;Sanguine disturbance
[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3200
ctrl     = 0
sprpriority = 2

[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 3200
trigger1 = NumExplod(8888) = 0
anim = 8888
id = 8888
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 80
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7000
pos = -10,-60
trans = add
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7001
pos = -10,-60
trans = add
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 28
add = 0,0,0
mul = 0,0,0
color = 0

[State 2000, ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 34
time = 34


[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3201
ctrl = 0

;-------------------------------------------------------------------------------
[Statedef 3201]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3201
ctrl     = 0
sprpriority = 2

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 20
trans = add1
timegap = 2
framegap = 1
length = 5
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(1) > 7
x = 5

[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 0

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 2,2
sparkno = S4000+(random%8)
guard.sparkno = S4200+(random%8)
sparkxy = -30,-40
hitsound = s18,9
guardsound = s8,11
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 3202
p2stateno = 3205

[State 1000, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 3203
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 3203]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3203
ctrl     = 0
sprpriority = 2

[State 1000, VelAdd]
type = Velset
trigger1 = time = [0,15]

x = 4

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 3202]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3202
ctrl     = 0
sprpriority = 2

[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 3202
trigger1 = NumExplod(8888) = 0
anim = 8888
id = 8888
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 550
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, VelAdd]
type = VelAdd
trigger1 = animelem = 1
x = 5

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = 56,-83

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 2
pos = 73,-58

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 3
pos = 71,-8

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 18
trigger9 = animelem = 20
trigger10 = animelem = 22
trigger11 = animelem = 24
trigger12 = animelem = 26
trigger13 = animelem = 28
trigger14 = animelem = 30
trigger15 = animelem = 32
trigger16 = animelem = 34
trigger17 = animelem = 36
trigger18 = animelem = 38
trigger19 = animelem = 40
trigger20 = animelem = 42
pos = 70,-7

[State 1000, TargetBind1]
type = TargetBind
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 48
trigger4 = animelem = 50
trigger5 = animelem = 52
trigger6 = animelem = 54
trigger7 = animelem = 56
trigger8 = animelem = 58
pos = 70,-7

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
pos = 67,-10

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S121,99



[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 18
trigger9 = animelem = 20
trigger10 = animelem = 22
trigger11 = animelem = 24
trigger12 = animelem = 26
trigger13 = animelem = 28
trigger14 = animelem = 30
trigger15 = animelem = 32
trigger16 = animelem = 34
trigger17 = animelem = 36
trigger18 = animelem = 38
trigger19 = animelem = 40
trigger20 = animelem = 42
time = 20
freq = 90
ampl = -7
phase = 90

[State 1000, EnvShake1]
type = EnvShake
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 48
trigger4 = animelem = 50
trigger5 = animelem = 52
trigger6 = animelem = 54
trigger7 = animelem = 56
trigger8 = animelem = 58
time = 20
freq = 90
ampl = -7
phase = 90


[State 1000, HitAdd]
type = HitAdd
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 18
trigger9 = animelem = 20
trigger10 = animelem = 22
trigger11 = animelem = 24
trigger12 = animelem = 26
trigger13 = animelem = 28
trigger14 = animelem = 30
trigger15 = animelem = 32
trigger16 = animelem = 34
trigger17 = animelem = 36
trigger18 = animelem = 38
trigger19 = animelem = 40
trigger20 = animelem = 42
value = 1

[State 1000, HitAdd1]
type = HitAdd
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 48
trigger4 = animelem = 50
trigger5 = animelem = 52
trigger6 = animelem = 54
trigger7 = animelem = 56
trigger8 = animelem = 58
value = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 18
trigger9 = animelem = 20
trigger10 = animelem = 22
trigger11 = animelem = 24
trigger12 = animelem = 26
trigger13 = animelem = 28
trigger14 = animelem = 30
trigger15 = animelem = 32
trigger16 = animelem = 34
trigger17 = animelem = 36
trigger18 = animelem = 38
trigger19 = animelem = 40
trigger20 = animelem = 42
value = S18,2

[State 1000, PlaySnd1]
type = PlaySnd
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 48
trigger4 = animelem = 50
trigger5 = animelem = 52
trigger6 = animelem = 54
trigger7 = animelem = 56
trigger8 = animelem = 58
value = S18,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 58
value = S18,3

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 18
trigger9 = animelem = 20
trigger10 = animelem = 22
trigger11 = animelem = 24
trigger12 = animelem = 26
trigger13 = animelem = 28
trigger14 = animelem = 30
trigger15 = animelem = 32
trigger16 = animelem = 34
trigger17 = animelem = 36
trigger18 = animelem = 38
trigger19 = animelem = 40
trigger20 = animelem = 42
value = 255,255,255
time = 2
under = 1

[State 1000, EnvColor1]
type = EnvColor
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 48
trigger4 = animelem = 50
trigger5 = animelem = 52
trigger6 = animelem = 54
trigger7 = animelem = 56
trigger8 = animelem = 58
value = 255,255,255
time = 2
under = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 18
trigger9 = animelem = 20
trigger10 = animelem = 22
trigger11 = animelem = 24
trigger12 = animelem = 26
trigger13 = animelem = 28
trigger14 = animelem = 30
trigger15 = animelem = 32
trigger16 = animelem = 34
trigger17 = animelem = 36
trigger18 = animelem = 38
trigger19 = animelem = 40
trigger20 = animelem = 42
anim = 2520
pos = 70,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .72,.72
sprpriority = 4


[State 1000, Explod1]
type = Explod
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 48
trigger4 = animelem = 50
trigger5 = animelem = 52
trigger6 = animelem = 54
trigger7 = animelem = 56
trigger8 = animelem = 58
anim = 2520
pos = 70,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .72,.72
sprpriority = 4

[State 1000, Explod]
type = Explod
trigger1 = time= 576
anim = 1890
pos = 70,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 4

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 575
value = S7,18

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 3205]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1000, PalFX]
type = PalFX
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 18
trigger9 = animelem = 20
trigger10 = animelem = 22
trigger11 = animelem = 24
trigger12 = animelem = 26
trigger13 = animelem = 28
trigger14 = animelem = 30
trigger15 = animelem = 32
trigger16 = animelem = 34
trigger17 = animelem = 36
trigger18 = animelem = 38
trigger19 = animelem = 40
trigger20 = animelem = 42
time = 20
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 1000, PalFX1]
type = PalFX
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 48
trigger4 = animelem = 50
trigger5 = animelem = 52
trigger6 = animelem = 54
trigger7 = animelem = 56
time = 20
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 1000, LifeAdd]
type = LifeAdd
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 12
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 18
trigger9 = animelem = 20
trigger10 = animelem = 22
trigger11 = animelem = 24
trigger12 = animelem = 26
trigger13 = animelem = 28
trigger14 = animelem = 30
trigger15 = animelem = 32
trigger16 = animelem = 34
trigger17 = animelem = 36
trigger18 = animelem = 38
trigger19 = animelem = 40
trigger20 = animelem = 42
value = -100
kill = 0

[State 1000, LifeAdd1]
type = LifeAdd
trigger1 = animelem = 44
trigger2 = animelem = 46
trigger3 = animelem = 48
trigger4 = animelem = 50
trigger5 = animelem = 52
trigger6 = animelem = 54
trigger7 = animelem = 56
value = -100
kill = 0

[State 1000, LifeAdd]
type = LifeAdd
trigger1 = animelem = 58
value = -200
kill = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3205

[State 1000,]
type = Velset
trigger1 = Animtime = 0
x = -8
y = -10

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
value = 5100

;-------------------------------------------------------------
[Statedef 8000];ΕIR»`|
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= -2000
ctrl = 0
velset = 0,0
anim = 8000
sprpriority = 1

[State -3, ]
type = varset
trigger1 = time = 0
var(55) = 0



[State 2]
type = BGPalFX
trigger1 = animelem = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1


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


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = hard
damage    = 60,9
getpower = 0,0
guardflag = M
hitflag = MA
pausetime = 2,5
guard.pausetime = 3,7
sparkxy = 0,-60
hitsound   = S110,0
guardsound = S0,33
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6
air.velocity = -6
sparkno = S510
guard.sparkno = S525
guardsound = S0,33
air.fall = 1
air.juggle  = 15
p1stateno = 20021
p2stateno = 812
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 2]
type = BGPalFX
trigger1 = 1
triggerall = var(58) = 1
trigger1 = time > 30
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 240, 4]
type = poweradd
trigger1 = animelem = 1
triggerall = var(58) = 1
value = -1000

[state 190]
type = envcolor
trigger1 = animelem = 1
triggerall = var(58) = 1
time = 2
value = 255,255,255
under = -1

[State 181, 1]
type = AssertSpecial
trigger1 = time <= 30
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

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

[Statedef 20021];hit
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2002
sprpriority = 1

[State 2]
type = BGPalFX
trigger1 = 1
triggerall = var(58) = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 191, 1]
type = playsnd
trigger1 = time = 40
value = S0,35

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

[state hah]
type = varset
trigger1 = time = 0
fvar(3) = 1

[state hah]
type = varadd
trigger1 = fvar(3) > 0
trigger1 = time >= 130
fvar(3) = -.1
ignorehitpause = 1

[state hah]
type = varadd
trigger1 = fvar(2) < 1
fvar(2) = .1
ignorehitpause = 1

[state 195]
type = modifyexplod
ID = 2231
trigger1 = 1
scale = fvar(3),fvar(2)
ignorehitpause = 1

[state 195]
type = removeexplod
trigger1 = animtime = 0

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 8001

[Statedef 20031];hit
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2302
sprpriority = 1

[State 2]
type = BGPalFX
trigger1 = 1
triggerall = var(58) = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 191, 1]
type = playsnd
trigger1 = animelem = 8
value = S0,60

[State 191, 1]
type = playsnd
trigger1 = animelem = 1
value = S0,38

[State 191, 1]
type = playsnd
trigger1 = animelem = 8
value = S110,1

[State 191, 1]
type = playsnd
trigger1 = time = 41
value = S0,66

[State 240, 4];¬
type = targetlifeadd
trigger1 = time = 41
value = -410

[State 240, 4]
type = targetstate
trigger1 = time = 41
value = 200411

[State 240, 4]
type = envshake
trigger1 = animelem = 8
time = 20

[State 240, 4]
type = Explod
trigger1 = time = 41
anim = 4000
postype = p2
pos = 0,-70
sprpriority = 8
ownpal = 1
supermove = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 8
anim = 2033
postype = p1
pos = 40,0
sprpriority = 6
ownpal = 1
supermove = 1

[State 191, 1]
type = playsnd
trigger1 = animelem = 15
value = S0,23

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

[Statedef 8001];hit
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 0
ctrl = 0
velset = 0,0
anim = 8001
sprpriority = 1

[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 8001
trigger1 = NumExplod(8888) = 0
anim = 8888
id = 8888
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 250
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 701, 1]
type = Width
Trigger1 = time = 0
edge = 100,0

[State 2]
type = BGPalFX
trigger1 = 1
triggerall = var(58) = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 840, 4]
type = PlaySnd
trigger1 = animelem = 5
value = S0,2
volume = 90

[State 840, 4]
type = PlaySnd
trigger1 = animelem = 5
value = S0,58

[State 240, 4]
type = Explod
trigger1 = animelem = 5
anim = 1025
ID = 1025
removetime = -1
postype = p1
pos = 45,3
sprpriority = 4
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 5
anim = 2055
ID = 2055
removetime = 150
postype = p1
pos = 26,0
sprpriority = 4
ownpal = 1


[State 240, 4]
type = Explod
trigger1 = animelem = 5
anim = 2300
ID = 1025
removetime = -1
postype = p1
pos = 0,-225
sprpriority = -1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = Time = 150
anim = 2301
postype = p1
pos = 0,-225
sprpriority = 2
ownpal = 1

[State 240, 4];
type = targetlifeadd
trigger1 = time >= 30
value = -2
absolute = 1
kill = 0

[State 240, 4]
type = targetstate
trigger1 = animelem = 5
value = 2010

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 810, Bind 1]
type = posadd
trigger1 = AnimElem = 5
x = 20

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 19, -131

[State 810, Bind 1]
type = TargetBind
trigger1 = Time = 150
pos = 19, -50

[State 240, 4]
type = targetstate
trigger1 = Time = 150
value = 1207;2021

[State 240, 4]
type = removeExplod
trigger1 = Time = 150
ID = 1025

[State 240, 4];¬
type = Explod
trigger1 = (GameTime%6) = 1
trigger1 = time >= 30
anim = 506
postype = p1
pos = 3,-110
random = 30,50
ID = 500
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = (GameTime%7) = 1
trigger1 = time >= 30
anim = 509
postype = p1
ID = 500
pos = 35,-100
random = 40,80
facing = 1
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = (GameTime%8) = 1
trigger1 = time >= 30
anim = 507
ID = 500
postype = p1
pos = 30,-115
random = 40,80
facing = 1
sprpriority = 6
ownpal = 1

[State 240, 4];¬
type = Explod
trigger1 = (GameTime%9) = 1
trigger1 = time >= 30
anim = 506
postype = p1
pos = 3,-110
random = 40,80
ID = 500
facing = -1
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = (GameTime%10) = 1
trigger1 = time >= 30
anim = 509
postype = p1
ID = 500
pos = 35,-100
random = 40,80
facing = -1
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = (GameTime%8) = 1
trigger1 = time >= 30
anim = 507
ID = 500
postype = p1
pos = 30,-115
random = 40,80
facing = -1
sprpriority = 6
ownpal = 1

[State 240, 4]
type = envshake
trigger1 = time = 25
time = 125
ampl = -2

[State 240, 4]
type = varrandom
trigger1 = 1
v = 1
range = 1,4

[State 840, 4]
type = PlaySnd
triggerall = var(1) = 1
trigger1 = time >= 30
trigger1 = (GameTime%9) = 1
value = S110,0

[State 840, 4]
type = PlaySnd
triggerall = var(1) = 2
trigger1 = time >= 30
trigger1 = (GameTime%5) = 1
value = S0,9

[State 840, 4]
type = PlaySnd
triggerall = var(1) = 3
trigger1 = time >= 30
trigger1 = (GameTime%6) = 1
value = S0,24

[State 840, 4]
type = PlaySnd
trigger1 = time >= 30
triggerall = var(1) = 4
trigger1 = (GameTime%8) = 1
value = S0,17

[State 240, 4]
type = ChangeState
trigger1 = Time = 150
value = 20031


[Statedef 200411];θρ]Ί
type    = A
movetype= H
physics = N
sprpriority = -1
velset = 0,0

[State 0, PalFX]
type = PalFX
trigger1 = TIME=0
time = 90
add = 128,0,255
mul = 186,117,255
color = 256

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 106, 1]
type = posadd
trigger1 = Time = 0
y = -20
x = -10

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2303

[State 5050, 1]
type = Changestate
trigger1 = time = 20
value = 20051

[Statedef 20051];θρ]Ί
type    = A
movetype= H
physics = N
sprpriority = -1
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2304

[State 821, 4]
type = changeanim
trigger1 = Pos Y >= -5
trigger1 = Vel Y > 0
trigger1 = selfAnimExist(5061)
value = 5061

[State 821, 4]
type = changeanim
trigger1 = Pos Y >= -5
trigger1 = Vel Y > 0
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 1]
type = Velset
Trigger1 = time = 10
trigger1 = backedgedist >= 10
x = -1.5

[State 821, 1]
type = Velset
trigger1 = backedgedist < 10
x = 0

[State 821, 1]
type = Velset
Trigger1 = time = 10
y = -12

[State 821, 1]
type = VelAdd
Trigger1 = time > 10
y = .5

[State 821, 4]
type = SelfState
Trigger1 = time > 12
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;--------------------------
[Statedef 2010];θhead
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 2010

[Statedef 1207];θ
type    = A
movetype= H
physics = N
sprpriority = -1
velset = -1.5,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1105

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 10
value = 1112

[State 821, 1]
type = Velset
trigger1 = time = 10
y = -15

[State 821, 1]
type = Veladd
trigger1 = time >= 10
y = .9

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = -1

[State 821, 4]
type = SelfState
trigger1 = enemy,movetype = H
value = 5300

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 811

[Statedef 32001]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3200
ctrl     = 0
sprpriority = 2

[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 3200
trigger1 = NumExplod(8888) = 0
anim = 8888
id = 8888
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 80
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7000
pos = -10,-60
trans = add
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7001
pos = -10,-60
trans = add
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 28
add = 0,0,0
mul = 0,0,0
color = 0

[State 2000, ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 34
time = 34


[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 32011
ctrl = 0

;-------------------------------------------------------------------------------
[Statedef 32011]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3201
ctrl     = 0
sprpriority = 2

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 20
trans = add1
timegap = 2
framegap = 1
length = 5
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(1) > 7
x = 5

[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 0

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 2,2
sparkno = S4000+(random%8)
guard.sparkno = S4200+(random%8)
sparkxy = -30,-40
hitsound = s4,3
guardsound = s8,11
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 8001
p2stateno = 812

[State 1000, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 32031
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 32031]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3203
ctrl     = 0
sprpriority = 2

[State 1000, VelAdd]
type = Velset
trigger1 = time = [0,15]

x = 4

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

;====================================================================
[statedef 3310]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3019
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7000
pos = 0,-130
trans = add
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7001
pos = 0,-130
trans = add
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

[state d]
type = varset
trigger1 = time = 5
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(29) = 0


[state x]
type = varset
trigger1 = time = 0 && prevstateno != [5510,5511]
trigger2 = time = 0 && prevstateno != 2100
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = [5510,5511]
trigger2 = time = 0 && prevstateno = 2100
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = [5510,5511]
trigger3 = Time%3 = 0 && prevstateno = 2100
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39


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

[State 3010, e]
Type = Helper
Trigger1 = animelemtime(3) = 36
StateNo = 3311
ID = 3311
Name = "Sear"
Pos = 0,-150
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State -2]
type = VarSet
trigger1 = AnimElem = 4
var(29) = 1


[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
; Sear
[Statedef 3311]
MoveType = A
Physics  = N
Anim     = 3020
SprPriority = 4

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

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = 25,8
volume = 255
loop = 1
channel = 3

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

[State 1011, 2]
type = EnvShake
trigger1 = time%6 = 0
time = 2
ampl = 5
freq = 60
phase = 60
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,7
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 2000,]
type = PlaySnd
trigger1 = time= 150
value = 0,66
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = -1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = -1
vfacing = -1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = -1
bindtime = 1
supermove = 1
ownpal = 1

[State 2015, ΟΈ]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, Ο]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)




[State 2010, §Ύx]
Type = Trans
Trigger1 = 1
Trans = Add


[State 2015, pxπLψ]
Type = AngleDraw
Trigger1 = 1

[State 2015, pxπLψ]
Type = Angleadd
Trigger1 = 1
value = 25

[state a]
type = changestate
trigger1 = root,var(29) = 1
value = 3312


[state a]
type = changestate
trigger1 = root,stateno != 3310
value = 3314

[State 2015, wp[πΑ·]
Type = DestroySelf
Trigger1 = Time > 154

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

[Statedef 3312]
type = A
movetype = A
physics = N
anim = 3021
velset = 0,0
ctrl = 0

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 1011, 2]
type = EnvShake
trigger1 = time%5 = 0
time = 2
ampl = 5
freq = 60
phase = 60
ignorehitpause = 1

[State 2015, ΟΈ]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, Ο]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)




[State 2010, §Ύx]
Type = Trans
Trigger1 = 1
Trans = Add


[State 2015, pxπLψ]
Type = AngleDraw
Trigger1 = 1

[State 2015, pxπLψ]
Type = Angleadd
Trigger1 = 1
value = 25



[State 1170]
type = varset
trigger1 = animelem = 1
fvar(2) = p2dist x

[State 1170]
type = varset
trigger1 = animelem = 1
fvar(3) = p2dist y


[State 1170]
type = veladd
trigger1 = animelem = 1,>= 0
x = fvar(2)/150
y = fvar(3)/150

[State 1170]
type = veladd
trigger1 = p2dist x <=0
y = 2.7

[State 1170]
type = velset
trigger1 = p2dist x <=0
x = 0



[State 2015, ςΡΉο-2-1]
Type = Projectile
Trigger1 = (Time%4 = 0)
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 1133
ProjAnim          = 3022
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = N
sparkno = 0  ;           = -1
Guardsparkno = 0  ;      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -2,0
Air.Velocity      = -6,-5
AirGuard.Velocity = -6,-3
Fall = 0
Fall.Recover = 1
Fall.RecoverTime = Ceil(75*(1/1000.0))
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[state a]
type = changestate
trigger1 = pos y >= 0
value = 3313

[State 2000,]
type = stopSnd
trigger1 = time = 80
channel = 3

[State 1170]
type = DestroySelf
trigger1 = time = 80

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

[Statedef 3313]
type = A
movetype = A
physics = N
anim = 3025
velset = 0,0
ctrl = 0

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 2000,]
type = stopSnd
trigger1 = time = 0
channel = 3

[State 1011, 2]
type = EnvShake
trigger1 = time%5 = 0
time = 2
ampl = 5
freq = 60
phase = 60
ignorehitpause = 1

[State 2010, §Ύx]
Type = Trans
Trigger1 = 1
Trans = Add



[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,6
volume = 255

[State 1000, 5]
type = Explod
Trigger1 = (Time%4 = 0)
anim = 3024
sprpriority = 5
postype = p1
pos = 0,10
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
Trigger1 = (Time%12 = 0)
anim = 6612
sprpriority = 5
postype = p1
pos = 0,40
facing = 1
vfacing = 1
bindtime = 1
scale = 1.5,1.5
supermove = 1
ownpal = 1

[State 2015, ςΡΉο-2-1]
Type = Projectile
Trigger1 = (Time%6 = 0)
Attr              = A, HA
Damage            = 25,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 1133
ProjAnim          = 3025
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAFD
GuardFlag         = N
sparkno = 0  ;           = -1
Guardsparkno = 0  ;      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -0,-6
Air.Velocity      = -0,-5
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(75*(1/1000.0))
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1



[State 1170]
type = DestroySelf
trigger1 = time >= 70

;---------------------------
; Sear
[Statedef 3314]
MoveType = A
Physics  = N
Anim     = 4446
SprPriority = 4



[State 2000,]
type = stopSnd
trigger1 = time = 0
channel = 3

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,4
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = -1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = -1
vfacing = -1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = -1
bindtime = 1
supermove = 1
ownpal = 1



[State 2015, wp[πΑ·]
Type = DestroySelf
Trigger1 = Time > 10


;-------------------------------------------------------------------------------
[Statedef 1130]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1130
ctrl     = 0

[State 1000, HitBy]
type = HitBy
trigger1 = 1
value = SA,HA,NP,HP,NT,ST,HT

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,5

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

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1137
ID = 1137
pos = 25,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 120
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = S13,17
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
numhits = 0
ignorehitpause = 1
p1stateno = 3310
p2stateno = 202201

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

;-------------------------------------------------------------------------------
;Reversion of light Target
[Statedef 1135]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1000
velset   = 0,0
anim     = 1135
ctrl     = 0

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 150
value = 0,0,0
under = 2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F0,0

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 28
mul = 0,0,0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1137
ID = 1137
pos = 25,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 200
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1



[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 1137

[State 1000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
darken = 0
anim = -1

[State 4000, bgPalFX]
type = bgpalfx
trigger1 = time= 290
add = 0, 0, 0
sinadd = 255,255,255,210
time = 80
invertall = 0



[State 0, Explod]
type = Explod
trigger1 =time=30
anim = 6112
ID = 6202
pos = 25,-90
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 90
sprpriority = 100
scale =1.5,1.5
ownpal = 1
removeongethit =1




[State 3220,Explod]
type = Explod
trigger1 = Time = 30
anim = 2125
ID = 24200
pos = -35, 30
postype = P2
sprpriority = 3
bindtime = -1
removetime = 240
ownpal = 1
removeongethit = 1


[State 200, HitDef]
type = HitDef
trigger1 = time = 30
attr = S, HA
getpower = 0,2
damage = 50,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkxy = -15,-75
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
envshake.ampl = -5
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
kill = 0
p2stateno = 20220
palfx.time = 240
palfx.add = 128,48,32
palfx.mul = 240,96,64
palfx.sinadd = 96,48,24,16
palfx.color = 8
palfx.invertall = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time=30
value = S5467,0

[State 1000, Helper]
type = Helper
trigger1 = time = 270
helpertype = normal
name = "light Reflection"
ID = 1136
stateno = 1136
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Explod]
type = Explod
trigger1 =time=180
anim = 11355
ID = 6202
pos = 0,0
postype = p1
bindtime = 1
removetime = 350
sprpriority = 100
ownpal = 1
removeongethit =1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time=245
value = S14,7


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 270
value = S13,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 270
value = S13,3



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

[StateDef 1136]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1136
poweradd = 0

[State 10000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 200, HitDef]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23 = animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37 = animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42 = animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
trigger51 = animelem = 1 = 51
trigger52 = animelem = 1 = 52
trigger53 = animelem = 1 = 53
trigger54 = animelem = 1 = 54
trigger55 = animelem = 1 = 55
trigger56 = animelem = 1 = 56
trigger57 = animelem = 1 = 57
trigger58 = animelem = 1 = 58
trigger59 = animelem = 1 = 59
trigger60 = animelem = 1 = 60
trigger61 = animelem = 1 = 61
trigger62 = animelem = 1 = 62
trigger63 = animelem = 1 = 63
trigger64 = animelem = 1 = 64
trigger65 = animelem = 1 = 65
trigger66 = animelem = 1 = 66
trigger67 = animelem = 1 = 67
trigger68 = animelem = 1 = 68
trigger69 = animelem = 1 = 69
trigger70 = animelem = 1 = 70
trigger71 = animelem = 1 = 71
trigger72 = animelem = 1 = 72
trigger73 = animelem = 1 = 73
trigger74 = animelem = 1 = 74
trigger75 = animelem = 1 = 75
trigger76 = animelem = 1 = 76
trigger77 = animelem = 1 = 77
trigger78 = animelem = 1 = 78
attr = S, HA
damage = 3,1
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkxy = -10,floor(-75+(enemynear, pos y))
sparkno = 2
guard.sparkno = 50
ground.type = Low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
envshake.ampl = -5
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
kill = 0


[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 79
attr = A, HA
animtype = diagup
damage = 30,3
hitflag = MAFP
guardflag = MA
priority = 9
pausetime = -4,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = s3200,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
p2stateno = 4556

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
trigger3 = parent,animelem = 37


[Statedef 202201]
type    = A
movetype= H
physics = N
velset = 0,0

[state haha]
type = nothitby
trigger1 = ishelper
value = SCA
time = 0
ignorehitpause = 1

[State , RemoveExplod0]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

[state haha]
type = destroyself
trigger1 = time = 0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 202201

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1


