105,105
givepower = 10,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 45,50
sparkno = s4070
guard.sparkno = s4120
sparkxy = -10, -80
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1
air.velocity = -4,-6
yaccel = .5
air.fall = 1
fall.recover = 0
envshake.time = 30
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
ID = 2900

[State 1000, ヒット定義]
type = HitDef
triggerall =!MoveContact && !MoveReversed
trigger1 = AnimElemTime(17) >= 0 && AnimElemTime(18) < 0
attr = S, SA
damage = 35,10
getpower = 105,105
givepower = 10,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 45,50
guard.pausetime = 32,32
sparkno = s4070
guard.sparkno = s4120
sparkxy = -10, -85
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4,-6
guard.velocity = -10
air.velocity = -4,-6
yaccel = .5
fall = 1
fall.recover = 0
envshake.time = 30
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
p2stateno = 2040
ID = 2905

[State 1000, MoveType]
type = StateTypeSet
trigger1 = AnimElem = 18
MoveType = I

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;Colicion
[StateDef 1911]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1911
ctrl     = 0
sprpriority = 2

[State 3110, 2]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1200, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
hitflag = P
numhits = 0
sparkxy = -1
sparkno = -1
pausetime = 12,13
hitsound  = s2,1
p1stateno = 1913

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,movetype = H
trigger2 = time = 2

;--------------------------------------------------------------------------
[StateDef 1913]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 9999
ctrl     = 0
sprpriority = 2

[State 1000, エフェクト表示]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 4120
postype = P1
pos = 20,-60
sprpriority = 10
ownpal = 1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 2

;99强砾铁
[Statedef 1920]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1920
ctrl     = 0
sprpriority = 3
facep2 = 1
[State 1120, 無敵]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1200, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
numhits = 0
pausetime = 12,13
sparkno = s4120
sparkxy = 20,-5
hitsound = s2,1
ID = 1155

[State 1000, PosAdd]
type = PosAdd
triggerall = Numtarget(1150)
trigger1 = Enemynear,Movereversed = 1
x = Ifelse(Gametime%2=0,1,-1)
y = 0
ignorehitpause = 1
persistent = 1

[State 1000, MoveHitReset]
type = MoveHitReset
triggerall = Numtarget(1150)
trigger1 = Enemynear,Movereversed = 1
ignorehitpause = 1
persistent = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "colicion"
stateno = 1922
id = 1922
pos = 0,0
postype = p1
facing = 1
ownpal = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,23
channel = 4

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 1000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 8
y = -6

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = StateType = A
y = const(movement.yaccel)

[State 1000, 軸位置移動]
type = VelSet
trigger1 = StateType = A
x = 7

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1921

;--------------------------------------------------------------------------
;Colicion
[StateDef 1922]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1922
ctrl     = 0
sprpriority = 2

[State 3110, 2]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1200, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
hitflag = P
numhits = 0
sparkxy = -1
sparkno = -1
pausetime = 12,13
hitsound  = s2,1
p1stateno = 2902

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,movetype = H
trigger2 = time = 8

;---------------------------------------------------------------------------
; 強四百弐拾七式?轢鉄'99　攻撃

[Statedef 1921]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1921
ctrl     = 0
sprpriority = 3

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 15,0

[State 1200, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
numhits = 0
pausetime = 12,13
sparkno = s4120
sparkxy = 20,-5
hitsound = s2,1
ID = 1155

[State 1000, PosAdd]
type = PosAdd
triggerall = Numtarget(1150)
trigger1 = Enemynear,Movereversed = 1
x = Ifelse(Gametime%2=0,1,-1)
y = 0
ignorehitpause = 1
persistent = 1

[State 1000, MoveHitReset]
type = MoveHitReset
triggerall = Numtarget(1150)
trigger1 = Enemynear,Movereversed = 1
ignorehitpause = 1
persistent = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "colicion"
stateno = 1922
id = 1922
pos = 0,0
postype = p1
facing = 1
ownpal = 1

[State 1000, 軸位置移動]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = VelSet
trigger1 = AnimElemTime(17) <= 0
x = 1

[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4 | AnimElem = 19
x = 10

[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 16
x = -10

[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5 | AnimElem = 6 | AnimElem = 10 | AnimElem = 11
x = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 20
value = s0,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(21) >= 0 && AnimElemTime(22) < 0 && Movehit = 1
value = s0,7
channel = 4
ignorehitpause = 1
persistent = 0

[State 1000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 35,10
getpower = 90,90
givepower = 10,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -10, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = ifelse(p2dist X <= 0,-2.5,-0.7),-9.5
air.velocity = ifelse(p2dist X <= 0,-2.5,-0.7),-9.5
yaccel = .54
air.fall = 1
fall.recover = 0
p2stateno = 2960

[State 1000, ヒット定義]
type = HitDef
trigger1 = var(40) = 0
trigger1 = AnimElem = 21
attr = S, SA
damage = 70,10
getpower = 225,225
givepower = 10,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 50,30
sparkno = s4070
guard.sparkno = s4120
sparkxy = -10, -85
hitsound = s4000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4,-6
guard.velocity = -10
air.velocity = -4,-6
yaccel = .54
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -20
palfx.time = 120
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
envshake.time = 30
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
p2stateno = 2970

[State 1000, ヒット定義]
type = HitDef
trigger1 = var(40) > 0
trigger1 = AnimElem = 21
attr = S, SA
damage = 70,10
getpower = 225,225
givepower = 10,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 30,30
sparkno = s4070
guard.sparkno = s4120
sparkxy = -10, -85
hitsound = s4000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4,-6
guard.velocity = -10
air.velocity = -4,-6
yaccel = .54
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -20
palfx.time = 120
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
envshake.time = 30
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
p2stateno = 2970

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(21) >= 0 && AnimElemTime(22) < 0 && Movehit = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2100, Envcolor]
type = Envcolor
trigger1 = AnimElemTime(21) >= 0
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0
ignorehitpause = 1
persistent = 0

[State 1000, MoveType]
type = StateTypeSet
trigger1 = AnimElem = 22
MoveType = I

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強轢鉄やられ ヒットストップ＆初期速度処理用

[Statedef 2960]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5030, 0]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030

[State 5030, 1]
type = ChangeState
trigger1 = HitShakeOver
value = 2965

;---------------------------------------------------------------------------
;強轢鉄やられ　１段目の打ち上げ

[Statedef 2965]
type    = A
movetype= H
physics = N

[State 5030, 0]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2960

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

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeAnim
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = SelfAnimExist(5062)
value = 5062

[State 5030, 4]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; きりもみ吹っ飛び (P2 - Shaking from the hit)

[Statedef 2970]
type = A
movetype = H
physics = N
VelSet = 0,0

[State 1970, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2970

[State 1970, 2]
type = Changestate
trigger1 = HitShakeOver
value = 2971

;---------------------------------------------------------------------------
; きりもみ吹っ飛び

[Statedef 2971]
type = A
movetype = H
physics = N
VelSet = 0,0

[State 1971, 1]
type = VelSet
trigger1 = Time = 0
x = ifelse(gethitvar(xvel)<0,-1,1)*facing*1
y = -12

[State 1971, 2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1971, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 2971

[State 1971, 4]
type = Changestate
trigger1 = Animtime = 0
value = 2972

;---------------------------------------------------------------------------
; きりもみ吹っ飛び - 回転開始

[Statedef 2972]
type = A
movetype = H
physics = N

[State 1972, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1972, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 2972

[State 1972, 3]
type = VelAdd
trigger1 = 1
y = 0.6

[State 1972, 4]
type = PalFX
trigger1 = (Vel Y > 0) && (Pos Y >= -28)
time = 1

[State 1972, 5]
type = StateTypeSet
trigger1 = (Vel Y > 0) && (Pos Y >= -28)
statetype = S
persistent = 0

[State 1972, 6]
type = HitFallSet
trigger1 = (Vel Y > 0) && (Pos Y >= -28)
value = 0
persistent = 0

[State 1972, 7]
type = ChangeAnim
trigger1 = (Vel Y > 0) && (Pos Y >= -10)
trigger1 = SelfAnimExist(5062)
value = 5062

[State 1972, 8]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= -10)
value = 5100

[Statedef 2040];憡庤摦嶌
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State -2]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = Time > 600
value = 5050

[State -2, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 2040

[State -2, end]
type = ChangeState
trigger1 = HitShakeOver
value = 2041

[Statedef 2041]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State -2]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = Time > 600
value = 5050

[State -2, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 2041+(GetHitVar(animtype)=[4,5])
ignorehitpause = 1

[State 1321, vel]
type = velset
trigger1 = Time = 0
x = GetHitVar(xvel)*Facing
y = GetHitVar(yvel)

[State 1321, gravity]
type = VelAdd
Trigger1 = time > 0
y = GetHitVar(yaccel)

[State 1321, end]
type = SelfState
triggerall = anim = 2041
trigger1 = Pos Y >= -20
trigger1 = Vel Y > 0
value = 5050

[State 1321, end]
type = ChangeAnim
triggerall = anim = 2042
trigger1 = Pos Y >= -20
trigger1 = Vel Y > 0
trigger1 = !(SelfAnimExist(5051) || SelfAnimExist(5052))
value = 5050
persistent = 0

[State 1321, end]
type = ChangeAnim
triggerall = anim = 2042
triggerall = Pos Y >= 0
triggerall = Vel Y > 0
triggerall = SelfAnimExist(5052)
trigger1 = GetHitVar(animtype) = 5
value = 5052
persistent = 0

[State 1321, end]
type = ChangeAnim
triggerall = anim = 2040
triggerall = Pos Y >= 0
triggerall = Vel Y > 0
triggerall = SelfAnimExist(5051)
trigger1 = GetHitVar(animtype) = 4
trigger2 = GetHitVar(animtype) = 5
trigger2 = !SelfAnimExist(5052)
value = 5051
persistent = 0

[State 1321, end]
type = ChangeAnim
triggerall = anim = [5050,5059]
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

;[State 1321, recovery]
;type = SelfState
;triggerall = Anim = 2042
;trigger1 = Pos Y >= -20
;trigger1 = Vel Y > 0
;trigger1 = alive
;trigger1 = CanRecover
;trigger1 = Command = "recovery"
;value = 5200

[State 1321, end]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------轻琴月阳
[Statedef 12000]
type     = S
movetype = A
physics  = S
anim = 12000
poweradd = 100
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = var(30) = 0
v = 30
value = 1

[State 0, VarSet]
type = Varadd
trigger1 = time = 0
trigger1 = var(30) >= 1
v = 30
value = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

[Statedef 1201]
type = S
movetype = A
physics = S
anim = 1201
velset = 0
ctrl = 0

[State -3, Jumping Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 447,4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,0

[State 1201, pos]
type = PosAdd
trigger1 = 1
x = 8.5

[State 1201, state]
type = ChangeState
Trigger1 = P2BodyDist X <= 70
value = 1210

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202

[Statedef 1202]
type = S
movetype = A
physics = S
anim = 1202
velset = 0
ctrl = 0

[State 1201, pos]
type = PosAdd
trigger1 = time = [1,2]
x = 4

[State 1201, pos]
type = PosAdd
trigger1 = time = 3
x = 3

[State 1201, pos]
type = PosAdd
trigger1 = time = [4,7]
x = 2

[State 1201, pos]
type = PosAdd
trigger1 = time = 8
trigger2 = time = [10,11]
x = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1210
velset = 0
juggle = 0
ctrl = 0

[State 170, ]
type = Targetbind
trigger1 = Movehit
ignorehitpause = 1
pos = 35,0

[state 1210, vels]
type = PosAdd
trigger1 = time = [1,3]
x = 7

[state 1210, vels]
type = PosAdd
trigger1 = time = [4,5]
x = 6

[state 1210, vels]
type = PosAdd
trigger1 = time = [6,7]
x = 5

[state 1210, vels]
type = PosAdd
trigger1 = time = 8
x = 3

[state 1210, vels]
type = PosAdd
trigger1 = time = 9
x = 1

[State 1000, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(5) < 0
edge = 50,0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = p2stateno != 1306
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = s10002
guard.sparkno = s10012
sparkxy = -10,-50
hitsound = S55,0
guardsound = 6,0
pausetime = 2,9
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -8
air.velocity = -4,-4
air.fall = 1
p2stateno = 80000
envshake.ampl = 5
envshake.freq = 90
envshake.time = 10
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 10

[State 200, 3]
type = ChangeState
trigger1 = Movecontact
trigger1 = Animelem = 4
value = 1220

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;琴月阳
[Statedef 12100]
type = S
movetype = A
physics = S
anim = 1210
velset = 0
juggle = 0
ctrl = 0

[state 1210, vels]
type = PosAdd
trigger1 = time = [1,3]
x = 7

[state 1210, vels]
type = PosAdd
trigger1 = time = [4,5]
x = 6

[state 1210, vels]
type = PosAdd
trigger1 = time = [6,7]
x = 5

[state 1210, vels]
type = PosAdd
trigger1 = time = 8
x = 3

[state 1210, vels]
type = PosAdd
trigger1 = time = 9
x = 1

[State 1000, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(5) < 0
edge = 50,0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = p2stateno != 1306
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = s10002
guard.sparkno = s10012
sparkxy = -10,-50
hitsound = S55,0
guardsound = 6,0
pausetime = 2,9
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -2.4,-20
air.velocity = -2.4,-20
air.fall = 1
p2stateno = 80000
envshake.ampl = 5
envshake.freq = 90
envshake.time = 10
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 10

[State 1000,]
type = ChangeState
triggerall = var(59)
trigger1 = time = 15
trigger1 = enemynear,life > 0
trigger1 = movehit
trigger1 = life <= 300
value = 302

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1406
velset = 0
ctrl = 0

[state 1210, vels]
type = PosAdd
trigger1 = AnimElem = 3
x = 8

[state 1210, vels]
type = PosAdd
trigger1 = AnimElem = 4
x = 12

[state 1210, vels]
type = PosAdd
trigger1 = AnimElem = 7
x = 18

[state 1210, vels]
type = PosAdd
trigger1 = AnimElem = 8
x = 8

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 0
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = s10002
guard.sparkno = s10012
sparkxy = -40,-80
hitsound = S7,1
guardsound = 6,0
pausetime = 0,35
guard.pausetime = 1,5
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -1.5,-20
air.velocity = -1.5,-20
air.fall = 1
air.juggle = 10
p1stateno = 1225
p2stateno = 1226
envshake.ampl = 7
envshake.freq = 150
envshake.time = 20
fall.envshake.ampl = 7
fall.envshake.freq = 150
fall.envshake.time = 20

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1225]
type = S
movetype = A
physics = S
anim = 1407
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,1

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 1
pos = 77,-82

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 2
pos = 74,-113

[State 197, quake]
type = EnvShake
trigger1 = time = 6
time = 20
ampl = -7
freq = 150

[State 197, quake]
type = EnvShake
trigger1 = time = 30
time = 40
ampl = -7
freq = 150
persistent = 9

[State 200, 1]
type = PlaySnd
trigger1 = time = [10,30]
trigger1 = gametime%20 = 0
value = s4000,5

[State 200, 1]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
value = s4000,2

[State 1000, Explod]
type = Explod
trigger1 = time = [10,35]
trigger1 = Random < 500
anim = 41300
pos = 75,-115
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 150,150
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = [10,35]
trigger1 = Random < 500
anim = 41350
pos = 75,-115
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 150,150
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = [10,35]
trigger1 = Random < 500
anim = 4140
pos = 75,-115
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 150,150
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = [10,35]
trigger1 = Random < 500
anim = 4145
pos = 75,-115
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 150,150
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = 10
anim = 4090
pos = 64,-49
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
sprpriority = 8
scale = 0.8,0.8

[State 1000, Explod]
type = Explod
trigger1 = time = 20
anim = 4090
pos = 110,-41
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
sprpriority = 8
scale = 0.8,0.8

[State 1000, Explod]
type = Explod
trigger1 = time = 30
anim = 4090
pos = 75,-100
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
sprpriority = 9


[state 1210, vels]
type = PosAdd
trigger1 = AnimElem = 7
x = 4

[state 1210, vels]
type = PosAdd
trigger1 = AnimElem = 8
x = 5





[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;琴月阳收尾
[Statedef 12250]
type = S
movetype = A
physics = S
anim = 1407
poweradd = 30
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,1

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 1
pos = 77,-82

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 2
pos = 74,-113

[State 197, quake]
type = EnvShake
trigger1 = time = 6
time = 20
ampl = -7
freq = 150

[State 197, quake]
type = EnvShake
trigger1 = time = 30
time = 40
ampl = -7
freq = 150
persistent = 9

[State 200, 1]
type = PlaySnd
trigger1 = time = [10,30]
trigger1 = gametime%20 = 0
value = s4000,5

[State 200, 1]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
value = s4000,2

[State 1000, Explod]
type = Explod
trigger1 = time = [10,35]
trigger1 = Random < 500
anim = 41300
pos = 75,-115
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 150,150
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = [10,35]
trigger1 = Random < 500
anim = 41350
pos = 75,-115
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 150,150
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = [10,35]
trigger1 = Random < 500
anim = 4140
pos = 75,-115
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 150,150
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = [10,35]
trigger1 = Random < 500
anim = 4145
pos = 75,-115
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 150,150
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = 10
anim = 4090
pos = 64,-49
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
sprpriority = 8
scale = 0.8,0.8

[State 1000, Explod]
type = Explod
trigger1 = time = 20
anim = 4090
pos = 110,-41
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
sprpriority = 8
scale = 0.8,0.8

[State 1000, Explod]
type = Explod
trigger1 = time = 30
anim = 4090
pos = 75,-100
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
sprpriority = 9

[state 1210, vels]
type = PosAdd
trigger1 = AnimElem = 7
x = 4

[state 1210, vels]
type = PosAdd
trigger1 = AnimElem = 8
x = 5


[State 1000,]
type = ChangeState
triggerall = var(59)
trigger1 = time = 40
trigger1 = life <= 300
trigger1 = enemynear,life > 0
value = 1402

[State 200, 3]
type = ChangeState
triggerall = var(59)
trigger1 = enemynear,life > 0
trigger1 = prevstateno = 12211
trigger1 = time = 50
value = 1404


[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1226]
type = A
movetype = H
physics = N
velset = 0
ctrl = 0

[State 1226, screen]
Type = ScreenBound
trigger1 = 1
value = 0

[State 1226, anim]
Type = Changeanim2
Trigger1 = Time = 0
value = 1226

[State 1226, pos]
type = PosAdd
trigger1 = time = 32
;y = 80
y = 80

[State 200, 3]
type = ChangeState
trigger1 = time = 32
value = 1227

[Statedef 1227]
type = A
movetype = H
physics = N
;velset = -2,-10
velset = -0.5,-10
facep2 = 1

[State 1227, life]
type = LifeAdd
trigger1 = time = 0
value = -lifemax*0.1
absolute = 1

[State 1227, pal]
type = PalFx
trigger1 = time = 0
time = 60
add = 100,-30,-120
sinadd = 40,30,0,10
color = 0
invertall = 1

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .5

[State 865, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 865, 4]
type = ChangeAnim
trigger1 = Time = 10
value = 5050

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;HITG_SHAKE
[Statedef 80000]
type    = S
movetype= H
physics = N
velset = 0,0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 1
absolute = 1
ignorehitpause = 1

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

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 80001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 80300

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

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

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

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 80001]
type    = S
movetype= H
physics = S

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

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

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = Selfstate
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 80100]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 80110 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 80300

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

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

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

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 80110]
type    = C
movetype= H
physics = C

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

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 80200]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 80300

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

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

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

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 80300]
type    = A
movetype= H
physics = N
ctrl = 0

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

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 5]
type = ChangeState
triggerall = anim = 5052
trigger1 = AnimTime = 0
value = 80550 ;HITA_UP (transition)

[State 5030, 3]
type = ChangeState
triggerall = anim != 5052
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = anim != 5052
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 80500 ;HITA_FALL

[State 5030, 5]
type = ChangeState
triggerall = anim != 5052
trigger1 = AnimTime = 0
value = 80350 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 80550]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

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

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 80350]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 80500 ;HITA_FALL
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 80500]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

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

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 6]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, 1]
type = ChangeAnim2
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5051

;---------------------------------------------------------------------------
; 扏偒晅偗僟僂儞 - 嬻拞僸僢僩

[Statedef 5051]
type = A
movetype = H
physics = N

[State 5051, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5051, 2]
type = VelSet
trigger1 = time = 0
x = ifelse(gethitvar(xvel)<0,-1,1)*facing*10
y = 10

[State 5051, 3]
type = VelAdd
trigger1 = 1
y = 0.45

[State 5051, 4]
type = VelSet
trigger1 = (Vel y > 0) && (Pos y >= 0)
x = ifelse(gethitvar(xvel)<0,-1,1)*facing*3

[State 5051, 5]
type = ChangeAnim
trigger1 = (Vel y > 0) && (Pos y >= 0)
trigger1 = SelfAnimExist(5062)
value = 5051

[State 5051, 6]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

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

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

[Statedef 2040];憡庤摦嶌
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State -2]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = Time > 600
value = 5050

[State -2, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 2040

[State -2, end]
type = ChangeState
trigger1 = HitShakeOver
value = 2041

[Statedef 2041]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State -2]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = Time > 600
value = 5050

[State -2, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 2041+(GetHitVar(animtype)=[4,5])
ignorehitpause = 1

[State 1321, vel]
type = velset
trigger1 = Time = 0
x = GetHitVar(xvel)*Facing
y = GetHitVar(yvel)

[State 1321, gravity]
type = VelAdd
Trigger1 = time > 0
y = GetHitVar(yaccel)

[State 1321, end]
type = SelfState
triggerall = anim = 2041
trigger1 = Pos Y >= -20
trigger1 = Vel Y > 0
value = 5050

[State 1321, end]
type = ChangeAnim
triggerall = anim = 2042
trigger1 = Pos Y >= -20
trigger1 = Vel Y > 0
trigger1 = !(SelfAnimExist(5051) || SelfAnimExist(5052))
value = 5050
persistent = 0

[State 1321, end]
type = ChangeAnim
triggerall = anim = 2042
triggerall = Pos Y >= 0
triggerall = Vel Y > 0
triggerall = SelfAnimExist(5052)
trigger1 = GetHitVar(animtype) = 5
value = 5052
persistent = 0

[State 1321, end]
type = ChangeAnim
triggerall = anim = 2040
triggerall = Pos Y >= 0
triggerall = Vel Y > 0
triggerall = SelfAnimExist(5051)
trigger1 = GetHitVar(animtype) = 4
trigger2 = GetHitVar(animtype) = 5
trigger2 = !SelfAnimExist(5052)
value = 5051
persistent = 0

[State 1321, end]
type = ChangeAnim
triggerall = anim = [5050,5059]
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

;[State 1321, recovery]
;type = SelfState
;triggerall = Anim = 2042
;trigger1 = Pos Y >= -20
;trigger1 = Vel Y > 0
;trigger1 = alive
;trigger1 = CanRecover
;trigger1 = Command = "recovery"
;value = 5200

[State 1321, end]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 1233]
type    = S
movetype= H
physics = N
velset = 0,0

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

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

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

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

[State 0, HitBy]
type = HitBy
Trigger1 = Time > 0
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1;time = 0
x = enemynear,pos x - 45*facing
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1233

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger2 = time >= 600
triggerall = Alive
value = 5120

[State 820, 1]
type = SelfState
trigger1 = time = 60
trigger1 = !Alive
value = 5110

[Statedef 1234]
type    = S
movetype= H
physics = S
velset = 0,0

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

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

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

[State 0, HitBy]
type = HitBy
Trigger1 = Time > 0
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1;time = 0
x = enemynear,pos x - 35*facing
y = enemynear,pos y

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3040

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger2 = time >= 600
triggerall = Alive
value = 5120

[State 820, 1]
type = SelfState
trigger1 = time = 60
trigger1 = !Alive
value = 5110

[Statedef 1235]
type    = S;A
movetype= H
physics = S
velset  = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -50
kill = 0
absolute = 1
ignorehitpause = 1

[State 2301, 1]
type = Hitfallset
trigger1 = time = 0
value = 0

[State 2301, 2]
type = VelSet
trigger1 = time = 0
x = -10
y = 0

[State 2301, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2301, 4]
type = ChangeAnim
Trigger1 = 1
value = 5001

[State 2301, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1236

[Statedef 1236]
type    = S;A
movetype= H
physics = S
velset  = 0,0

[State 2301, 1]
type = ChangeAnim
Trigger1 = Anim = 5001 && AnimTime = 0
value = 5006

[State 2301, 2]
type = SelfState
trigger1 = time = 60
value = 0
ctrl = 1

[Statedef 1270]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1270]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1

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

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1271

[State 820, 1]
type = selfstate
trigger1 = time > 444
value = 5030

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

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

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

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 1271]
type    = A
movetype= H
physics = N
ctrl = 0

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

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 1273 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1272 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 1272]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 4]
type = ChangeState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 1273 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 1273]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

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

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 1274 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 1274]
type    = L
movetype= H
physics = N

[State 1274]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1

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

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

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1275

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 1275]
type    = A
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelSet
trigger1 = time = 0
y = -9

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.7

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5110
