;--------------hCufBoC_|
[Statedef 6998]
type    = S
movetype= I
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0,0
anim = 6998

[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 6998
trigger1 = NumExplod(8888) = 0
anim = 8888
id = 8888
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 100
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7000
pos = -10,-80
trans = add
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7001
pos = -10,-80
trans = add
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 181, ³G]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 50

[State 6998]
type = PlaySnd
trigger1 = time = 0
value = 221,1

[State 6998]
type = PlaySnd
trigger1 = time = 0
value = 3000,0


[state 13501]
type = superpause
trigger1 = time = 0
anim = -1
movetime = 55
time = 55

[state 6998]
type = changestate
trigger1 = animtime = 0
value = 6997

-------------------------
[statedef 6997]
type = A
physics = S
movetype = A
anim = 6997
velset = 0,0
ctrl = 0

[State 181, ³G]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50

[state 13502]
type = afterimage
trigger1 = time = 0
time = 20
palbright = 68,68,68


[State 6999, 3]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
damage    = 10
hitflag = M
pausetime = 0,
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 17
ground.hittime  = 60
ground.velocity = 0,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0

[state 13101]
type = envcolor
trigger1 = movehit
value = 240,240,240
time = 4
under = 0


[State 3501,if in corner ]
type = PosAdd
trigger1 = movehit
trigger1 = frontedgebodydist < 250
x = -200

[State 3800]
type = TargetBind
trigger1 = movehit
trigger1 = 1
pos = 35, 0


[state 6001]
type = changestate
trigger1 = animtime = 0
trigger1 = !movehit
value = 0
ctrl = 1


[state 6997,next]
type = changestate
trigger1 = movehit
value = 6996

-------------------------
[statedef 6996]
type = A
physics = S
movetype = A
anim = 6996
velset = 0,0
ctrl = 0

[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 6996
trigger1 = NumExplod(8888) = 0
anim = 8888
id = 8888
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 950
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 181, ³G]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 800

[state 13502]
type = afterimage
trigger1 = time = 0
time = 20
palbright = 68,68,68



[State 6999, 3]
type = HitDef
trigger1 = animelem = 9
attr = S, HA
damage    = 10
hitflag = M
pausetime = 0,
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -13,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0

[state 13101]
type = envcolor
trigger1 = animelem = 5
value = 240,240,240
time = 1
under = 0

[state 6996,next]
type = changestate
trigger1 = animtime = 0
value = 6995
ctrl = 0
-------------------------
[statedef 6995]
type = A
physics = S
movetype = A
anim = 6995
velset = 0,0
ctrl = 0

;-------------------------------------VE
[state 6004]
type = explod
trigger1 = animelem = 5,10
anim = 6993
postype = p1
pos = 20,0
velocity = 14,0
removetime = 12
sprpriority = 5

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,17
attr = S, HA
damage    = 50
hitflag = M
pausetime = 0,
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -2,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
;p2stateno = 7020
kill = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,17
anim = 930
postype = p2
pos = -30,-20
sprpriority = 2
bindtime = 1
ownpal = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,16
value = 1300,1
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,17
value = 2200,0
persistent = 0

[state 13105]
type = envshake
trigger1 = animelem = 5,17
ampl = -4
time = 10

[state 13101]
type = envcolor
trigger1 = animelem = 5,16
value = 240,240,240
time = 1
under = 0

[state 6004]
type = explod
trigger1 = animelem = 5,22
anim = 6992
postype = p2
pos = -60,0
removetime = 162
bindtime = 170
;sprpriority = 5

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,55
value = 221,3
persistent = 0
channel = 2
;-------------------------------------VE@dmc

;-------------------------------------PC
[state 6004]
type = explod
trigger1 = animelem = 5,150
anim = 6994
postype = p1
pos = 50,0
removetime = 32
bindtime = 34
sprpriority = 5

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,160
value = 221,4
persistent = 0
channel = 2


[state 6004]
type = explod
trigger1 = animelem = 5,182
anim = 6760
postype = p1
pos = 50,0
velocity = 16,0
removetime = 20
sprpriority = 5

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,187
attr = S, HA
damage    = 50
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -8,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 50
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
;p2stateno = 7020
kill = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,188
anim = 930
postype = p2
pos = -30,-20
sprpriority = 2
bindtime = 1
ownpal = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,187
value = 1300,1
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,187
value = 2200,0
persistent = 0

[state 13105]
type = envshake
trigger1 = animelem = 5,188
ampl = -4
time = 10

[state 13101]
type = envcolor
trigger1 = animelem = 5,188
value = 240,240,240
time = 1
under = 0

[state 6996,next]
type = changestate
trigger1 = animtime = 0
value = 6999
ctrl = 0
;-------------------------------------PC@dmc
;-------------------------------------j
[state 6004]
type = explod
trigger1 = animelem = 5,210
anim = 6991
postype = p2
pos = -95,0
removetime = 99
sprpriority = 2

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,204
value = 1300,1
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,204
value = 221,6
persistent = 0
channel = 2

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,226
attr = S, HA
damage    = 20
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 4,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0

[state 13101]
type = envcolor
trigger1 = animelem = 5,226
value = 240,240,240
time = 1
under = 0


[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,262
attr = S, HA
damage    = 30
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 4,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 50
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
;p2stateno = 7020
kill = 0

;[state 4100 , playsnd]
;type = PlaySnd
;trigger1 = animelem = 5,252
;value = 221,6
;persistent = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,262
anim = 930
postype = p2
pos = -30,-20
sprpriority = 3
bindtime = 1
ownpal = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,262
value = 2200,0
persistent = 0

[state 13105]
type = envshake
trigger1 = animelem = 5,226
trigger2 = animelem = 5,261
ampl = -4
time = 10

[state 13101]
type = envcolor
trigger1 = animelem = 5,261
value = 240,240,240
time = 1
under = 0
;-------------------------------------j@dmc
;-------------------------------------lD
[state 6004]
type = explod
trigger1 = animelem = 5,240
anim = 6990
postype = p1
pos = 55,0
removetime = 170
bindtime = 180
sprpriority = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,275
value = 221,7
persistent = 0
channel = 3

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,300
trigger2 = animelem = 5,308
trigger3 = animelem = 5,349
trigger4 = animelem = 5,357
attr = S, HA
damage    = 5
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -1,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 50
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
;p2stateno = 7020
kill = 0

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,316
trigger2 = animelem = 5,365
attr = S, HA
damage    = 15
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -3,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 100
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
;p2stateno = 7020
kill = 0

;[state 4100 , playsnd]
;type = PlaySnd
;trigger1 = animelem = 5,330
;value = 221,8
;persistent = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,300
trigger2 = animelem = 5,308
trigger3 = animelem = 5,316
trigger4 = animelem = 5,349
trigger5 = animelem = 5,357
trigger6 = animelem = 5,365
anim = 930
postype = p2
pos = -30,-20
sprpriority = 2
bindtime = 1
ownpal = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,300
value = 2200,0
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,308
value = 3300,0
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,349
value = 2200,0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,357
value = 3300,0
persistent = 0

persistent = 0
persistent = 0
[state 13105]
type = envshake
trigger1 = animelem = 5,300
trigger2 = animelem = 5,308
trigger3 = animelem = 5,316
trigger4 = animelem = 5,349
trigger5 = animelem = 5,357
trigger6 = animelem = 5,365
ampl = -4
time = 10

[state 13101]
type = envcolor
trigger1 = animelem = 5,300
trigger2 = animelem = 5,308
trigger3 = animelem = 5,316
trigger4 = animelem = 5,349
trigger5 = animelem = 5,357
trigger6 = animelem = 5,365
value = 240,240,240
time = 1
under = 0
;-------------------------------------lD@dmc
;-------------------------------------nmn
[state 6004]
type = explod
trigger1 = animelem = 5,360
anim = 6989
postype = p2
pos = -85,0
removetime = 144
sprpriority = 2

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,395
value = 221,8
persistent = 0
channel = 2

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,408
attr = S, HA
damage    = 20
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 6,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 50
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
;p2stateno = 7020
kill = 0

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,428
trigger2 = animelem = 5,448
attr = S, HA
damage    = 15
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 7,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 50
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
;p2stateno = 7020
kill = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,408
trigger2 = animelem = 5,428
trigger3 = animelem = 5,448
anim = 930
postype = p2
pos = -25,-25
sprpriority = 2
bindtime = 1
ownpal = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,408
value = 2200,0
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,428
value = 2200,0
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,448
value = 2200,0
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,408
value = 2100,0
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,428
value = 2100,0
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,448
value = 2100,0
persistent = 0

[state 13105]
type = envshake
trigger1 = animelem = 5,408
trigger2 = animelem = 5,428
trigger3 = animelem = 5,448
ampl = -4
time = 10

[state 13101]
type = envcolor
trigger1 = animelem = 5,408
trigger2 = animelem = 5,428
trigger3 = animelem = 5,448
value = 240,240,240
time = 1
under = 0

;-------------------------------------nmn@dmc
;-------------------------------------l
[state 6004]
type = explod
trigger1 = animelem = 5,480
anim = 6988
postype = p2
pos = -65,0
removetime = 98
sprpriority = 2

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,480
value = 221,9
persistent = 0
channel = 2

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,510
trigger2 = animelem = 5,511
trigger3 = animelem = 5,523
trigger4 = animelem = 5,524
trigger5 = animelem = 5,540
trigger6 = animelem = 5,544
trigger7 = animelem = 5,542
attr = S, HA
damage    = 15
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -15,-70
hitsound   = S240,0
guardsound = S150,0
animtype = med
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 0,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,508
value = 400,0
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,521
value = 221,10
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,538
value = 221,11
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,546
value = 3200,1
persistent = 0

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,548
trigger2 = animelem = 5,555
attr = S, HA
damage    = 15
hitflag = M
pausetime = 2,2
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 3,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,578
trigger2 = animelem = 5,582
attr = S, HA
damage    = 15
hitflag = M
pausetime = 6,8
sparkno = s4010
sparkxy = -15,-80
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -2,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,576
value = 400,1
persistent = 0

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,615
attr = S, HA
damage    = 15
hitflag = M
pausetime = 30,35
sparkno = s4010
sparkxy = -20,-60
hitsound   = S240,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -18,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,615
value = 1500,1
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,615
value = 221,12
persistent = 0

[state 13105]
type = envshake
trigger1 = animelem = 5,510
trigger2 = animelem = 5,511
trigger3 = animelem = 5,523
trigger4 = animelem = 5,524
trigger5 = animelem = 5,540
trigger6 = animelem = 5,544
trigger7 = animelem = 5,548
trigger8 = animelem = 5,555
trigger9 = animelem = 5,578
trigger10 = animelem = 5,582
ampl = -4
time = 10

[State 520, 3]
type = envshake
trigger1 = animelem = 5,615
ampl = -4
time = 30

[state 13101]
type = envcolor
trigger1 = animelem = 5,510
trigger2 = animelem = 5,511
trigger3 = animelem = 5,523
trigger4 = animelem = 5,524
trigger5 = animelem = 5,540
trigger6 = animelem = 5,544
trigger7 = animelem = 5,548
trigger8 = animelem = 5,555
trigger9 = animelem = 5,578
trigger10 = animelem = 5,582
trigger11 = animelem = 5,615
value = 240,240,240
time = 1
under = 0

[state 6004]
type = explod
trigger1 = animelem = 5,598
anim = 6987
postype = p1
pos = 12,0
removetime = 56
bindtime = 60
sprpriority = 2

;-------------------------------------l@dmc
-------------------------
[statedef 6999]
type = A
physics = S
movetype = A
anim = 6999
velset = 30,-4
ctrl = 0

[state 13502]
type = afterimage
trigger1 = time = 0
time = 19
palbright = 68,68,68


;[state 6999,1]
;type = veladd
;trigger1 = time > 0
;y = 0.4

;[state 6999]
;type = veladd
;trigger1 = time > 0
;x = 0.8


[state 6999,end]
type = veladd
trigger1 = animelem = 3
trigger1 = pos Y <= 0
y = 5

miss
[state 6999,end]
type = changestate
trigger1 = pos Y >= 0
trigger1 = time > 1
value = 0
ctrl = 1

;hit
[State 6999, 3]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage    = 10
hitflag = M
pausetime = 0,
sparkno = s4010
sparkxy = -20,-60
hitsound   = S230,0
guardsound = S150,0
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 17
ground.hittime  = 100
ground.velocity = 2,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0

[state 13101]
type = envcolor
trigger1 = movehit
value = 240,240,240
time = 1
under = 0

[state 6999,next]
type = changestate
trigger1 = movehit
;trigger1 = p2bodydist X <= 20
value = 7003

;------------------------
[statedef 7003]
type = A
physics = S
movetype = A
anim = 7003
velset = 0,0,0
ctrl = 0


;[State 3501,if in corner ]
;type = PosAdd
;trigger1 = frontedgebodydist < 90
;x = -130



;[State 3800]
;type = TargetBind
;trigger1 = 1
;pos = 35, 15


[State 6999, 3]
type = HitDef
trigger1 = animelem = 1
;trigger1 = p2bodydist X <= 3
attr = S, HT
damage    = 0
;guardflag = MA
pausetime = 0,
sparkno = s4010
sparkxy = -20,-60
;hitsound   = S230,0
;guardsound = S150,0
animtype = med
hittime = 100
ground.type = High
ground.slidetime = 17
ground.hittime  = 30
ground.velocity = 3,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 7020
kill = 0


[State 9899, BGcolor]
type = envcolor
trigger1 = time = 0
time = 178
under = 1
value = 0, 0, 100



;[State 3280, 0]
;type = targetbind
;trigger1 = movehit
;pos = 30,0


[state 7003]
type = changestate
trigger1 = animtime = 0
value = 7004
ctrl = 0


;-------------2nd
[statedef 7004]
type = Asds
movetype = A
physics = S
anim = 7004
velset = 7,-3,0
ctrl = 0


[State 111, 3]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage    = 60
guardflag = MA
pausetime = 14,12
sparkno = S2800
sparkxy = -20,-60
hitsound   = S221,2
guardsound = S150,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-9
air.animtype = Back
air.velocity = -5,-8
fall = 1
fallrecover = 0
kill = 0


[state 13502]
type = afterimage
trigger1 = time = 0
time = 20
palbright = 68,68,68



[State 3215]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 3 >=0
trigger1 = Timemod = 2,0
time = 2

[state 13105]
type = envshake
trigger1 = animelem = 1,2
ampl = -4
time = 10

[state 13101]
type = envcolor
trigger1 = animelem = 1,2
trigger2 = animelem = 1,3
value = 240,240,240
time = 1
under = 0

[state 13101]
type = envcolor
trigger1 = animelem = 2,2
trigger2 = animelem = 2,4
value = 240,240,240
time = 1
under = 0

[state 7004]
type = velset
trigger1 = time >= 0
y = 1



[state 7004,end]
type = changestate
trigger1 = pos Y >= 0
trigger1 = time > 1
value = 7002
ctrl = 0


;------------3rd
[statedef 7002]
type = S
movetype = A
physics = S
anim = 7002
velset = 0,0,0
ctrl = 0

[State 65£¬1]
type = Explod
trigger1  = time = 9
anim = 12159
id = 7002
sprpriority = 2
postype = p1
bindtime = -1
pos = 30,-76
trans = add1
under = 0
ownpal = 1
removetime = 110
scale = 0.6,0.6


[State 65£¬1]
type = Explod
trigger1  = time = 9
anim = 6197
id = 7002
sprpriority = 3
postype = p1
bindtime = -1
pos = 30,-88
trans = add
under = 0
ownpal = 1
removetime = 110
scale = 0.7,0.6

[State 65£¬1]
type = Explod
trigger1  = time = 9
anim = 12159
id = 7002
sprpriority = 2
postype = p1
bindtime = -1
pos = -35,-76
trans = add1
under = 0
ownpal = 1
removetime = 110
scale = 0.6,0.6


[State 65£¬1]
type = Explod
trigger1  = time = 9
anim = 6197
id = 7002
sprpriority = 3
postype = p1
bindtime = -1
pos = -35,-88
trans = add
under = 0
ownpal = 1
removetime = 110
scale = 0.7,0.6

[State 3216,1]
type =playsnd
trigger1 = time = 1
value = 2,22

;[state 7002]
;type = posset
;trigger1 = time = 0
;Y = 0

[State 3215]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 1 >=0
trigger1 = Timemod = 2,0
time = 2

;­
[State 111, 3]
type = HitDef
trigger1 = animelem = 3,2
attr = S, HA, A
hitflag = MAF
damage    = 20
pausetime = 5,0
sparkno = S930
sparkxy = -20,-60
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = Back
air.velocity = 0,-3
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0
kill = 0


[State 111, 3]
type = HitDef
trigger1 = animelem = 3,4
attr = S, HA, A
hitflag = MAF
damage    = 20
pausetime = 10,0
sparkno = S930
sparkxy = -25,-40
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = Back
air.velocity = 0,-2
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0
kill = 0

[State 111, 3]
type = HitDef
trigger1 = animelem = 4,2
attr = S, HA, A
hitflag = MAF
damage    = 20
pausetime = 10,0
sparkno = S930
sparkxy = 0,-70
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = Back
air.velocity = 0,-1
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0
kill = 0

[State 111, 3]
type = HitDef
trigger1 = animelem = 4,4
attr = S, HA, A
hitflag = MAF
damage    = 10
pausetime = 10,0
sparkno = S930
sparkxy = 0,-70
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = Back
air.velocity = 0,-2
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0

[State 111, 3]
type = HitDef
trigger1 = animelem = 4,5
attr = S, HA, A
hitflag = MAF
damage    = 10
pausetime = 10,0
sparkno = S930
sparkxy = 0,-70
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = Back
air.velocity = 0,-1
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0

[State 111, 3]
type = HitDef
trigger1 = animelem = 4,6
attr = S, HA, A
hitflag = MAF
damage    = 20
pausetime = 10,0
sparkno = S930
sparkxy = 5,-40
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = diagup
air.velocity = 0,-2
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0

[State 111, 3]
type = HitDef
trigger1 = animelem = 4,7
attr = S, HA, A
hitflag = MAF
damage    = 20
pausetime = 10,0
sparkno = S930
sparkxy = -25,-60
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = diagup
air.velocity = 0,-2
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0

[State 111, 3]
type = HitDef
trigger1 = animelem = 4,8
attr = S, HA, A
hitflag = MAF
damage    = 20
pausetime = 10,0
sparkno = S930
sparkxy = 0,-90
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.animtype = diagup
air.velocity = 0,-2
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0

[State 111, 3]
type = HitDef
trigger1 = animelem = 4,10
attr = S, HA, A
hitflag = MAF
damage    = 20
pausetime = 10,0
sparkno = S930
sparkxy = -25,-80
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = diagup
air.velocity = -1,-2
palfx.time = 250
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0

[State 111, 3]
type = HitDef
trigger1 = animelem = 4,16
attr = S, HA, A
hitflag = MAF
damage    = 20
pausetime = 14,0
sparkno = S930
sparkxy = 0,-85
hitsound   = S221,2
guardsound = S2200,0
animtype = hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.animtype = diagup
air.velocity = -2,-6
palfx.time = 50
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 236,12,0
palfx.color = 0
palfx.invertall = 1
fall = 1
fallrecover = 0

[state 7002]
type = playsnd
trigger1 = animelem = 4,2
trigger2 = animelem = 4,3
trigger3 = animelem = 4,4
trigger4 = animelem = 4,6
trigger5 = animelem = 4,8
trigger6 = animelem = 4,10
trigger7 = animelem = 4,11
trigger8 = animelem = 4,13
trigger9 = animelem = 4,15
trigger10 = animelem = 4,16
trigger11 = animelem = 4,17
trigger12 = animelem = 4,18
value = 240,0

[state 7002]
type = playsnd
trigger1 = animelem = 4,2
trigger2 = animelem = 4,4
trigger3 = animelem = 4,6
trigger4 = animelem = 4,10
trigger5 = animelem = 4,13
trigger6 = animelem = 4,16
trigger7 = animelem = 4,18
value = 1040,0

[state 7002]
type = playsnd
trigger1 = animelem = 4,6
value = 3300,0

[state 3901]
type = pause
;trigger1 = timemod = 2,0
trigger1 = animelem >= 2
time = 2


[state 13105]
type = envshake
trigger1 = animelem = 3,1
trigger2 = animelem = 3,2
ampl = -4
time = 10

[state 13105]
type = envshake
trigger1 = animelem = 4,2
trigger2 = animelem = 4,3
trigger3 = animelem = 4,4
trigger4 = animelem = 4,6
trigger5 = animelem = 4,8
trigger6 = animelem = 4,9
trigger7 = animelem = 4,11
trigger8 = animelem = 4,13
trigger9 = animelem = 4,14
ampl = -4
time = 10

[state 13101]
type = envcolor
trigger1 = animelem = 3,1
trigger2 = animelem = 3,2
value = 240,240,240
time = 1
under = 0

[state 13101]
type = envcolor
trigger1 = animelem = 4,2
trigger2 = animelem = 4,3
trigger3 = animelem = 4,4
trigger4 = animelem = 4,6
trigger5 = animelem = 4,8
trigger6 = animelem = 4,10
trigger7 = animelem = 4,11
trigger8 = animelem = 4,13
trigger9 = animelem = 4,15
trigger10 = animelem = 4,16
trigger11 = animelem = 4,17
trigger12 = animelem = 4,18
value = 240,240,240
time = 1
under = 0

[State 7002]
type = Explod
trigger1 = animelem = 3,2
trigger2 = animelem = 3,3
anim = 930
postype = p2
pos = -5,0
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002]
type = Explod
trigger1 = animelem = 4,2
trigger2 = animelem = 4,3
trigger3 = animelem = 4,5
trigger4 = animelem = 4,8
trigger6 = animelem = 4,14
anim = 930
postype = p2
pos = -5,0
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002]
type = Explod
trigger1 = animelem = 4,6
trigger2 = animelem = 4,8
trigger3 = animelem = 4,12
trigger4 = animelem = 4,13
anim = 930
postype = p2
pos = -10,-75
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002]
type = Explod
trigger1 = animelem = 3,2
trigger2 = animelem = 3,3
trigger3 = animelem = 3,4
anim = 930
postype = p2
pos = -10,-80
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002]
type = Explod
trigger1 = time = 0
anim = 2800
postype = p2
pos = 0,0
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002]
type = Explod
trigger1 = time = 1
anim = 2800
postype = p2
pos = 10,5
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002]
type = Explod
trigger1 = time = 2
anim = 2800
postype = p2
pos = -5,15
sprpriority = 2
bindtime = 1
ownpal = 1


[state 7002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;------------------
[statedef 7020]
type = S
movetype = H
physics = N
ctrl = 0

[state 7020]
type = changeanim2
trigger1 = time = 0
value = 7020

[state 7002]
type = selfstate
trigger1 = time = 50
value = 5000

[Statedef 7700000]
type=A
physics=N
ctrl=0

[State 77, nhb]
type=nothitby
trigger1= 1
value=SCA
time=-1
ignorehitpause=1

[State 77, noshadow]
type=assertspecial
trigger1=1
flag=noshadow

[State 77, bind]
type=bindtoroot
trigger1=1
pos = (5.5*sin(gametime*0.09))*ifelse(ishelper(2011),1,1),(5.5*cos(gametime*0.09))*ifelse(ishelper(2011),1,1)
facing=1

[State 77, trans]
type=angledraw
trigger1= 1
scale= 1

[State 77, trans]
type=angledraw
trigger1= root,stateno=4010
scale= 1

[State 77, trans]
type=trans
trigger1= 1
trans=addalpha
alpha= 100,190
ignorehitpause=1

[State 77, anim]
type=changeanim
trigger1=selfanimexist(root,anim)
value=(root,anim)
elem=(root,animelemno(0))

[State 77, spr]
type=sprpriority
trigger1= 1
value=20

[State 77, end]
type=destroyself
trigger1= root,stateno=194 && root,animelemtime(2)<0

;---------------------------------------------------------------------------

[Statedef 7800000]
type=A
physics=N
ctrl=0

[State 77, nhb]
type=nothitby
trigger1= 1
value=SCA
time=-1
ignorehitpause=1

[State 77, noshadow]
type=assertspecial
trigger1=1
flag=noshadow

[State 77, bind]
type=bindtoroot
trigger1=1
pos = (5.5*sin(gametime*0.09))*ifelse(ishelper(2011),1,-1),(5.5*cos(gametime*0.09))*ifelse(ishelper(2011),1,-1)
facing=1

[State 77, trans]
type=angledraw
trigger1= 1
scale= 1

[State 77, trans]
type=angledraw
trigger1= root,stateno=4010
scale= 1

[State 77, trans]
type=trans
trigger1= 1
trans=addalpha
alpha= 100,190
ignorehitpause=1

[State 77, anim]
type=changeanim
trigger1=selfanimexist(root,anim)
value=(root,anim)
elem=(root,animelemno(0))

[State 77, spr]
type=sprpriority
trigger1= 1
value=20

[State 77, end]
type=destroyself
trigger1= root,stateno=194 && root,animelemtime(2)<0

[Statedef 12655]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 12666
ctrl     = 0
sprpriority = 4

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = PrevStateNo = 1300
trigger2 = PrevStateNo = 11500
trigger3 = PrevStateNo = 1200
trigger4 = PrevStateNo = 1100
trigger5 = PrevStateNo = 11100
trigger6 = PrevStateNo = 13000
trigger7 = PrevStateNo = 1300
trigger8 = PrevStateNo = 2013
trigger9 = PrevStateNo = 2014
trigger10 = PrevStateNo = 1230
trigger11 = PrevStateNo = 1240
trigger12 = PrevStateNo = 1100
trigger13 = PrevStateNo = 1000
trigger14 = PrevStateNo = 1410
trigger15 = PrevStateNo = 1411
trigger16 = PrevStateNo = 1004
trigger17 = PrevStateNo = 1111
trigger18 = PrevStateNo = 1100
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = PrevStateNo = 1300
trigger2 = PrevStateNo = 11500
trigger3 = PrevStateNo = 1200
trigger4 = PrevStateNo = 1100
trigger5 = PrevStateNo = 11100
trigger6 = PrevStateNo = 13000
trigger7 = PrevStateNo = 1300
trigger8 = PrevStateNo = 2013
trigger9 = PrevStateNo = 2014
trigger10 = PrevStateNo = 1230
trigger11 = PrevStateNo = 1240
trigger12 = PrevStateNo = 1100
trigger13 = PrevStateNo = 1000
trigger14 = PrevStateNo = 1410
trigger15 = PrevStateNo = 1411
trigger16 = PrevStateNo = 1004
trigger17 = PrevStateNo = 1111
trigger18 = PrevStateNo = 1100
anim = f7510
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

;Dream Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2500
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 3015
trigger4 = prevstateno = 2510
trigger5 = prevstateno = 2511
trigger6 = prevstateno = 2101
trigger7 = prevstateno = 2102
trigger8 = prevstateno = 2103
trigger9 = prevstateno = 2104
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
pausemovetime = 9999
supermovetime = 9999
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2500
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 3015
trigger4 = prevstateno = 2510
trigger5 = prevstateno = 2511
trigger6 = prevstateno = 2101
trigger7 = prevstateno = 2102
trigger8 = prevstateno = 2103
trigger9 = prevstateno = 2104
anim = f7535
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
pausemovetime = 9999
supermovetime = 9999
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1


[State 2000, “KEZ­®ĢŌā~]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
poweradd = -2000
sound = s100,0
movetime = 39
time = 39

[State 2000, “KEZ­®ĢŌā~]
type = SuperPause
trigger1 = prevstateno = 3015
trigger1 = AnimElem = 1
anim = -1
movetime = 250
time = 250



[state a]
type = Trans
trigger1 = 1
trigger1 = prevstateno = 3015
trans = add
alpha = 170-time*1.5,230

[State 2000, “KEZ­®ĢŌā~]
type = SuperPause
trigger1 = time >= 44
trigger1 = time <= 52
trigger1 = gametime%4=0
anim = -1
poweradd = 0
time = 3

[State 2000, “KEZ­®ĢŌā~]
type = SuperPause
trigger1 = animelem = 11
anim = -1
time = 3

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA





[State 2000]
type = Explod
trigger1 = time = 0
anim = 7000
pos = -10,-50
trans = add
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7001
pos = -10,-50
trans = add
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 6998]
type = PlaySnd
trigger1 = time = 0
value = 221,1


[State 2000]
type = Explod
trigger1 = animelem = 9
anim = 2019
pos = -15,0
sprpriority = 5
scale = .5,.5
ownpal = 1
bindtime = 1
supermove = 1


[State 2000]
type = Explod
trigger1 = animelem = 9
anim = 1008
pos = 0,-145
sprpriority = -10
ownpal = 1
scale = 1.5,1.4
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = animelem = 9
anim = 1008
pos = 0,-200
sprpriority = -10
ownpal = 1
scale = 1.5,1.4
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = animelem = 9
anim = 1008
pos = 0,-265
sprpriority = -10
ownpal = 1
scale = 1.5,1.4
bindtime = 1
supermove = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = AnimElem = 10
anim = -1
movetime = 40
time = 70

[State 0, SuperPause]
type = SuperPause
trigger1 = AnimElem = 10
anim = 12655
movetime = 40
time = 50

[State 2000]
type = Explod
trigger1 = animelem = 9
anim = 20220
pos = -15,0
sprpriority = 5
scale = .5,.5
ownpal = 1
bindtime = 1
supermove = 1


[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 350,13
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = 123
guard.sparkno = s6041
sparkxy = -135,19
hitsound = s1232,0
guardsound = s26,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -7,-6
air.velocity = -5,-6
air.type = High
air.hittime = 12
fall = 3
air.fall = 1
palfx.time = 350
palfx.add = 100,0,0
palfx.mul = 165,0,0
palfx.sinadd = 195,0,0,17
palfx.color = 0
palfx.invertall = 1
[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 290,13
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = 123
guard.sparkno = s6041
sparkxy = -135,19
hitsound = s1232,0
guardsound = s26,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -7,-6
air.velocity = -5,-6
air.type = High
air.hittime = 12
fall = 3
air.fall = 1
palfx.time = 350
palfx.add = 100,0,0
palfx.mul = 165,0,0
palfx.sinadd = 195,0,0,17
palfx.color = 0
palfx.invertall = 1


[State 200, qbgč`]
type = HitDef
trigger1 =animelem = 11
attr = S, HA
damage = 350,13
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = 123
guard.sparkno = s6041
sparkxy = -135,19
hitsound = s1232,0
guardsound = s26,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -7,-6
air.velocity = -5,-6
air.type = High
air.hittime = 12
fall = 3
air.fall = 1
palfx.time = 50
palfx.add = 100,0,0
palfx.mul = 165,0,0
palfx.sinadd = 195,0,0,17
palfx.color = 0
palfx.invertall = 1


[State 1310, 7]
type = Explod
trigger1 = MoveHit
persistent = 0
anim = 13100
pos = 0,-15
postype = p2
sprpriority = -1
bindtime = 1
ignorehitpause = 1
ownpal = 1





[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2112,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1232,0
volume = 255

[State 3505, 0]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
persistent = 0;¤@¦A­«ĀŠ„X²{
ignorehitpause = 1;¤@¦A­«ĀŠ„X²{
name = "7401"
pos = 0, 0
postype = p1
sprpriority = 5
stateno = 7401
keyctrl = 0
ownpal = 1

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

;------------------


;·Ļ¹Š®ÄŖG¤¤¶q
[Statedef 7401]
type    = S
movetype = A
physics = N
anim = 7450
velset = 0,0
ctrl = 0


[State 7401, 0]
type = DestroySelf
trigger1 = Time = 490

;MAX2--------------------------------------------------------------
[Statedef 3501]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3501
ctrl = 0

[State 170, 45]
type = playsnd
trigger1 = time = 0
value = 121,99


[State 170, ³G]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];?Å
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1150,1210]
time = 5
add = 230,230,230


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


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


[State 1950]
type = HitDef
trigger1 = ANIMELEM=5
attr = S,HT
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 0,0
sparkno = s4000
guard.sparkno = s4110
sparkxy = -15,-65
hitsound = s1,5
guardsound = s11,0
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
kill=0
p1stateno = 3503
p2stateno = 3509


[State 0, ChangeState]
type = ChangeState
trigger1=animtime=0
TRIGGER2=moveguarded
value = 3502


[Statedef 3502]
type    = S
movetype= H
physics = N
velset = 0,0
juggle = 0
anim = 3502
ctrl = 0


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


[Statedef 3503]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
anim = 3503
ctrl = 0
sprpriority = 5

[state 222,78];
type = Helper
trigger1 = time=360
id = 9731
name = "honoo"
sprpriority = 999
pos = 20,-30
postype = p2
stateno = 9731
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2000]
type = Explod
trigger1 = time = 0
anim = 652
id = 652
postype = p1
pos = 0,40
sprpriority = 5
bindtime = -1
supermove = 1
removetime = 400

[State 2000]
type = Explod
trigger1 = time= 50
anim = 3525
id = 3525
postype = p1
pos = 122,-82
sprpriority = 10
bindtime = -1
supermove = 1



[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=10
value = S2121,1
volume = 255
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=9
value = S3101,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=10
value = S3101,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 215
value = S3101,0


[State 0, EnvShake]
type = EnvShake
trigger1 =animelem=3
time = 15
freq = 60
ampl = -4
phase = 90


[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 3
freq = 100
time = 310



[State 810, ]
type = Width
trigger1 = time = 0
edge = 120,0

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0

[State 0, TargetBind]
type = TargetBind
trigger1 =animelem=1
pos = 75, -1

[State 0, TargetBind]
type = TargetBind
trigger1 =animelem=3
pos = 75, -5

[State 0, TargetBind]
type = TargetBind
trigger1 =animelem=5
pos = 70, -7

[State 0, TargetBind]
type = TargetBind
trigger1 =animelem=7
pos = 72, -4

[State 0, TargetBind]
type = TargetBind
trigger1 =animelem=8
pos = 72, 0

[State 0, TargetBind]
type = TargetBind
trigger1 =animelem=9
pos = 72, 2

[State 0, TargetBind]
type = TargetBind
trigger1 =animelem=10
pos = 72, 2
TIME=320




[State 0, PalFX]
type = PalFX
trigger1 = time=36
time = 5
add = 0,0,0
mul = 70,70,70
color = 256


[State 0, PalFX]
type = PalFX
trigger1 = time=41
time = 5
add = 0,0,0
mul = 50,50,50
color = 256

[State 0, PalFX]
type = PalFX
trigger1 = time=46
time = 5
add = 0,0,0
mul = 30,30,30
color = 256


[State 0, PalFX]
type = PalFX
trigger1 = time=51
time = 5
add = 0,0,0
mul = 10,10,10
color = 256


[State 3201, BGPalFX]
type = BGPalFX
trigger1 = TIME=0
time = 520
add = 0,0,0
mul = 0,0,0


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =time=[65,455]
value =-1
kill=0

[State 200, ¹šĀē·]
type = PlaySnd
trigger1 = animelem=13
value = 12,9

[State 0, ChangeState]
type = ChangeState
trigger1 =animtime=0
value = 3504

[Statedef 3504]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3504
sprpriority = 2


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 652

[State 3201, Explod]
type = Explod
trigger1 = animelem=4
ignorehitpause = 1
anim = 11625
id = 3123
pos = 0,16
postype = p1
sprpriority = 3
projscale = 1.0,1.2
bindtime = 1
ownpal = 1
supermove = 1
supermovetime = -1
pausemovetime = -1
under = 1
invertall = 1


[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElemtime(1) > 0&& AnimElemtime(5) < 0
trigger1 = (GameTime%3) = 0
value = -5
kill = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -150
absolute = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = AnimElem = 6
channel = 8

[State 200, ¹šĀē·]
type = PlaySnd
trigger1 = AnimElem = 6
value = s18,6

[State 170, ]
type = TargetState
trigger1 = time = 0
value = 3508

[State 2000]
type = RemoveExplod
trigger1 = time = 0
ID = 2150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
pos = 35, -94

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) = 0
pos = 50, -30

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

[Statedef 3525]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3525
sprpriority = 8




[State 2010, 6]
type = Envshake
trigger1 = animelem = 1
time = 12
freq = 80
ampl = -4
time = 1
supermove = 1
persistent = 1
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = animelem=1
value = 3101,1

[State a]
type = PlaySnd
trigger1 = animelem=3
value = 3101,0

[State a]
type = PlaySnd
trigger1 = animelem=35
value = 3101,0

[State a]
type = PlaySnd
trigger1 = animelem=67
value = 3101,0


[State 1102,asp ]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 810,]
type = EnvShake
trigger1 = AnimElem = 1
ampl = 3
freq = 100
time = 20


[State 1010, 0]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,anim = 3504 && root,AnimElem = 5
ignorehitpause = 1
persistent = 0

[Statedef 3509]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFX]
type = PalFX
trigger1 = TIME=42
time = 324
add = 25,25,25
mul = 110,110,110
color = 256

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0



[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=2
value =-50
kill=0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =timemod=37,>0
value =-1
kill= 0

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 3509

 [State 0, SelfState]
type = SelfState
trigger1 =animtime=0
value =5070

[Statedef 3508]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, PalFX]
type = PalFX
trigger1 = TIME=0
time = 100
add = 117,117,117
mul = 225,225,225
color = 256


[State 2001, ³G]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3508

[State 2100, Ś®]
type = VelSet
trigger1 = AnimElem = 5
x = -5
y = -5

[State 2100, Ś®]
type = Veladd
trigger1 = AnimElemtime(5) >= 0
y = .4

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 9731]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 8989
ctrl = 0

[state a]
type = turn
trigger1 = time = 0


[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Anim = 8989
trigger1 = AnimElem = 1
trigger1 = Movehit
anim = 1712
pos = -20,0
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
supermove = 1

[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Anim = 8989
trigger1 = AnimElem = 1
trigger1 = Movehit
anim = 1712
pos = -20,0
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
supermove = 1

[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Anim = 8989
trigger1 = AnimElem = 1
trigger1 = Movehit
anim = 1712
pos = -20,0
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
supermove = 1






[State 2];
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype  = up
damage    = 100,0
getpower = 0,0
guardflag = MA
pausetime = 0,20
sparkno = s4000
sparkxy = 15,-70
hitsound   = s12,8
guard.sparkno = s7011
guardsound = -1
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-7
air.velocity = -4,-20
yaccel = .4
KILL=0
fall = 1
fall.recover = 0
fall.damage = 10
down.bounce = 1
palfx.time = 50
palfx.add = 128,128,128
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1





[State 3040, 7]
type = EnvColor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 2]
type = destroyself
trigger1 = animtime = 0

;--------------------------------------------------------
[Statedef 7111];°×µ
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 7111
sprpriority = 2

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7000
pos = -10,-80
trans = add
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7001
pos = -10,-80
trans = add
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, ¹šĀē·]
type = PlaySnd
trigger1 = time = 0
value = s9,1


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 10,21
volume = 255


[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = Time = [3,35]
time = 2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,35]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S9,1

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 37

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2111

[Statedef 2111];z¢Ż
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2111
sprpriority = 2
juggle = 15


[State 240, 4]
type = envshake
trigger1 = time = [0,200]
time = 2
ampl = -2

[State 240, 4]
type = varset
trigger1 = time = 0
var(12) = 0

[State 240, 4]
type = varset
trigger1 = p2dist x < 0
var(12) = 1

[State 240, 4]
type = turn
trigger1 = p2dist x < 0
value = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 7111
name = "push"
postype = p2
pos = -10,0
sprpriority = -1
supermove = 1
ownpal = 1
sprpriority = 2
stateno = 21051
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
Size.ground.back = 0
Size.ground.front = 0
Size.height = 999
Size.head.pos = 0, -999

[State 4100,1]
type = Helper
trigger1 = time = 0
;trigger1 = var(12) = 1
;trigger1 = numhelper(7111) = 0
ID = 2111
name = "push2"
postype = p2
pos = 10,0
sprpriority = -1
supermove = 1
ownpal = 1
sprpriority = 2
stateno = 21071
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
Size.ground.back = 0
Size.ground.front = 0
Size.height = 999
Size.head.pos = 0, -999

[State 800, 1]
type = HitDef
Trigger1 = 1
Trigger1 = p2movetype != H
animtype  = up
attr = S, HT
hitflag = M-
priority = 7, hit
sparkno = -1
sprpriority = 1
fall = 1
p2facing = 1
p1stateno = 3501
p2stateno = 70201
p1getp2state = 1
kill=1

[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 40

[State 191, 1]
type = envcolor
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 1
value = 255,255,255
time = 1
ignorehitpause = 1
under = 0

[State 191, 1]
type = posfreeze
trigger1 = 1
time = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,30
channel = 0

[State 240, 4]
type = ChangeState
trigger1 = Time = 220
value = 21021

[Statedef 21021];I¹
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 21041
sprpriority = 2
juggle = 15

[State 191, 1]
type = stopsnd
trigger1 = time = 0
channel = 0

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

[Statedef 21051];vbV
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 1000]
type = ChangeState
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
value = 21089

[State 106, 0]
type = posset
trigger1 = 1
y = 0

[State 106, 0]
type = VelSet
trigger1 = 1
x = -4.0;1.5

[State 8996, 1]
type = posadd
trigger1 = p2bodydist x != 0
x = p2bodydist x

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

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 821, 4]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 21021
trigger3 = parent,stateno = 3501

[Statedef 21089];^[
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 840,0]
type = turn
trigger1 = time = 0
value = 1

[State 821, 4]
type = changestate
trigger1 = time = 1
value = 21051

[Statedef 21071];vbV2
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 1000]
type = ChangeState
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
value = 21089

[State 106, 0]
type = posset
trigger1 = 1
y = 0

[State 106, 0]
type = VelSet
trigger1 = 1
x = -4;-1.5

[State 8996, 1]
type = posadd
trigger1 = p2bodydist x != 0
x = p2bodydist x

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

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 821, 4]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 21021
trigger3 = parent,stateno = 3501

[statedef 70201]
type = S
movetype = H
physics = N
ctrl = 0

[state 7020]
type = changeanim2
trigger1 = time = 0
value = 70201

[state 7002]
type = selfstate
trigger1 = time = 50
value = 5000
