;MEGA_ X "TORIEL EPIC FIGHT STYLE "
;============================================================
;¦¦¯¯¦ ¦¦¯¯¯¦ ¦¯¯¦    ¯¦¯ ¦¦¯¯¯¦   ¦¦¦¦¦ ¦¦¯¯¯ ¦¦¯¯¦ ¦¦¯¯¯ 
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;¦¦__¦ ¦¦___¦ ¦__¦    _¦_ ¦¦___¦   ¦¦¦¦¦ ¦¦___ ¦¦¦¦¦ ¦¦___ 
;============================================================
[Data]
life =              1000
attack =            100
defence =           100
fall.defence_up =   50
liedown.time =      60
airjuggle =         15
POWER =             5000
sparkno =           2
guard.sparkno =     40
KO.echo =           0
volume =            0  
IntPersistIndex =   60
FloatPersistIndex = 40
;============================================================
;¦¦¯¯¦ ¦¦¯¯¯¦ ¦¯¯¦    ¯¦¯ ¦¦¯¯¯¦   ¦¦¦¦¦ ¦¦¯¯¯ ¦¦¯¯¦ ¦¦¯¯¯ 
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;¦¦__¦ ¦¦___¦ ¦__¦    _¦_ ¦¦___¦   ¦¦¦¦¦ ¦¦___ ¦¦¦¦¦ ¦¦___ 
;============================================================
[Size]
xscale =            .9 
yscale =            .9          
ground.back =       15     
ground.front =      16    
air.back =          12        
air.front =         12       
height =            60          
attack.dist =       160    
proj.attack.dist =  90 
proj.doscale =      0     
head.pos =          -5, -90  
mid.pos =           -5, -60    
shadowoffset =      0    
draw.offset =       0,0   
;============================================================
;¦¦¯¯¦ ¦¦¯¯¯¦ ¦¯¯¦    ¯¦¯ ¦¦¯¯¯¦   ¦¦¦¦¦ ¦¦¯¯¯ ¦¦¯¯¦ ¦¦¯¯¯ 
;¦¦¦__ ¦¦¦¦¦¦ ¦¦¦¦¦   ¦¦¦ ¦¯¯¯__   ¦¦¯¯¦ ¦¦¯¯¯ ¦¦__¯ ¦¦¯¯¯ 
;¦¦__¦ ¦¦___¦ ¦__¦    _¦_ ¦¦___¦   ¦¦¦¦¦ ¦¦___ ¦¦¦¦¦ ¦¦___ 
;============================================================
[Velocity]
walk.fwd  =                       2.4      
walk.back =                      -2.2     
run.fwd  =                        4.6, 0   
run.back =                       -4.5,-3.8 
jump.neu =                        0,-13
jump.back =                      -3   
jump.fwd =                        3      
runjump.back =                   -2.55,-8.1 
runjump.fwd =                     4,-8.1      
airjump.neu =                     0,-8.1      
airjump.back =                   -2.55      
airjump.fwd =                     2.5         
air.gethit.groundrecover =     -.15,-3.5  
air.gethit.airrecover.mul =      .5,.2     
air.gethit.airrecover.add =       0,-4.5    
air.gethit.airrecover.back =     -1       
air.gethit.airrecover.fwd =       0         
air.gethit.airrecover.up =       -2       
air.gethit.airrecover.down =      1.5     
;============================================================
;¦¦¯¯¦ ¦¦¯¯¯¦ ¦¯¯¦    ¯¦¯ ¦¦¯¯¯¦   ¦¦¦¦¦ ¦¦¯¯¯ ¦¦¯¯¦ ¦¦¯¯¯ 
;¦¦¦__ ¦¦¦¦¦¦ ¦¦¦¦¦   ¦¦¦ ¦¯¯¯__   ¦¦¯¯¦ ¦¦¯¯¯ ¦¦__¯ ¦¦¯¯¯ 
;¦¦__¦ ¦¦___¦ ¦__¦    _¦_ ¦¦___¦   ¦¦¦¦¦ ¦¦___ ¦¦¦¦¦ ¦¦___ 
;============================================================
[Movement]
airjump.num =                                0      
airjump.height =                             35   
yaccel =                                    .8 
stand.friction =                            .85  
crouch.friction =                           .82 
stand.friction.threshold =                   2          
crouch.friction.threshold =                 .05       
air.gethit.groundlevel =                     25         
air.gethit.groundrecover.ground.threshold = -20 
air.gethit.groundrecover.groundlevel =       10  
air.gethit.airrecover.threshold =           -1  
air.gethit.airrecover.yaccel =              .35    
air.gethit.trip.groundlevel =                15      
down.bounce.offset =                         0, 20            
down.bounce.yaccel =                        .4               
down.bounce.groundlevel =                    12          
down.friction.threshold =                   .05         
;============================================================
;¦¦¯¯¦ ¦¦¯¯¯¦ ¦¯¯¦    ¯¦¯ ¦¦¯¯¯¦   ¦¦¦¦¦ ¦¦¯¯¯ ¦¦¯¯¦ ¦¦¯¯¯ 
;¦¦¦__ ¦¦¦¦¦¦ ¦¦¦¦¦   ¦¦¦ ¦¯¯¯__   ¦¦¯¯¦ ¦¦¯¯¯ ¦¦__¯ ¦¦¯¯¯ 
;¦¦__¦ ¦¦___¦ ¦__¦    _¦_ ¦¦___¦   ¦¦¦¦¦ ¦¦___ ¦¦¦¦¦ ¦¦___ 
;============================================================
[Quotes]
victory1 = "sorry .. but there was no other alternative"
victory2 = "I'm sorry ... I did not do you much harm? ... You want a piece of cinamon pay?"
;============================================================
;¦¦¯¯¦ ¦¦¯¯¯¦ ¦¯¯¦    ¯¦¯ ¦¦¯¯¯¦   ¦¦¦¦¦ ¦¦¯¯¯ ¦¦¯¯¦ ¦¦¯¯¯ 
;¦¦¦__ ¦¦¦¦¦¦ ¦¦¦¦¦   ¦¦¦ ¦¯¯¯__   ¦¦¯¯¦ ¦¦¯¯¯ ¦¦__¯ ¦¦¯¯¯ 
;¦¦__¦ ¦¦___¦ ¦__¦    _¦_ ¦¦___¦   ¦¦¦¦¦ ¦¦___ ¦¦¦¦¦ ¦¦___ 
;============================================================
[ja.Quotes]
victory1 = "カンフー突き手を破らぬ限り、お前に勝ち目はない！"
victory2 = "十年早いんだぞ"
victory3 = "お前は見覚えがあるな。テレビにでも…？"
victory4 = "お前の動きは見破りやすすぎる。　なに、カンフー突き手が覚えたいんだと？　素人には無理だぞ"
victory5 = "ふー。　いい汗だった"
victory6 = "もっと強い相手に挑戦したい"
victory7 = "なんだと！彼女はここにもいないと？"

;============================================================
;¦¦¯¯¦ ¦¦¯¯¯¦ ¦¯¯¦    ¯¦¯ ¦¦¯¯¯¦   ¦¦¦¦¦ ¦¦¯¯¯ ¦¦¯¯¦ ¦¦¯¯¯ 
;¦¦¦__ ¦¦¦¦¦¦ ¦¦¦¦¦   ¦¦¦ ¦¯¯¯__   ¦¦¯¯¦ ¦¦¯¯¯ ¦¦__¯ ¦¦¯¯¯ 
;¦¦__¦ ¦¦___¦ ¦__¦    _¦_ ¦¦___¦   ¦¦¦¦¦ ¦¦___ ¦¦¦¦¦ ¦¦___ 
;============================================================

; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;============================================================
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 1

[State 0, Explod]
type = Explod
trigger1 = ANIMELEM = 2
anim =6201
ID = 100
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 100, 1]
type = VelSet
trigger1 = AnimElemtime(2) >= 0
x = 9

[State 191,]
type = PlaySnd
trigger1 = !time
value = 100,0
channel = 2

[State 100,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

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

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

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 20
trigger1 = animelem = 5
value = S20,1
channel = 10

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 20
trigger1 = animelem = 8
value = S20,0
channel = 10

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 21
trigger1 = animelem = 4
value = S20,1
channel = 10

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 21
trigger1 = animelem = 8
value = S20,0
channel = 10

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S5040,0
channel = 7

[State 40, 1];小ジャンプ
type = VarSet
trigger1 = command != "holdup"
var(4) = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 4];小ジャンプ
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 40, 5]
type = null;VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

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

[State 191,]
type = PlaySnd
triggerall = time = 0
;triggerall = Var(4) = 0
triggerall = Var(3) != 0
trigger1 = Alive
value = s3,2
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 0
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,1
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 1
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,0
channel = 4

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = Var(4) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2];小ジャンプ
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Var(4) = 1
value = 49

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;-------------------------------------------------------------------------------------
[Statedef 55]
type    = A
physics = A
ctrl = 0

[State 55, 1]
type = PlaySnd
triggerall = time = 0
trigger1 = sysvar(1) = [-1,1]
value = s3,0
channel = 4

[State 55, 2]
type = PlaySnd
triggerall = time = 0
trigger1 = sysvar(1) = 2 || sysvar(1) = -2
value = s3,1
channel = 4

[State 55, 3]
type = AfterImage
triggerall = time = 0
trigger1 = sysvar(1) = 2 || sysvar(1) = -2
time = 10
palbright = 30,30,30
PalContrast = 256,256,256
paladd = 0,0,0
palmul = 1,1,1
trans = none
Length = 7
FrameGap = 3

[State 55, 4]
type = VelSet
trigger1 = Time = 0
y = -8

[State 55, 5]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 55, 6]
type = ChangeAnim
trigger1 = Time = 0
value = 49

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

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

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S5040,1

;---------------------[?G?t?F?N?g]
[State explod];?G?t?F?N?g
type = removeExplod
trigger1 = time = 0
id = 3000

[State explod]
type = Explod
trigger1 = time = 0
anim = 6200
id = 7000
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S181,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S181,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S181,2

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 182
ID = 181
pos = 55,-25
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 95
pausemovetime = -1
scale = 0.6,0.5
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 183
ID = 181
pos = 55,-25
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = -1
scale = 0.6,0.5
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0
[State 0, Explod]
type = Explod
trigger1 = time = 101
anim = 184
ID = 181
pos = 55,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = -1
scale = 0.3,0.3
sprpriority = -10
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State -2,MEGA_X]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; イントロ（分岐）
; CNS レベル: 基本
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 191
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191]
type = ChangeState
value = 192
trigger1 = Time = 1
trigger1 = Random <= 600
value = 1000

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s190,3

[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s190,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S190,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S190,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S5040,2
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 1978
velset = 0,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S190,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S5040,2
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

[state snd]
type = PlaySnd
trigger1 = animelem = 2
value = s195,0+random%2
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S5040,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,0

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


;---------------------------------------------------------------------------
; バックステップ
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1
;---------------------[効果音]

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = s105, 0
[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = s5040, 2
channel = 8


;---------------------[速度]
[State 105, 2]
type = CtrlSet
trigger1 = Time = 1
value = 1

[state a]
type = statetypeset
trigger1 = animelem = 1
value = A

[State 105, 1]
type = VelSet
trigger1 = animelem = 1
x = -8.5
y = -3

[state a]
type = veladd
trigger1 = animelem = 1,>0
y = 0.56

[state a]
type = velmul
trigger1 = animelem = 1,>0
x = 0.96

;---------------------[ステート移行]
[State 01]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
[Statedef 106]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = s5040, 1
channel = 8

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 41,0

[State explod]
type = Explod
trigger1 = time = 0
anim = 6200
id = 7000
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

;---------------------[速度]
[State 00]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 01]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[ステート移行]
[State 03]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Light Punch
;---------------------------------------------------------------------------
[Statedef 200]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                         
anim = 200                      
poweradd = 10                   
sprpriority = 2   

[state snd]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random <= 600
value = s4000,1
channel = 1

    ;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7200
id = 7200
sprpriority = 20
postype = p1
pos = 90/2,-199/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 90/2,-199/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1           

;---------------------[UŒ‚]
[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = !time
attr = S, NA
damage = 25, 0
getpower = 40,12
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
sparkno = s-1
sparkxy = -12, -90
hitsound = s200, 0
guard.sparkno = s-1
guardsound = s300, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8
;---------------------[ƒXƒe[ƒgˆÚs]
[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1


[state snd]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random <= 600
value = s4000,0
channel = 1

;---------------------[ˆÚ“®]
[state a]
type = posadd
trigger1 = animelem = 5
x = 12

[state a]
type = posadd
trigger1 = animelem = 6
x = 8

[state a]
type = posadd
trigger1 = animelem = 10
x = -4

[state a]
type = posadd
trigger1 = animelem = 11
x = -8

[state a]
type = posadd
trigger1 = animelem = 12
x = -8

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

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 170/2,-185/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 170/2,-185/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1
;---------------------[UŒ‚]
[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 7
attr = S, NA
animtype  = hard
damage    = 60
priority = 5, Hit
getpower = 118,40
guardflag = M
pausetime = 9,13
sparkno = -1
sparkxy = -10,-90
hitsound   = s200,1
guardsound = s300,0
guard.sparkno = -1
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -6.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

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

;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 11
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[state snd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random <= 600
value = s4000,1
channel = 1

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 1
;---------------------[UŒ‚]
[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 3
attr = S, NA
damage = 30, 0
getpower = 45,17
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
sparkno = s-1
sparkxy = -24, -51
hitsound = s200, 2
guard.sparkno = s-1
guardsound = s300, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7200
id = 7200
sprpriority = 20
postype = p1
pos = 61/2,-59/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 61/2,-59/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

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

;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[state snd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random <= 600
value = s4000,0
channel = 1

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 1

[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = !time
attr = S, NA
animtype  = hard
damage    = 60
priority = 5, Hit
getpower = 118,40
guardflag = M
pausetime = 11,12
sparkno = s-1
sparkxy = -28,-106
hitsound   = s200,3
guardsound = s300,0
guard.sparkno = s-1
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -6.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 134/2,-165/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 134/2,-165/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 190/2,-148/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7220
id = 7000
sprpriority = 20
postype = p1
pos = 188/2,-148/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = s0, 3

[state snd]
type = PlaySnd
trigger1 = animelem = 6
trigger1 = random <= 600
value = s290,0
channel = 1


;---------------------[攻撃]
[State 240, 2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
animtype  = high
damage    = 80
priority = 6, Hit
getpower = 122,122
guardflag = M
pausetime = 11,12
sparkno = -1
sparkxy = -15,-69
hitsound   = s200,4
guard.sparkno = -1
guardsound = s300,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
guard.velocity = -11
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999

;---------------------[ステート移行]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 1

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 190/2,-148/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7220
id = 7000
sprpriority = 20
postype = p1
pos = 188/2,-148/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = s0, 3

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 6
value = s290, 0
channel= 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA
;---------------------[エフェクト]
[State a]
type = EnvColor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2

;---------------------[攻撃]
[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 45
priority = 6, Hit
getpower = 0,0
guardflag = M
pausetime = 11,12
sparkno = -1
sparkxy = -15,-69
hitsound   = s200,4
guard.sparkno = -1
guardsound = s300,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999
kill = 0

;---------------------[ステート移行]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Crouching light punch
;---------------------------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 8
ctrl = 0
anim = 400
sprpriority = 2

[state snd]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random <= 600
value = s4000,1
channel = 1

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

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7200
id = 7200
sprpriority = 20
postype = p1
pos = 120/2,-135/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 120/2,-135/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = C, NA
damage = 25, 0
getpower = 40,12
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
sparkno =-1
sparkxy = -10, -57
hitsound = s200, 0
guard.sparkno = -1
guardsound = s300, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

[State 400, 3]
type = CtrlSet
trigger1 = Time = 6
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
;Crouching strong punch
;---------------------------------------------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 25
ctrl = 0
anim = 410
sprpriority = 2

[state snd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random <= 600
value = s4000,0
channel = 1

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 1

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 80/2,-200/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 80/2,-200/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

[State 410, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 50
priority = 5, Hit
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 91,91
sparkno = -1
sparkxy = -23,-80
hitsound   = s200,1
guard.sparkno = -1
guardsound = s300,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -11
air.velocity = -2,-6
fall = 0
fall.recover = 0
ID = 410
nochainID = 9999
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
;---------------------------------------------------------------------------
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 11
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7200
id = 7200
sprpriority = 20
postype = p1
pos = 150/2,-11/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-11/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = C, NA
damage = 30, 0
getpower = 45,17
animtype = Light
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
sparkno = -1
sparkxy = -10, -8
hitsound = s200, 2
guard.sparkno = -1
guardsound = s300, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

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

;---------------------------------------------------------------------------
;Crouch Strong Kick
;---------------------------------------------------------------------------
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 35
ctrl = 0
anim = 440
sprpriority = 2


[state snd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random <= 600
value = s4000,0
channel = 1

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 2

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 161/2,-30/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 161/2,-30/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

[State 440, 3]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 =time = 0
attr = C, NA
damage = 50
priority = 5, Hit
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = -1
getpower = 123,40
sparkxy = -5, -30
hitsound   = s200,3
guardsound = s300, 0
guard.sparkno = -1
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.7,-6
air.velocity = -2,-6
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999

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

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 5
ctrl = 0
anim = 600
sprpriority = 2

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


[state snd]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random <= 600
value = s4000,1
channel = 1

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7200
id = 7200
sprpriority = 20
postype = p1
pos = 100/2,-99/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 115/2,-99/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

[State 600, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = A, NA
damage    = 45
priority = 4, Hit
getpower = 62,23
guardflag = H
pausetime = 11,12
sparkno = s-1
sparkxy = -12,-66
hitsound   = s200,0
guard.sparkno = s-1
guardsound = s300,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.1
air.velocity = -3.6,-5

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
;---------------------------------------------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 2

[state snd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random <= 600
value = s4000,0
channel = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 611
ID =610
pos = -3,-15
postype = p1 
facing = 1
vfacing = 1
bindtime = -2
removetime = -2
pausemovetime = 0
scale = 0.9,0.9
sprpriority = 20
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause =0

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7201
sprpriority = 20
postype = p1
pos = 80/2,-70/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 80/2,-70/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

;---------------------[UŒ‚]

[State 330, ヒット定義]
type = HitDef
triggerall = var(12) = 0
trigger1 = !TIME
attr = A, NA
damage    = 48
getpower  = floor(8*fvar(8)),floor(8*fvar(8))
givepower = 10,10
animtype  = Hard
guardflag = H
hitflag = MAF
priority = 5, Hit
pausetime = 12,12+var(0)
guard.pausetime = 10,10+var(0)
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-80
hitsound   = s200,1
guardsound = s300,0
ground.type = Low
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = -12.5
airguard.velocity = -4,-1
air.type = High
air.velocity = -4.2,-6
air.hittime = 12
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
ID = 5635
;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 10
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7200
id = 7200
sprpriority = 20
postype = p1
pos = 140/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 140/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

;---------------------[UŒ‚]
[State 600, 2]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = A, NA
damage    = 45
priority = 4, Hit
getpower = 73,23
guardflag = H
pausetime = 11,12
sparkno = s-1
sparkxy = -12,-58
hitsound   = s200,2
guard.sparkno = s-1
guardsound = s300,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 600
nochainID = 9999

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[state snd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random <= 600
value = s4000,2
channel = 1


[State 640, 2]
type = PlaySnd
trigger1 =animelem = 3
value = 0, 1

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 136/2,-30/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 136/2,-30/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1

;---------------------[UŒ‚]
[State 600, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = !time
attr = A, NA
animtype  = hard
damage    = 60
priority = 4, Hit
getpower = 107,34
guardflag = H
pausetime = 10,12
sparkno = s-1
sparkxy = -12,-58
hitsound   = s200,3
guard.sparkno = s-1
guardsound = s300,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 600
nochainID = 9999
;---------------------------------------------------------------------------

[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 41
ctrl = 0
anim = 690
sprpriority = 2

;---------------------[効果音]
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 3
[state snd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random <= 600
value = s290,0
channel = 1

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7220
id = 7202
sprpriority = 20
postype = p1
pos = 118/2,-90/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 118/2,-90/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = -1
;---------------------[攻撃]
[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
animtype  = hard
damage    = 80
priority = 99, Hit
getpower = 122,122
guardflag = M
pausetime = 12,14
sparkno = -1
sparkxy = -15,-65
hitsound   = s200,4
guard.sparkno = -1
guardsound = s300,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
yaccel = 0.45
fall = 1
fall.recover = 0
;ID = 9999
nochainID = 9999
;---------------------------------------------------------------------------
;scape
;---------------------------------------------------------------------------
[Statedef 700]
type     = S
movetype = I
physics  = S
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 1000, ???????]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1000, ???????]
type = VarSet
trigger1 = time = 0
var(32) = 0

[State 700, VarSet]
type = VarSet
trigger1 = time = 0
var(16) = 0

[State 700, VarSet]
type = VarSet
trigger1 = prevstateno = 150 || prevstateno = 152
trigger2 = (prevstateno = [200,499])
var(16) = 1

[State 700, PowerAdd]
type = PowerAdd
triggerall = var(40) <= 0
trigger1 = var(16) = 1 && AnimElem = 1
value = -1000

[State 700, VarAdd]
type = VarAdd
triggerall = var(40) > 0
trigger1 = var(16) = 1 && AnimElem = 1
var(39) = -1000

[State 700, ??]
type = palfx
trigger1 = var(16) = 1 && AnimElem = 1
time = 5
add = 230,230,230

[State 700, ??]
type = AfterImage
triggerall = var(16) = 0
trigger1 = AnimElem = 1
time = 15
length = 7
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1

[State 700, ??]
type = AfterImage
trigger1 = var(16) = 1 && AnimElem = 1
time = 999
length = 7
framegap = 3
palcolor = 0
trans = add1
palbright = 16,0,48
palcontrast = 200,184,240
paladd = 0,0,0
palmul = 1,1,1

[State 700, ??]
type = AfterImage
trigger1 = AnimTime = 0
time = 1

[State 3000, ???????????]
type = SuperPause
trigger1 = var(16) = 1 && AnimElem = 1
anim = -1
movetime = 10
time = 10
p2defmul = 1.0
darken = 0

[State 3000, ??????????????]
type = Explod
trigger1 = var(16) = 1 && AnimElem = 1
anim = 10550
pos = 0, -60
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 700, ???]
type = HitBy
triggerall = var(16) = 0
trigger1 = AnimElem = 6, <= 0
value = SC, NT, ST, HT

[State 700, ??]
type = NotHitBy
triggerall = var(16) = 1
trigger1 = 1
value = SCA
[State 0, Explod]
type = Explod
trigger1 = ANIMELEM = 2
anim = 2007
ID = 700
pos = 40,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =

[State 0, Explod]
type = Explod
trigger1 = ANIMELEM = 5
anim = 2017
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =

[State 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s700,0
channel = 1

[State 2100, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
x = 6

[State 2110, 移動量]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 0
x = 7.2

[state vel]
type = Velset
trigger1 = animelem = 8
x = 0

[State 2100, ?????????]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2100, ??]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;back scape
;---------------------------------------------------------------------------
[Statedef 710]
type     = S
movetype = I
physics  = S
anim     = 710
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 1000, ???????]
type = VarSet
trigger1 = time = 0
var(31) = 0

[State 1000, ???????]
type = VarSet
trigger1 = time = 0
var(32) = 0

[State 700, VarSet]
type = VarSet
trigger1 = time = 0
var(16) = 0

[State 700, VarSet]
type = VarSet
trigger1 = prevstateno = 150 || prevstateno = 152
trigger2 = (prevstateno = [200,499])
var(16) = 1

[State 700, PowerAdd]
type = PowerAdd
triggerall = var(40) <= 0
trigger1 = var(16) = 1 && AnimElem = 1
value = -1000

[State 700, VarAdd]
type = VarAdd
triggerall = var(40) > 0
trigger1 = var(16) = 1 && AnimElem = 1
var(39) = -1000

[State 700, ??]
type = palfx
trigger1 = var(16) = 1 && AnimElem = 1
time = 5
add = 230,230,230

[State 700, ??]
type = AfterImage
triggerall = var(16) = 0
trigger1 = AnimElem = 1
time = 15
length = 7
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1

[State 700, ??]
type = AfterImage
trigger1 = var(16) = 1 && AnimElem = 1
time = 999
length = 7
framegap = 3
palcolor = 0
trans = add1
palbright = 16,0,48
palcontrast = 200,184,240
paladd = 0,0,0
palmul = 1,1,1

[State 700, ??]
type = AfterImage
trigger1 = AnimTime = 0
time = 1

[State 3000, ???????????]
type = SuperPause
trigger1 = var(16) = 1 && AnimElem = 1
anim = -1
movetime = 10
time = 10
p2defmul = 1.0
darken = 0

[State 3000, ??????????????]
type = Explod
trigger1 = var(16) = 1 && AnimElem = 1
anim = 10550
pos = 0, -60
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 700, ???]
type = HitBy
triggerall = var(16) = 0
trigger1 = AnimElem = 6, <= 0
value = SC, NT, ST, HT

[State 700, ??]
type = NotHitBy
triggerall = var(16) = 1
trigger1 = 1
value = SCA

[State 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s700,0
channel = 1


[State 2100, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
x = -6

[State 2110, 移動量]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 0
x = -7.2

[state vel]
type = Velset
trigger1 = animelem = 8
x = 0

[State 2110, ???????????]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 0, Explod]
type = Explod
trigger1 = ANIMELEM = 2
anim = 2017
ID = 700
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =


[State 0, Explod]
type = Explod
trigger1 = ANIMELEM = 5
anim = 2007
ID = 700
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale =  0.4,0.4
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =

[State 2110, ??]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
CTRL = 1
;------------------------------------------------------------------------------------------------------------
;Xscape
;------------------------------------------------------------------------------------------------------------
[Statedef 750]
type     = S
physics  = A
movetype = I
anim     = 750
ctrl     = 0
sprpriority = -4

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A

[State 700, ???]
type = HitBy
triggerall = var(16) = 0
trigger1 = AnimElem = 6, <= 0
value = SC, NT, ST, HT

[State 700, ??]
type = NotHitBy
triggerall = var(16) = 1
trigger1 = 1
value = SCA

[State 200, ?????]
type = PlaySnd
trigger1 =!time
value = s750,0
channel = 7

[State 5210]
type = PalFX
trigger1 = Time%4 = 1
time = 2
add = 150,150,150

[State 5210]
type = PalFX
trigger1 = AnimTime = 0
trigger2 = Pos Y+Vel Y >= 0
time = 1
add = 0,0,0
mul = 256,256,256

[State 03]
type = ChangeState
trigger1 = animtime = 0
value = 751
ctrl = 1
[State 1000, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 752
;------------------------------------------------------------------------------------------------------------
;Xscape
;------------------------------------------------------------------------------------------------------------
[Statedef 751]
type     = A
movetype = A
physics  = A
anim     = 751
ctrl     = 0
sprpriority = 2

[State 105, 2]
type = CtrlSet
trigger1 = Time = 1
value = 1
;---------------------------------------------------------------------------
;Sphinx flame end
;---------------------------------------------------------------------------
[Statedef 752]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 752
ctrl     = 0
sprpriority = 2

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = s5040, 1
channel = 8

[State explod]
type = Explod
trigger1 = time = 0
anim = 6200
id = 7000
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = time = 0
value = s40,0

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

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1000, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;-----------------------------------------------------------------------------
;‰ŠUŒ‚ƒqƒbƒg
;-----------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Throw - Attempt
;---------------------------------------------------------------------------

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT
hitflag = M-
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
nochainID = 600,9999

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Throwing the opponent
;---------------------------------------------------------------------------
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
juggle  = 8
sprpriority = 4

[State 0, Explod]
type = Explod
trigger1 = TIME = 1
anim = 1313
ID = 810
pos = 45,-100
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1
ignorehitpause =0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =!time 
value = S1,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animElem = 9
value = S200,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animElem = 6
value = S0,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animElem = 3
value = S600,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animElem = 2
value = S800,0
channel = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 9
value = 150
ignorehitpause = 0
persistent = 0


[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = animelem = 9
anim = 7220
id = 7200
sprpriority = 20
postype = p1
pos = 120/2,-210/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 9 
time = 11
freq = 90
ampl = -7
phase = 90
ignorehitpause = 0


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

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 2009

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -70

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------
[Statedef 830]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT
hitflag = M-
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 840
p2stateno = 832
fall = 1
nochainID = 600,9999

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 840]
type    = S
movetype= A
physics = N
anim = 830
juggle  = 8
sprpriority = 10

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = animelem = 5
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = -134/2,-165/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State 0, Explod]
type = Explod
trigger1 = TIME = 1
anim = 1313
ID = 810
pos = 50,-99
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1
ignorehitpause =0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem = 2 
value = S800,2
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem = 3 
value = S0,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem = 5 
value = S0,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem = 1 
value = S1,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 =animElem = 3
value = S600,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animElem = 5
value = S800,3



[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 44, -2

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 2, -3
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = -47, -3
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = -56, -3
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = -64, -7

[State 0, Turn]
type = Turn
trigger1 = animtime = 0
;ignorehitpause = 
;persistent = 

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -70

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 8
freq = 90
ampl = -9
phase = 90
ignorehitpause = 0

[State 810, Throw]
type = TargetState
trigger1 = animelem = 6
value = 2008
[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 5
value = 150
ignorehitpause = 0
persistent = 0



[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 832]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 44

[State 0, Turn]
type = Turn
trigger1 = animtime = 0
;ignorehitpause = 
;persistent = 

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 832

;----------------------------------------------------------------------
[Statedef 831]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40
sprpriority = 5

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 831

[state a]
type = velset
trigger1 = animelem = 1
x = -6
y = -7

[State 821, 1]
type = VelAdd
Trigger1 = animelem = 1,>=0
y = .5

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

;-----------------------------------------------------------------------
;----------------------------------------------------------------------
;Thrown by
;----------------------------------------------------------------------
[Statedef 2009]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2009

[state a]
type = velset
trigger1 = animelem = 1
x = -6
y = -6

[State 821, 1]
type = VelAdd
Trigger1 = animelem = 1,>=0
y = .5

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;----------------------------------------------------------------------
[Statedef 2008]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2008

[state a]
type = velset
trigger1 = animelem = 1
x = -5.5
y = -5.5

[State 821, 1]
type = VelAdd
Trigger1 = animelem = 1,>=0
y = .5

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
;---------------------------------------------------------------------------
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

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


;---------------------------------------------------------------------------
; bullet full flame 
;---------------------------------------------------------------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 55
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1000,2

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2000
ID = 1555
pos = -30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2001
ID = 1555
pos = 70,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[state a];
type = Helper
trigger1 = animelem = 7
id = 1555
name = "yamibarai"
sprpriority = 5
pos = 40,-80
postype = p1
stateno = 1555
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
; AIR bullet full flame 
;----------------------------------------------------------------------------
[Statedef 1011]
type = A
physics = N
movetype = A
anim = 1011
ctrl = 0
velset = -1,-8
poweradd = 72 * !var(40)
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,2

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 2001
ID = 1555
pos = 20,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[state a];
type = Helper
trigger1 = animelem = 4
id = 19966
name = "bullet fire"
sprpriority = 5
pos =  5,-90
postype = p1
stateno = 19966
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5


[State 1100, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3
[State 1100, 速度加算]
type = VelAdd
trigger1 = 1
y = .45
[State 1100, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 752
;----------------------------------------------------------------------------
; OPTION2 AIR bullet full flame 
;----------------------------------------------------------------------------
[Statedef 1012]
type = A
physics = N
movetype = A
anim = 1012
ctrl = 0
velset = -1,-8
poweradd = 72 * !var(40)
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,2

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 2001
ID = 1555
pos = 20,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[state a];
type = Helper
trigger1 = animelem = 4
id = 1555
name = "yamibarai"
sprpriority = 5
pos = 40,-80
postype = p1
stateno = 1555
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5


[State 1100, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3
[State 1100, 速度加算]
type = VelAdd
trigger1 = 1
y = .45
[State 1100, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 752

;----------------------------------------------------------------------------
; OVER LIMITS AIR bullet full flame 
;----------------------------------------------------------------------------
[Statedef 1013]
type = A
physics = N
movetype = A
anim = 1012
ctrl = 0
velset = -1,-8
poweradd = -1000
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =!time
value = S6500,11

[State 0, Explod]
type = Explod
trigger1 = TIME = 0
anim = 67898
ID = 1020
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S290,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 2001
ID = 1555
pos = 20,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[state a];
type = Helper
trigger1 = animelem = 4
id = 1555
name = "yamibarai"
sprpriority = 5
pos = 10,-78
postype = p1
stateno = 1555
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[state a];
type = Helper
trigger1 = animelem = 4
id = 19968
name = "bullet fire"
sprpriority = 5
pos =  5,-90
postype = p1
stateno = 19968
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[state a];
type = Helper
trigger1 = animelem = 4
id = 19967
name = "bullet fire"
sprpriority = 5
pos =  5,-90
postype = p1
stateno = 19967
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[state a];
type = Helper
trigger1 = animelem = 4
id = 19969
name = "bullet fire"
sprpriority = 5
pos =  5,-90
postype = p1
stateno = 19969
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[state a];
type = Helper
trigger1 = animelem = 4
id = 19970
name = "bullet fire"
sprpriority = 5
pos =  5,-90
postype = p1
stateno = 19970
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1100, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3
[State 1100, 速度加算]
type = VelAdd
trigger1 = 1
y = .45
[State 1100, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 752
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 19966]
type = A
ctrl = 0
anim = 1555
velset = 1,0
movetype = A
physics = N
sprpriority = 5

;---------------------[?e??’l]
[state varadd];HD?Q?[?W?E?q?b?g
type = parentvaradd
trigger1 = movehit = 1
var(20) = 36
ignorehitpause = 1
persistent = 0

[state varadd];HD?Q?[?W?E?K?[?h
type = parentvaradd
trigger1 = moveguarded = 1
var(20) = 9
ignorehitpause = 1
persistent = 0

[state varadd];?X?^?“’l
type = parentvaradd
trigger1 = movehit = 1
var(30) = 4
ignorehitpause = 1
persistent = 0

[state varadd];GC?Q?[?W
type = parentvaradd
trigger1 = moveguarded = 1
var(25) = 50
ignorehitpause = 1
persistent = 0

;---------------------[??“?]
[state a]
type = velset
trigger1 = time = 0
x = 5
y = 7

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-5
random = 40, 20
vel = -5,-4
scale = 0.4, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[?U??]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, NA
animtype  = hard
hitflag = MAFD
damage    = 24,16
priority = 4, Hit
getpower = 60,60
guardflag = M
pausetime = 0,12
sparkno = s-1
sparkxy = 0,0
hitsound   = s1000,3
guard.sparkno = -1
guardsound = s300,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 200
nochainID = 9999
air.fall = 1
fall.recover = 0
down.hittime = 20
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
;---------------------[?g‘??k?¬]
[state a]
type = null;angledraw
trigger1 = 1
scale = 0.55 - var(1)*0.01,0.55 - var(1)*0.01
;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time >= 300
trigger2 = frontedgedist <= -80
trigger3 = movecontact
value = 1557

;---------------------[]
[State 0, DestroySelf]
type = changestate
value = 1557
trigger1 = MoveContact
trigger2 = Pos Y +Vel Y >= 0
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 19967]
type = A
ctrl = 0
anim = 1555
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[?e??’l]
[state varadd];HD?Q?[?W?E?q?b?g
type = parentvaradd
trigger1 = movehit = 1
var(20) = 36
ignorehitpause = 1
persistent = 0

[state varadd];HD?Q?[?W?E?K?[?h
type = parentvaradd
trigger1 = moveguarded = 1
var(20) = 9
ignorehitpause = 1
persistent = 0

[state varadd];?X?^?“’l
type = parentvaradd
trigger1 = movehit = 1
var(30) = 4
ignorehitpause = 1
persistent = 0

[state varadd];GC?Q?[?W
type = parentvaradd
trigger1 = moveguarded = 1
var(25) = 50
ignorehitpause = 1
persistent = 0

;---------------------[??“?]
[state a]
type = velset
trigger1 = time = 0
x = 0
y = 8

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-5
random = 40, 20
vel = -5,-4
scale = 0.4, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[?U??]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, NA
animtype  = hard
hitflag = MAFD
damage    = 24,16
priority = 4, Hit
getpower = 60,60
guardflag = M
pausetime = 0,12
sparkno = s-1
sparkxy = 0,0
hitsound   = s1000,3
guard.sparkno = -1
guardsound = s300,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 200
nochainID = 9999
air.fall = 1
fall.recover = 0
down.hittime = 20
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
;---------------------[?g‘??k?¬]
[state a]
type = null;angledraw
trigger1 = 1
scale = 0.55 - var(1)*0.01,0.55 - var(1)*0.01
;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time >= 300
trigger2 = frontedgedist <= -80
trigger3 = movecontact
value = 1557

;---------------------[]
[State 0, DestroySelf]
type = changestate
value = 1557
trigger1 = MoveContact
trigger2 = Pos Y +Vel Y >= 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 19968]
type = A
ctrl = 0
anim = 1555
velset = 1,0
movetype = A
physics = N
sprpriority = 5

;---------------------[?e??’l]
[state varadd];HD?Q?[?W?E?q?b?g
type = parentvaradd
trigger1 = movehit = 1
var(20) = 36
ignorehitpause = 1
persistent = 0

[state varadd];HD?Q?[?W?E?K?[?h
type = parentvaradd
trigger1 = moveguarded = 1
var(20) = 9
ignorehitpause = 1
persistent = 0

[state varadd];?X?^?“’l
type = parentvaradd
trigger1 = movehit = 1
var(30) = 4
ignorehitpause = 1
persistent = 0

[state varadd];GC?Q?[?W
type = parentvaradd
trigger1 = moveguarded = 1
var(25) = 50
ignorehitpause = 1
persistent = 0

;---------------------[??“?]
[state a]
type = velset
trigger1 = time = 0
x = 5
y = 5.5

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-5
random = 40, 20
vel = -5,-4
scale = 0.4, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[?U??]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, NA
animtype  = hard
hitflag = MAFD
damage    = 24,16
priority = 4, Hit
getpower = 60,60
guardflag = M
pausetime = 0,12
sparkno = s-1
sparkxy = 0,0
hitsound   = s1000,3
guard.sparkno = -1
guardsound = s300,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 200
nochainID = 9999
air.fall = 1
fall.recover = 0
down.hittime = 20
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
;---------------------[?g‘??k?¬]
[state a]
type = null;angledraw
trigger1 = 1
scale = 0.55 - var(1)*0.01,0.55 - var(1)*0.01
;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time >= 300
trigger2 = frontedgedist <= -80
trigger3 = movecontact
value = 1557

;---------------------[]
[State 0, DestroySelf]
type = changestate
value = 1557
trigger1 = MoveContact
trigger2 = Pos Y +Vel Y >= 0
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 19969]
type = A
ctrl = 0
anim = 1555
velset = 1,0
movetype = A
physics = N
sprpriority = 5

;---------------------[?e??’l]
[state varadd];HD?Q?[?W?E?q?b?g
type = parentvaradd
trigger1 = movehit = 1
var(20) = 36
ignorehitpause = 1
persistent = 0

[state varadd];HD?Q?[?W?E?K?[?h
type = parentvaradd
trigger1 = moveguarded = 1
var(20) = 9
ignorehitpause = 1
persistent = 0

[state varadd];?X?^?“’l
type = parentvaradd
trigger1 = movehit = 1
var(30) = 4
ignorehitpause = 1
persistent = 0

[state varadd];GC?Q?[?W
type = parentvaradd
trigger1 = moveguarded = 1
var(25) = 50
ignorehitpause = 1
persistent = 0

;---------------------[??“?]
[state a]
type = velset
trigger1 = time = 0
x = 5.5
y = 3

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-5
random = 40, 20
vel = -5,-4
scale = 0.4, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[?U??]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, NA
animtype  = hard
hitflag = MAFD
damage    = 24,16
priority = 4, Hit
getpower = 60,60
guardflag = M
pausetime = 0,12
sparkno = s-1
sparkxy = 0,0
hitsound   = s1000,3
guard.sparkno = -1
guardsound = s300,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 200
nochainID = 9999
air.fall = 1
fall.recover = 0
down.hittime = 20
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
;---------------------[?g‘??k?¬]
[state a]
type = null;angledraw
trigger1 = 1
scale = 0.55 - var(1)*0.01,0.55 - var(1)*0.01
;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time >= 300
trigger2 = frontedgedist <= -80
trigger3 = movecontact
value = 1557

;---------------------[]
[State 0, DestroySelf]
type = changestate
value = 1557
trigger1 = MoveContact
trigger2 = Pos Y +Vel Y >= 0
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 19970]
type = A
ctrl = 0
anim = 1555
velset = 1,0
movetype = A
physics = N
sprpriority = 5

;---------------------[?e??’l]
[state varadd];HD?Q?[?W?E?q?b?g
type = parentvaradd
trigger1 = movehit = 1
var(20) = 36
ignorehitpause = 1
persistent = 0

[state varadd];HD?Q?[?W?E?K?[?h
type = parentvaradd
trigger1 = moveguarded = 1
var(20) = 9
ignorehitpause = 1
persistent = 0

[state varadd];?X?^?“’l
type = parentvaradd
trigger1 = movehit = 1
var(30) = 4
ignorehitpause = 1
persistent = 0

[state varadd];GC?Q?[?W
type = parentvaradd
trigger1 = moveguarded = 1
var(25) = 50
ignorehitpause = 1
persistent = 0

;---------------------[??“?]
[state a]
type = velset
trigger1 = time = 0
x = 3
y = 7

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-5
random = 40, 20
vel = -5,-4
scale = 0.4, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[?U??]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, NA
animtype  = hard
hitflag = MAFD
damage    = 24,16
priority = 4, Hit
getpower = 60,60
guardflag = M
pausetime = 0,12
sparkno = s-1
sparkxy = 0,0
hitsound   = s1000,3
guard.sparkno = -1
guardsound = s300,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 200
nochainID = 9999
air.fall = 1
fall.recover = 0
down.hittime = 20
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
;---------------------[?g‘??k?¬]
[state a]
type = null;angledraw
trigger1 = 1
scale = 0.55 - var(1)*0.01,0.55 - var(1)*0.01
;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time >= 300
trigger2 = frontedgedist <= -80
trigger3 = movecontact
value = 1557

;---------------------[]
[State 0, DestroySelf]
type = changestate
value = 1557
trigger1 = MoveContact
trigger2 = Pos Y +Vel Y >= 0
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
; 123
;----------------------------------------------------------------------------
[Statedef 1555]
type = A
ctrl = 0
anim = 1555
velset = 0,0
movetype = A
physics = N
sprpriority = 5
;---------------------[ˆÚ“®]
[state a]
type = velset
trigger1 = time = 0
x = 5

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-4
random = 40, 20
vel = -5,0
scale = 0.4, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[UŒ‚]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, SP
animtype  = hard
damage    = 50,16
priority = 4, Hit
getpower = 60,60
guardflag = M
pausetime = 0,12
sparkno = -1
sparkxy = -5,-15
hitsound   = s1000,3
guard.sparkno = -1
guardsound = s300,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 200
nochainID = 9999
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time >= 300
trigger2 = frontedgedist <= -80
trigger3 = movecontact
value = 1557
;----------------------------------------------------------------------------
;123
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 1666]
type = A
ctrl = 0
anim = 1555
velset = 1,0
movetype = A
physics = N
sprpriority = 5
;---------------------[ˆÚ“®]
[state a]
type = velset
trigger1 = time = 0
x = 10

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-4
random = 40, 20
vel = -5,0
scale = 0.4, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[UŒ‚]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, SP
animtype  = hard
damage    = 50,16
priority = 4, Hit
getpower = 60,60
guardflag = M
pausetime = 0,12
sparkno = -1
sparkxy = -5,-15
hitsound   = s1000,3
guard.sparkno = -1
guardsound = s300,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 200
nochainID = 9999
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time >= 300
trigger2 = frontedgedist <= -80
trigger3 = movecontact
value = 1557
;----------------------------------------------------------------------------
;9999999999999999999999999999999999999999999999999999999999999999999999999999
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 1557]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

;---------------------[ƒGƒtƒFƒNƒg]

[State explod];ƒGƒtƒFƒNƒg
type = Explod
trigger1 = time = 0
anim = 2002
id = 2002
sprpriority = 10
postype = p1
pos = 30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[Šg‘åk¬]
[state a]
type = null;angledraw
trigger1 = 1
scale = 0.55 - var(1)*0.01,0.55 - var(1)*0.01

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = ANIMTIME = 0
;----------------------------------------------------------------------------
;9999999999999999999999999999999999999999999999999999999999999999999999999999
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 1588]
type = A
ctrl = 0
anim = 1599
velset = 1,0
movetype = A
physics = N
sprpriority = 5
;---------------------[ˆÚ“®]
[state a]
type = velset
trigger1 = time = 0
x = 8.0

[State 0, Explod]
type = Explod
trigger1 = time= 5
trigger2 = time= 10
trigger3 = time= 15
trigger4 = time= 20
trigger5 = time= 25
trigger6 = time= 30
trigger7 = time= 35
trigger8 = time= 40
trigger9 = time= 45
trigger10 = time= 50
anim = 1558
ID = 1558
pos = -1,-2
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.3,0.6
sprpriority = 20
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 3005, flames]
type = explod
trigger1= 6
anim = 3305
ID = 3305
sprpriority = 6
postype = p1
pos = 5,0
random = 40, 20
vel = -5,0
scale = 0.6, 0.6
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

[State 3005, flames]
type = explod
trigger1= 6
anim = 3305
ID = 3305
sprpriority = 6
postype = p1
pos = 0,0
random = 40, 20
vel = -5,0
scale = 0.6, 0.6
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

[State 3005, flames]
type = explod
trigger1= 6
anim = 13333
ID = 13333
sprpriority = 6
postype = p1
pos = 0,0
random = 40, 20
vel = -2,0
scale = 0.3, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[UŒ‚]
[State 240, 2]
type = HitDef
trigger1 = !TIME
attr = S, NA
animtype  = high
damage    = 80,20
priority = 6, Hit
getpower = 122,122
guardflag = M
pausetime = 15,15
sparkno = -1
sparkxy = -15,-69
hitsound   = s200,4
guard.sparkno = -1
guardsound = s300,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-11
air.velocity = -3,-9
guard.velocity = -11
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999
palfx.time = 80
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
envshake.time = 12
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

;--------------------[ƒGƒtƒFƒNƒg]

[State explod];ƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 1022
id = 1022
pos = 30/2,-10/2
sprpriority = 10
POSTYPE = P1
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7220
id = 7220
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time >= 300
trigger2 = frontedgedist <= -80
trigger3 = movecontact
value = 1599
;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 1021]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 170
add = 144,0,128
mul = 256,256,32
sinadd = 0,96,128,8
invertall = 0
color = 0
ignorehitpause = 0
;---------------------[‰‰o]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1021

[State 3005, flames]
type = explod
trigger1= 6
anim = 13333
ID = 13333
sprpriority = 6
postype = p1
pos = 0,-10
random = 50, 25
vel = 0,-6
scale = 0.2, 0.2
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

[State 1160,01]
type = PosSet
trigger1 = time = 0
y = 0


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 8040
ID = 8040
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0



[State 1];ƒJƒƒ‰ŒÅ’è
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------[ƒXƒe[ƒgˆÚs]
[State 821, 3] 
type = changestate
trigger1 = time = 170
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;----------------------------------------------------------------------------
;9999999999999999999999999999999999999999999999999999999999999999999999999999
;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 1599]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

;---------------------[ƒGƒtƒFƒNƒg]

[State explod];ƒGƒtƒFƒNƒg
type = Explod
trigger1 = time = 0
anim = 000090
id = 00090
sprpriority = 10
postype = p1
pos = 30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[Šg‘åk¬]
[state a]
type = null;angledraw
trigger1 = 1
scale = 0.55 - var(1)*0.01,0.55 - var(1)*0.01

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = ANIMTIME = 0
;----------------------------------------------------------------------------
;9999999999999999999999999999999999999999999999999999999999999999999999999999
;----------------------------------------------------------------------------
;---------------------------------------------------------------------------
; LV2 bullet full flame 
;---------------------------------------------------------------------------
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1000,2

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2000
ID = 1555
pos = -30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2001
ID = 1555
pos = 70,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[state a];
type = Helper
trigger1 = animelem = 7
id = 1666
name = "yamibarai"
sprpriority = 5
pos = 40,-80
postype = p1
stateno = 1666
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; bullet full flame (over limit)
;---------------------------------------------------------------------------
[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -1000
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,8
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1000,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1400,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =!time
value = S6500,11

[State 0, Explod]
type = Explod
trigger1 = TIME = 0
anim = 67898
ID = 1020
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1


[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2000
ID = 1555
pos = -30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2001
ID = 1555
pos = 70,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[state a];
type = Helper
trigger1 = animelem = 7
id = 1588
name = "SUPERBALL"
sprpriority = 5
pos = 40,-80
postype = p1
stateno = 1588
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

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

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

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

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

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

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

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

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

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

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

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

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

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

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

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

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

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; Kung Fu Knee
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 55
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

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

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

[State 1050, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 20

[State 1050, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 80, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -3.5,-7
guard.velocity = -7
air.velocity = -3.5,-7
fall = 1

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

;------------------
; Light Kung Fu Knee - jump
; Description: This state uses a velset parameter in the Statedef to make
;     KFM move upwards. A value of 2,-6 means 2 pixels/tick forwards, and
;     6 pixels/tick upwards. Since this is an aerial state, the type is set
;     to A in the Statedef.
;     Notice that physics = N (N for None) here. This means we are not using
;     the built-in aerial physics model (physics = A), so we have complete
;     control over what KFM does in this state. Since we do not have
;     physics = A to take care of gravity for us, we need to put in our own
;     controller for that. Controller 1051,1 does the work of pulling KFM
;     down towards the ground. Controller 1051,2 checks if KFM has reached
;     the ground, and changes to state 1052 if so.
;     In this state's Statedef, we will use the hitdefpersist parameter to
;     retain the HitDef information from the last state. If we did not have
;     hitdefpersist, the HitDef will be turned off between state changes.
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 2,-6
anim = 1051
hitdefpersist = 1 ;Keep the HitDef from previous state active

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

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

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

;------------------
; Light Kung Fu Knee - land
; Description: This is KFM's landing state. There is a velset in the
;     Statedef to stop KFM from moving. Since KFM's y-position can be any
;     number greater than -10 upon entering this state (see the ChangeState
;     controller in State 1051), we need to reset it to 0, the ground
;     level. That is what controller 1052,1 is for.
[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

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

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

[State 1052, 3] ;Give KFM back control early
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

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

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

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

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

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

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

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

[State 1055, 5]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 35 + (prevstateno = 1061)*5, 2
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 0,-90
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -8
guard.ctrltime = 12
air.velocity = -4,-5
airguard.velocity = -4,-4.5
air.fall = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1075, 6]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 42, 2
getpower  = 0
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 0,-90
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
guard.velocity = -6
air.velocity = -4,-6
airguard.velocity = -4,-4.5
air.fall = 1

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


;---------------------------------------------------------------------------
; Light Sphinx flame
;---------------------------------------------------------------------------
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 55
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2


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

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 0
channel = 1
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 1
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 2

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 1
x = 3
y = 0
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 3
x = 2
y = 0
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 4
x = 4
y = -9

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelAdd
trigger1 = AnimElemtime(4) > 0
y = .38

[State 1060,hp ]
type = Helper
trigger1 = animelem = 1
name = "FLAME"
stateno = 1065
ownpal = 1
pos = 40,0
postype = p1
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = TIME = 7
anim = 8330
ID = 1100
pos = 0,0
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

;---------------------[?U??]
[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    =  20,10
priority = 5, Hit
getpower = 118,40
guardflag = M
pausetime = 12,12
sparkno = s-1
sparkxy = -28, -106
hitsound   = s1100,3
guardsound = s1100,4
guard.sparkno = s-1
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -2
air.velocity = -4.2,-4
yaccel = 0.5
ID = 200
nochainID = 9999
envshake.time = 12
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 90/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos =  90/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5


[state a];UŒ‚
type = Helper
trigger1 = animelem = 4
id = 1300
name = "Sphinx flame"
sprpriority = 5
pos = 0,80
postype = p1
stateno = 1220
helpertype = NORMAL
pausemovetime = 0
keyctrl = 0 
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1115

;---------------------------------------------------------------------------
; Hard Sphinx flame
;---------------------------------------------------------------------------
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 55
velset = 0,0
anim = 1110
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = TIME = 7
anim = 8330
ID = 1100
pos = 0,0
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 1100, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 5,0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 0
channel = 1
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 1
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 2

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 1
x = 3
y = 0
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 4
x = 0
y = -10
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = time = [7,31]
x = 2.5

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelAdd
trigger1 = AnimElemtime(4) > 0
y = .38

[State 1060,hp ]
type = Helper
trigger1 = animelem = 1
name = "FLAME"
stateno = 1090
ownpal = 1
pos = 40,0
postype = p1
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------[?U??]
[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 1
attr = S, NA
animtype  = hard
damage    = 20,10
priority = 5, Hit
getpower = 118,40
guardflag = M
pausetime = 12,12
sparkno = s-1
sparkxy = -28, -106
hitsound   = s200,1
guardsound = s1100,4
guard.sparkno = s-1
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -1.5
air.velocity = -1,-4
yaccel = 0.5
ID = 200
nochainID = 9999
envshake.time = 12
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2

[state a];UŒ‚
type = Helper
trigger1 = animelem = 4
id = 1110
name = "Sphinx flame"
sprpriority = 5
pos = -20,60
postype = p1
stateno = 1221
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 90/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos =  90/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

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

[State 1000, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1115

;---------------------------------------------------------------------------
;Sphinx flame
;--------------------------------------------------------------------------
[Statedef 1220]
type = S
ctrl = 0
anim = 1220
velset = 0,-7
movetype = A
physics = S
;sprpriority = 2

;---------------------[“–gŠÖŒW]
[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1221


;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 1,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 150/2,-330/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 2,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 150/2,-405/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 1,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-350/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 2,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-405/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

;---------------------[UŒ‚]
[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage    = 20,16
priority = 10, Hit
getpower = 95,28
guardflag = M
pausetime = 7,7
sparkno = -1
sparkxy = -12,-90
hitsound   = s1100,3
guardsound = s1100,4
guard.sparkno = -1
ground.type = high
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -1,-11
air.velocity = -1,-11
air.hittime  = 120
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999
envshake.time = 4
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
palfx.time = 40
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

;---------------------[UŒ‚]
[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = S, SA
animtype  = hard
damage    = 30,16
priority = 10, Hit
getpower = 95,28
guardflag = M
pausetime = 7,7
sparkno = -1
sparkxy = -12,-90
hitsound   = s1100,3
guardsound = s1100,4
guard.sparkno = -1
ground.type = high
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime  = 120
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999
envshake.time = 4
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
palfx.time = 40
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;Sphinx flame
;--------------------------------------------------------------------------
[Statedef 1221]
type = A
ctrl = 0
anim = 1220
velset = 4,-7
movetype = A
physics = N
;sprpriority = 2

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1221


;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 1,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 150/2,-310/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 2,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 160/2,-399/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 3,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 160/2,-430/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 1,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-350/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 2,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-405/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 3,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 160/2,-430/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

;---------------------[UŒ‚]
[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
attr = S, SA
animtype  = hard
damage    = 20,16
priority = 5, Hit
getpower = 95,28
guardflag = M
pausetime = 3,3
sparkno = -1
sparkxy = -12,-90
hitsound   = s1000,3
guardsound = s1100,4
guard.sparkno = -1
ground.type = high
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -3,-9
air.velocity = -3,-9
air.hittime  = 120
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999
envshake.time = 4
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
palfx.time = 40
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;OVER LIMITS Sphinx flame
;--------------------------------------------------------------------------
[Statedef 1222]
type = A
ctrl = 0
anim = 1221
velset = 4,-8
movetype = A
physics = N
;sprpriority = 2

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1221


;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 1,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 150/2,-310/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 2,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 160/2,-399/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 3,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 160/2,-430/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 4,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 160/2,-470/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 5,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 160/2,-500/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 6,>=0
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 160/2,-530/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 1,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-350/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 2,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-405/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 3,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 160/2,-430/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 4,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 160/2,-470/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 5,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 160/2,-500/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 6,>=0
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 160/2,-530/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

;---------------------[UŒ‚]
[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
attr = S, SA
animtype  = hard
damage    = 7,3
priority = 10, Hit
getpower = 95,28
guardflag = M
pausetime = 2,2
sparkno = -1
sparkxy = -12,-90
hitsound   = s1000,3
guardsound = s1100,4
guard.sparkno = -1
ground.type = high
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -3,-9
air.velocity = -3,-9
air.hittime  = 120
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999
envshake.time = 4
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
palfx.time = 40
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Sphinx flame end
;---------------------------------------------------------------------------
[Statedef 1115]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1101
ctrl     = 0
sprpriority = 2

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = s5040, 1
channel = 8

[State explod]
type = Explod
trigger1 = time = 0
anim = 6200
id = 7000
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = time = 0
value = s40,0

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

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1000, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Sphinx flame effects
;---------------------------------------------------------------------------
[Statedef 1065]
type = A
ctrl = 0
anim = 1063
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 1065,asp ]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 1065,aft ]
type = AfterImage
trigger1 = time = 0
time = 400
length = 10
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 10,0,0
palmul = .65,.65,.65
timegap = 1
framegap = 2
trans = add
 
[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 1064
anim = 7011 
pos = 32,-74
vel = 0,-(.2*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 1063
anim = 7011 
pos = 32,-44
vel = 0,-(.2*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 1065,am ]
type = ChangeAnim
trigger1 = time = 0
value = 1063

[State 1065,bp ]
type = BindToParent
trigger1 = 1
pos = 35,-13
ignorehitpause = 0

[State 1065,am ]
type = ChangeAnim
trigger1 = (parent, stateno = 1100) && (parent,animelem = 3)
value = 1064

[State 1065,am ]
type = ChangeAnim
trigger1 = parent, stateno = 1100 && (parent,animelem = 7)
value = 1065

[State 1065,ds ]
type = DestroySelf
trigger1 = anim = 1065
trigger1 = animtime = 0
trigger2 = parent, stateno != [1100,1110]
;---------------------------------------------------------------------------
;Sphinx flame effects
;---------------------------------------------------------------------------
[Statedef 1090]
type = A
ctrl = 0
anim = 1063
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 1065,asp ]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 1065,aft ]
type = AfterImage
trigger1 = time = 0
time = 400
length = 10
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 10,0,0
palmul = .65,.65,.65
timegap = 1
framegap = 2
trans = add
 
[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 1064
anim = 7011 
pos = 32,-74
vel = 0,-(.2*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 1063
anim = 7011 
pos = 32,-44
vel = 0,-(.2*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 1065,am ]
type = ChangeAnim
trigger1 = time = 0
value = 1063

[State 1065,bp ]
type = BindToParent
trigger1 = 1
pos = 35,-13
ignorehitpause = 0

[State 1065,am ]
type = ChangeAnim
trigger1 = (parent, stateno = 1110) && (parent,animelem = 3)
value = 1064

[State 1065,am ]
type = ChangeAnim
trigger1 = parent, stateno = 1110 && (parent,animelem = 7)
value = 1065

[State 1065,ds ]
type = DestroySelf
trigger1 = anim = 1065
trigger1 = animtime = 0
trigger2 = parent, stateno != [1100,1110]
;---------------------------------------------------------------------------
;OVER LIMIT Sphinx flame effects
;---------------------------------------------------------------------------
[Statedef 1099]
type = A
ctrl = 0
anim = 1063
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 1065,asp ]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 1065,aft ]
type = AfterImage
trigger1 = time = 0
time = 400
length = 10
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 10,0,0
palmul = .65,.65,.65
timegap = 1
framegap = 2
trans = add
 
[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 1064
anim = 7011 
pos = 32,-74
vel = 0,-(.2*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 1063
anim = 7011 
pos = 32,-44
vel = 0,-(.2*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 1065,am ]
type = ChangeAnim
trigger1 = time = 0
value = 1063

[State 1065,bp ]
type = BindToParent
trigger1 = 1
pos = 35,-13
ignorehitpause = 0

[State 1065,am ]
type = ChangeAnim
trigger1 = (parent, stateno = 1120) && (parent,animelem = 3)
value = 1064

[State 1065,am ]
type = ChangeAnim
trigger1 = parent, stateno = 1120 && (parent,animelem = 7)
value = 1065

[State 1065,ds ]
type = DestroySelf
trigger1 = anim = 1065
trigger1 = animtime = 0
trigger2 = parent, stateno != [1100,1120]
;---------------------------------------------------------------------------
; Light Sphinx flame (over limit)
;---------------------------------------------------------------------------
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= -1000
velset = 0,0
anim = 1120
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 12
anim = 1558
ID = 123123
pos = 50,-80
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,.7
sprpriority = 10
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 2001
ID = 1532323
pos = 50,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[state a];
type = Helper
trigger1 = animelem = 12
id = 2120
name = "orochinagi"
sprpriority = 5
pos = 0/2,-10/2
postype = p1
stateno = 2120
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[state a];
type = Helper
trigger1 = animelem = 12
id = 2125
name = "orochinagi"
sprpriority = 5
pos = 0/2,-10/2
postype = p1
stateno = 2125
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 =!time
value = S6500,11

[State 0, Explod]
type = Explod
trigger1 = TIME = 0
anim = 67898
ID = 1020
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = TIME = 7
anim = 8040
ID = 1100
pos = 0,0
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 1100, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 5,0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 0
channel = 1
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1119, 1
channel = 1
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 1
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 2
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 10

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 1
x = 8
y = 0

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 11
x = -2
y = 0
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelAdd
trigger1 = AnimElemtime(11) > 0
x = -0.50
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = animelem = 11
y = -5.5



[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 4
x = 0
y = -12
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = time = [7,31]
x = 3
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelAdd
trigger1 = AnimElemtime(4) > 0
y = .40

[State 1060,hp ]
type = Helper
trigger1 = animelem = 1
name = "FLAME"
stateno = 1099
ownpal = 1
pos = 40,0
postype = p1
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------[?U??]
[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 1
attr = S, NA
animtype  = hard
damage    = 25,10
priority = 5, Hit
getpower = 118,40
guardflag = M
pausetime = 13,13
sparkno = s-1
sparkxy = -28, -106
hitsound   = s200,4
guardsound = s1100,4
guard.sparkno = s-1
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -1.5
air.velocity = -1,-6
yaccel = 0.5
ID = 200
nochainID = 9999
envshake.time = 12
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2

[state a];UŒ‚
type = Helper
trigger1 = animelem = 4
id = 1110
name = "Sphinx flame"
sprpriority = 5
pos = -20,60
postype = p1
stateno = 1222
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 90/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos =  90/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

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

[State 1000, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1115
;---------------------------------------------------------------------------
; Light Kung Fu Blow
; CNS difficulty: easy
; Notes: This uses the EnvShake controller to shake the screen. It makes the
;        move look stronger.
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3

[State 1200, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1200, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1200, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 6
time = 4     ;Time to shake screen
ampl = 2     ;Amount to shake
freq = 180   ;A frequency of 180 shakes the screen rapidly

[State 1200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 100, 6
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -10
ground.cornerpush.veloff = -12 ;To push far away when p2 is in corner
guard.velocity = -7
air.velocity = -3.5,-4.5
airguard.velocity = -3.5,-4.5

[State 1200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Kung Fu Blow
; CNS difficulty: easy
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
anim = 1210
ctrl = 0
sprpriority = 2

[State 1210, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3

[State 1210, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1210, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1210, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 6
time = 8
ampl = 2
freq = 170   ;A frequency of less than 180 causes a dampening effect

[State 1210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 125, 9
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 22
ground.velocity = -10
ground.cornerpush.veloff = -15 ;To push far away when p2 is in corner
guard.velocity = -8
air.velocity = -4,-4.5
airguard.velocity = -4,-4.5

[State 1210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)‰Š
[Statedef 2120]
type = A
ctrl = 0
anim = 2020
velset = 0,0
movetype = I
physics = N
sprpriority = 40

;---------------------[ˆÚ“®]
[state a]
type = velset
trigger1 = time = 0
x = 16

[state a]
type = velmul
trigger1 = 1
x = 0.9

;---------------------[‰‰o]
[State envshake]
type = EnvShake
trigger1 = animelem = 3
time = 12
ampl = -8
freq = 75
phase = 75

;---------------------[Šg‘åk¬]
[state a]
type = null;angledraw
trigger1 = 1
scale = 0.55 - var(1)*0.01,0.55 - var(1)*0.01

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
;(HELPER)UŒ‚”»’è
[Statedef 2125]
type = A
ctrl = 0
anim = 2020
velset = 0,0
movetype = A
physics = N
sprpriority = 40

;---------------------[ƒ_ƒ[ƒW•â³]

;---------------------[ˆÚ“®]
[state a]
type = velset
trigger1 = time = 0
x = 12


[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 4100
ID = 4100
pos = 6,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -2
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 10
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3101
ID = 3101
pos = 6,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -2
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 10
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S1000,9
ignorehitpause = 0

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7220
id = 7220
sprpriority = 20
postype = p1
pos = 75/2,-150/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos =  75/2,-150/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
;---------------------[UŒ‚]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
trigger1 = time = 0
attr = A, HP
animtype  = up
damage    = 20,10
priority = 4, Hit
getpower = 0,0
guardflag = M
pausetime = 0,14
sparkno = s-1
sparkxy = 0,0
hitsound   = s1000,3
guard.sparkno = s-1
guardsound = s1100,4
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4.2,-7.9
air.velocity = -4.2,-7.9
yaccel = 0.52
ID = 200
nochainID = 9999
fall = 1
fall.recover = 0
palfx.time = 65
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0


;----------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Fast Kung Fu Blow
; CNS difficulty: easy
[Statedef 1220]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= -330
velset = 0,0
anim = 1220
ctrl = 0
sprpriority = 2

[State 1220, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1220, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 1220, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3

[State 1220, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1220, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1220, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 6
time = 8
ampl = 3
freq = 170

[State 1220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 125, 9
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 32
ground.velocity = -15
ground.cornerpush.veloff = -20 ;To push far away when p2 is in corner
guard.velocity = -9
air.velocity = -5,-5
airguard.velocity = -5,-5
air.fall = 1
fall.animtype = Hard           ;Show "hard" animtype when hit for a fall
yaccel = .4                    ;Fall faster

[State 1220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Kung Fu Blocking High
; CNS difficulty: medium
; Notes: This move uses a ReversalDef controller to counter attacks. Any
;        attacks not caught by the ReversalDef are handled by the HitOverride.
;        The movetype is Idle because this is not an attack.
[Statedef 1300]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 1

[State 1300, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
value = 15,0

[State 1300, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1300, 2]
type = ReversalDef
trigger1 = Time = 0
reversal.attr = SA, AA
pausetime = 0,0
sparkno = 40
sparkxy = 40,0
hitsound = 6,0
p1stateno = 1310
p1sprpriority = 2 ;Set P1's sprite in front of P2's
p2sprpriority = 1

[State 1300, 3] ;Stop ReversalDef
type = ReversalDef
trigger1 = Time = 4
trigger1 = Time = command = "holdfwd"
trigger2 = Time = 8
reversal.attr =

[State 1300, 4]
type = HitOverride
trigger1 = Time = 0
attr = SA, AP
stateno = 1310
time = 8

[State 1300, 5]
type = HitOverride
trigger1 = Time = 4
trigger1 = Time = command = "holdfwd"
attr =
time = 0

[State 1300, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kung Fu Blocking High (blocked)
; Notes: This state uses a Pause controller to freeze the action dramatically.
[Statedef 1310]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1310
ctrl = 0
sprpriority = 2

[State 1310, 1]
type = Pause
trigger1 = Time = 0
time = 20
endcmdbuftime = 20 ;Buffer commands input during the pause
pausebg = 0        ;Don't pause backgrounds

[State 1310, 2]    ;Go to guarding
type = ChangeState
trigger1 = Time = 1
trigger1 = command = "holdback"
value = 130
ctrl = 1

[State 1310, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 1310, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kung Fu Blocking Low
[Statedef 1320]
type    = C
movetype= I
physics = C
velset = 0,0
anim = 1320
ctrl = 0
sprpriority = 1

[State 1320, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
value = 10,0

[State 1320, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1320, 2]
type = ReversalDef
trigger1 = Time = 0
reversal.attr = C, AA
pausetime = 0,0
sparkno = 40
sparkxy = 40,0
hitsound = 6,0
p1stateno = 1330
p1sprpriority = 2
p2sprpriority = 1

[State 1320, 3] ;Stop
type = ReversalDef
trigger1 = Time = 5
reversal.attr =

[State 1320, 4]
type = HitOverride
trigger1 = Time < 5
attr = C, AP
stateno = 1330

[State 1320, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Kung Fu Blocking Low (blocked)
[Statedef 1330]
type    = C
movetype= I
physics = C
velset = 0,0
anim = 1330
ctrl = 0
sprpriority = 2

[State 1330, 1]
type = Pause
trigger1 = Time = 0
time = 20
endcmdbuftime = 20 ;Buffer commands input during the pause
pausebg = 0        ;Don't pause backgrounds

[State 1330, 2]
type = ChangeState
trigger1 = Time = 1
trigger1 = command = "holdback"
value = 131
ctrl = 1

[State 1330, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 1330, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Kung Fu Blocking Air
[Statedef 1340]
type    = A
movetype= I
physics = N
anim = 1340
ctrl = 0
sprpriority = 1

[State 1340, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
value = 10,0

[State 1340, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1340, 2]
type = ReversalDef
trigger1 = Time = 0
reversal.attr = A, AA
pausetime = 0,0
sparkno = 40
sparkxy = 40,0
hitsound = 6,0
p1stateno = 1350
p1sprpriority = 2
p2sprpriority = 1

[State 1340, 3] ;Stop
type = ReversalDef
trigger1 = Time = 5
reversal.attr =

[State 1340, 4]
type = HitOverride
trigger1 = Time < 5
attr = SA, AP
stateno = 1350

[State 1340, 5]
type = CtrlSet
trigger1 = AnimElem = 4
value = 1

[State 1340, 6] ;Gravity
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 1340, 6] ;Land from jump
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 1351

;---------------------------------------------------------------------------
; Kung Fu Blocking Air (blocked)
[Statedef 1350]
type    = A
movetype= I
physics = N
anim = 1350
ctrl = 0
sprpriority = 2

[State 1350, 1]
type = Pause
trigger1 = Time = 0
time = 20
endcmdbuftime = 20 ;Buffer commands input during the pause
pausebg = 0        ;Don't pause backgrounds

[State 1350, 2]
type = ChangeState
trigger1 = Time = 1
trigger1 = command = "holdback"
value = 132
ctrl = 1

[State 1350, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 1350, 4] ;Stop KFM in the air
type = PosFreeze
trigger1 = AnimElemTime(3) < 0

[State 1350, 5]
type = CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 1350, 6] ;Gravity
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = Const(movement.yaccel)

[State 1350, 7] ;Land from jump
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 1351

;---------------------------------------------------------------------------
; Kung Fu Blocking Air (land)
[Statedef 1351]
type    = S
physics = S
ctrl = 0
anim = 47

[State 1351, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1351, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1351, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 1351, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1351, 5] ;Go to high block
type = ChangeState
trigger1 = command = "blocking"
trigger1 = command != "holddown"
value = 1300

[State 1351, 6] ;Go to low block
type = ChangeState
trigger1 = command = "blocking"
value = 1320
;---------------------------------------------------------------------------
; short sliding fire
;---------------------------------------------------------------------------
[Statedef 1399]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1399
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = ANIMTIME = 0
anim =6201
ID = 1399
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1400
ctrl = 0
;---------------------------------------------------------------------------
; 2short sliding fire 
;---------------------------------------------------------------------------
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1400
ctrl = 0
sprpriority = 2

[state snd]
type = PlaySnd
trigger1 =  !time
trigger1 = random <= 600
value = s1400,0
channel = 1

[State 1400, 1]
type = PlaySnd
trigger1 = !time
value = 1000, 1
[State 1400, 1]
type = PlaySnd
trigger1 =  !time
value = 1100, 1

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 40,-4
random = 40, 10
vel = -7,-1
scale = 0.3, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 0,-4
random = 40, 10
vel = -7,-1
scale = 0.3, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256


[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1422
ID = 1400
pos = -8,65
postype = p1
facing = 1
vfacing = 1
bindtime = -2
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 150/2,-11/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-11/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = 0

[State 0, HitDef]
type = HitDef
trigger1 = !TIME
trigger1=!Time
attr=C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag=MAF        ;HLAFD+-
guardflag=L         ;HLA
animtype=Medium          ;light,medium,hard,back,up,diagup
priority=4,Hit   ;Hit,Miss,Dodge
damage = 44,16
pausetime = 10,10
guard.pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = 16,-40
hitsound = S1000,3
guardsound = S300,1
ground.type = Low
ground.slidetime = 24
guard.slidetime = 24
ground.hittime = 24
guard.hittime = 24
air.hittime = 24
yaccel = 1-(0.6*FVar(10))
ground.velocity = -9,0
;guard.velocity = 0
air.velocity = -3,-2*FVar(10)
;getpower = 0,0
;givepower = 0,0
envshake.time = 6
envshake.freq = 120
envshake.ampl = 6
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,18]
x = 8.5
ignorehitpause = 0

[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401
ctrl = 0
;---------------------------------------------------------------------------
; Light Kung Fu Zankou
[Statedef 1401]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 5,0
anim = 1401
ctrl = 0
sprpriority = 2

[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Large sliding fire
;---------------------------------------------------------------------------
[Statedef 1409]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1409
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = ANIMTIME = 0
anim =6201
ID = 1409
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 1410]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1410
ctrl = 0
sprpriority = 2



[state snd]
type = PlaySnd
trigger1 =  !time
trigger1 = random <= 600
value = s1400,0
channel = 1


[State 1400, 1]
type = PlaySnd
trigger1 = !time
value = 1000, 1
[State 1400, 1]
type = PlaySnd
trigger1 =  !time
value = 1100, 1

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 40,-4
random = 40, 10
vel = -7,-1
scale = 0.3, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 0,-4
random = 40, 10
vel = -7,-1
scale = 0.3, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256


[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1422
ID = 1400
pos = -8,65
postype = p1
facing = 1
vfacing = 1
bindtime = -2
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0


;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 150/2,-11/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-11/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = 0

[State 0, HitDef]
type = HitDef
trigger1 = !TIME
trigger1=!Time
attr=C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag=MAF        ;HLAFD+-
guardflag=L         ;HLA
animtype=Medium          ;light,medium,hard,back,up,diagup
priority=4,Hit   ;Hit,Miss,Dodge
damage = 44,16
pausetime = 10,10
guard.pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = 16,-40
hitsound = S1000,3
guardsound = S300,1
ground.type = Low
ground.slidetime = 24
guard.slidetime = 24
ground.hittime = 24
guard.hittime = 24
air.hittime = 24
yaccel = 1-(0.6*FVar(10))
ground.velocity = -9,0
;guard.velocity = 0
air.velocity = -3,-2*FVar(10)
;getpower = 0,0
;givepower = 0,0
envshake.time = 6
envshake.freq = 120
envshake.ampl = 6
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,18]
x = 9.5
ignorehitpause = 0

[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1411
ctrl = 0
;---------------------------------------------------------------------------
; Light Kung Fu Zankou
[Statedef 1411]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 5,0
anim = 1411
ctrl = 0
sprpriority = 2

[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; OVER LIMIT sliding fire
;---------------------------------------------------------------------------
[Statedef 1440]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
velset = 0,0
anim = 1399
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 =!time
value = S6500,11

[State 0, Explod]
type = Explod
trigger1 = TIME = 0
anim = 67898
ID = 1020
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = ANIMTIME = 0
anim =6201
ID = 1399
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1441
ctrl = 0
;---------------------------------------------------------------------------
; OVER LIMIT sliding fire
;---------------------------------------------------------------------------
[Statedef 1441]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1410
ctrl = 0
sprpriority = 2

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1


[State 1400, 1]
type = PlaySnd
trigger1 =  !time
value = 1000, 2
channel = 1

[State 1400, 1]
type = PlaySnd
trigger1 = !time
value = 1000, 1
[State 1400, 1]
type = PlaySnd
trigger1 =  !time
value = 1100, 1

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 40,-4
random = 40, 10
vel = -7,-1
scale = 0.3, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256
[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 0,-4
random = 40, 10
vel = -7,-1
scale = 0.3, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256


[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1422
ID = 1400
pos = -8,65
postype = p1
facing = 1
vfacing = 1
bindtime = -2
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0


;---------------------[ƒGƒtƒFƒNƒg]
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 150/2,-11/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7000
sprpriority = 20
postype = p1
pos = 150/2,-11/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = 0

[State 0, HitDef]
type = HitDef
trigger1 = !TIME
trigger1=!Time
attr=C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag=MAF        ;HLAFD+-
guardflag=L         ;HLA
animtype=Medium          ;light,medium,hard,back,up,diagup
priority=4,Hit   ;Hit,Miss,Dodge
damage = 45,16
pausetime = 13,13
guard.pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = 16,-40
hitsound = S1000,9
guardsound = S300,1
ground.type = Low
ground.slidetime = 24
guard.slidetime = 24
ground.hittime = 24
guard.hittime = 24
air.hittime = 24
yaccel = 1-(0.6*FVar(10))
ground.velocity = -9,0
;guard.velocity = 0
air.velocity = -3,-2*FVar(10)
;getpower = 0,0
;givepower = 0,0
envshake.time = 6
envshake.freq = 120
envshake.ampl = 6
palfx.time = 30
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,18]
x = 11
ignorehitpause = 0

[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1443
ctrl = 0
;---------------------------------------------------------------------------
; OVER LIMIT sliding fire Ends
;---------------------------------------------------------------------------
[Statedef 1443]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 5,0
anim = 1411
ctrl = 0
sprpriority = 2

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State a];“_–Å
type = palfx
trigger1 = gametime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1


[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Far Kung Fu Zankou
; CNS difficulty: easy
[Statedef 1420]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -330
velset = 0,0
anim = 1420
ctrl = 0
sprpriority = 2

[State 1420, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1420, Afterimage]
type = AfterImageTime
trigger1 = AnimElemTime(8) < 0
time = 2

[State 1420, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1420, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 1420, Friction]
type = VelMul
trigger1 = 1
x = 0.7

[State 1420, 2]
type = HitDef
trigger1 = AnimElemTime(4) = -2
attr = S, SA
animtype  = Hard
damage    = 25, 2
getpower  = 0
priority  = 4
guardflag = MA
pausetime = 9,9
sparkxy = -15,-45
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 24
ground.velocity = -7
ground.cornerpush.veloff = -8 ;To push far away when p2 is in corner
guard.velocity = -9
air.velocity = -5,-4
airguard.velocity = -3.5,-4.5

[State 1420, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 100, 8
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 24
ground.velocity = -5,-4
ground.cornerpush.veloff = -15 ;To push far away when p2 is in corner
guard.velocity = -9
air.velocity = -5,-4
airguard.velocity = -3.5,-4.5
fall = 1

[State 1420, 3]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 10

[State 1420, 4]
type = VelSet
trigger1 = AnimElemTime(3) = [1,2]
x = 20

[State 1420, 5]
type = PosAdd
trigger1 = AnimElem = 10
x = 10

[State 1420, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Fire rain
;---------------------------------------------------------------------------
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
poweradd = -1000
anim = 3000
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 25
anim = 2001
ID = 1555
pos = 50,-91
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 25
anim = 2000
ID = 1555
pos = -35,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 25
anim = 1562
ID = 3000
pos = -30,-5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 20
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0


[state helper]
type = Helper
trigger1 = time = 0
id = 6005
name = "bg"
pos = 0,0
postype = p1
stateno = 6005
helpertype = normal
supermovetime = 999999
ownpal = 1


[State explod]
type = explod
trigger1 = time  = 1
anim = 6000
id = 3000
sprpriority = 1
postype = p1
pos = 0,-85
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5

[State 3000, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
anim = 100
sound = S3000,0
pos = 0,-70
movetime = 30
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
value = 0, 0
channel = 3

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem =25
value = 1100, 6

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem =25
value = 3000, 1
channel = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
anim = 1557
ID = 3000
pos = 70,-90
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,.7
sprpriority = 10
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
anim = 1558
ID = 3000
pos = 50,-90
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.4,.6
sprpriority = 10
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 25
anim = 1561
ID = 3000
pos = 50,-90
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,.9
sprpriority = 10
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, Ki Blast]
type = Helper
trigger1 = AnimElem = 25
helpertype = normal
name = "Blast max"
ID = 655
stateno = 655
pos = 0,-90
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5

[State 0, Ki Blast]
type = Helper
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
helpertype = normal
name = "Ki Blast"
ID = 645
stateno = 645
pos = 0,-90
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .3
size.yscale = .3

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
; AIR Fire rain
;----------------------------------------------------------------------------
[Statedef 3015]
type = A
physics = N
movetype = A
anim = 3005
ctrl = 0
velset = -0,0
poweradd = -1000
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [31,99]
x = -.7
y = -.9

[state helper]
type = Helper
trigger1 = time = 0
id = 6005
name = "bg"
pos = 0,0
postype = p1
stateno = 6005
helpertype = normal
supermovetime = 999999
ownpal = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
anim = 100
sound = S3000,0
pos = 0,-70
movetime = 30
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State explod]
type = explod
trigger1 = time  = 1
anim = 6000
id = 3000
sprpriority = 1
postype = p1
pos = 0,-85
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5

[State 0, Ki Blast]
type = Helper
trigger1 = AnimElem = 25
helpertype = normal
name = "Blast max"
ID = 688
stateno = 688
pos = 0,-90
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5

[State 0, Lanzar FX]
type = Helper
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
helpertype = normal
name = "Lanzar FX"
ID = 691
stateno = 691
pos = 30,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.3
size.yscale = 0.6

[State 0, Lanzar FX]
type = Helper
trigger1 = AnimElem = 25
helpertype = normal
name = "Lanzar FX"
ID = 692
stateno = 692
pos = 30,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .4
size.yscale = .9

[State 0, Lanzar FX]
type = Helper
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
helpertype = normal
name = "Lanzar FX"
ID = 699
stateno = 699
pos = 70,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .75
size.yscale = .75

[State 0, Ki Blast]
type = Helper
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
helpertype = normal
name = "Ki Blast"
ID = 659
stateno = 659
pos = 0,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .3
size.yscale = .3

[State 1100, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 3016
ctrl = 0
;-------------------------------------------------------------------------------
; Lanzar FX
[Statedef 699]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1557
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -37

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 200, End]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; Lanzar FX
[Statedef 691]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1558
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -37

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 200, End]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; Lanzar FX
[Statedef 692]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1561
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -37

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 200, End]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;-------------------------------------------------------------------------------
;----------------------------------------------------------------------------
; AIR Fire rain
;----------------------------------------------------------------------------
[Statedef 3016]
type = A
physics = N
movetype = A
anim = 3006
ctrl = 0
velset = -0,0
poweradd = 0
sprpriority = 1

[State 1100, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = -3
y = -3
[State 1100, 速度加算]
type = VelAdd
trigger1 = 1
y = .45
[State 1100, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 752

;---------------------------------------------------------------------------
; Fire rain LV2
;---------------------------------------------------------------------------
[Statedef 4001]
type = S
physics = S
movetype = A 
anim = 4001
ctrl = 0
velset = 0, 0
poweradd = -2000
facep2 = 1
sprpriority = 1

[state helper]
type = Helper
trigger1 = time = 0
id = 6005
name = "bg"
pos = 0,0
postype = p1
stateno = 6007
helpertype = normal
supermovetime = 999999
ownpal = 1

[State explod]
type = explod
trigger1 = time  = 1
anim = 6001
id = 3001
sprpriority = 1
postype = p1
pos = 0,-85
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
anim = 101
sound = S3001,1
pos = 0,-70
movetime = 30
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 4300
ctrl = 0
;---------------------------------------------------------------------------
; Fire rain LV2
;---------------------------------------------------------------------------
[Statedef 4300]
type = S
physics = S
movetype = A
anim = 4002
ctrl = 0
velset = 0, 0
poweradd = 0
facep2 = 1
sprpriority = 1

[State 3300, Strength]
type = varset
trigger1 = var(10) != 6
var(10) = 6

[State Corner Push]
type = varset
trigger1 = animelem = 5
fvar(5) = 0

[State 3300, Vel]
type = velset
trigger1 = animelem = 1
x = -0.01
y = -0.50
[State 3300, Vel]
type = veladd
trigger1 = animelemtime(1) >= 0
y = 0.0050;200

[State 3300, Snd]
type = playsnd
trigger1 = animelem = 2
value = 0, 40

[State 3300, bullets]
type = helper
trigger1 = animelemtime(5) > 0 && animelemtime(5) < 200 && !(time % 6)
helpertype = normal
pos = 100,0
stateno = 3305
ID = 3305
name = "Bullet"
postype = p1
ownpal = 1
size.xscale = 0.2
size.yscale = 0.2
[State 3300, bullets]
type = helper
trigger1 = animelemtime(2) > 0 && animelemtime(2) < 200 && !(time % 6)
helpertype = normal
pos = 100,0
stateno = 3305
ID = 3305
name = "Bullet"
postype = p1
ownpal = 1
size.xscale = 0.2
size.yscale = 0.2

[State 3300, statetype]
type = statetypeset
trigger1 = animelemtime(2) >= 0
statetype = A
physics = N

[State 3300, End]
type = changestate
trigger1 = vel y > 0 && pos y >= 0
value = 52
;---------------------------------------------------------------------------
; SUPER FLAME LV1
;---------------------------------------------------------------------------
[Statedef 3060]
type = S
physics = S
movetype = A 
anim = 3051
ctrl = 0
velset = 0, 0
poweradd = -1000
facep2 = 1
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3051,0
channel = 1
ignorehitpause = 1

[state helper]
type = Helper
trigger1 = time = 0
id = 6005
name = "bg"
pos = 0,0
postype = p1
stateno = 6005
helpertype = normal
supermovetime = 999999
ownpal = 1

[State explod]
type = explod
trigger1 = time  = 1
anim = 6000
id = 3001
sprpriority = 1
postype = p1
pos = 0,-60
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
anim = 100
sound = S3000,0
pos = 27,-34
movetime = 30
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3052
ctrl = 0

;---------------------------------------------------------------------------
;SUPER FLAME PART 2 LV1
;---------------------------------------------------------------------------
[Statedef 3052]
type = S
physics = S
movetype = A
anim = 3053
ctrl = 0
velset = 0, 0
poweradd = 0
facep2 = 1
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S1100,1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1562
ID = 3000
pos = -0,-5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 20
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 0, VelSet]
type = VelSet
trigger1 = TIME = [0,5]
x = 15
y = 0
ignorehitpause = 0

[State 3010,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype = Hard
hitflag = MAF
guardflag = M
priority = 7,Miss
damage = 0 ,16
getpower = 0
givepower = 45
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-57
hitsound = S300, 3
guardsound = S300, 1
pausetime = 0, 0
guard.pausetime = 10,10
ground.slidetime = 15
ground.type = High
ground.velocity = -6.0
guard.velocity = -5.0
air.velocity = -3.0,-5.8
p2facing = 1
p1stateno = 3053
p2stateno = 3055
palfx.time = 260
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 150/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = 1


[State 3300, Strength]
type = varset
trigger1 = var(10) != 6
var(10) = 6

[State Corner Push]
type = varset
trigger1 = animelem = 5
fvar(5) = 0

[State 3300, NHB]
type = nothitby
trigger1 = animelemtime(5) <= 0
time = 1
value = SCA

[State 3300, End]
type = changestate
trigger1 = ANIMTIME = 0
value = 0
CTRL = 1
;---------------------------------------------------------------------------
;SUPER FLAME PART 2 LV1
;---------------------------------------------------------------------------
[Statedef 3053]
type = S
physics = S
movetype = A
anim = 3054
ctrl = 0
velset = 0, 0
poweradd = 0
facep2 = 1
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S1400,1
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S181,0
channel = 3
ignorehitpause = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S1100,3
channel = 3
ignorehitpause = 0

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = -30,0

[State 2100, ‘ŠŽè‚Æd‚È‚Á‚½ê‡]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 8340
ID = 3053
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause =0


[State 0, VelSet]
type = VelSet
trigger1 = !TIME
x = 24
y = 0
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S200,4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S1000,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 144
value = S1000,11
[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 144
value = S1000,3

[State 0, HitAdd]
type = HitAdd
trigger1 = TIME = 144
value = 1
Ignorehitpause = 0


[State 3030,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !TIME
value = -40
kill = 0

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = animelem = 10
anim = 182
id = 182
sprpriority = 20
postype = p1
pos = 110/2,55/2
bindtime = 1
removetime = 80
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = animelem = 11
anim = 3103
id = 3103
sprpriority = 20
postype = p1
pos = 70/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = !TIME
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 110/2,-150/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = !TIME
anim = 3302
id = 3302
sprpriority = 20
postype = p2
pos = 25/2,-120/2
bindtime = 1
removetime = 160
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = !TIME
anim = 3302
id = 3302
sprpriority = 20
postype = p2
pos = 25/2,-165/2
bindtime = 1
removetime = 160
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = !TIME
anim = 3302
id = 3302
sprpriority = 20
postype = p2
pos = -25/2,-120/2
bindtime = 1
removetime = 160
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = !TIME
anim = 3302
id = 3302
sprpriority = 20
postype = p2
pos = -25/2,-165/2
bindtime = 1
removetime = 160
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = TIME = 144
anim = 7220
id = 7220
sprpriority = 20
postype = p2
pos = 0/2,-111/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5


[State 0, Explod]
type = Explod
trigger1 = TIME = 144
anim = 3152
ID = 3052
pos = -50,-20
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = -1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongeTHit = 0
ignorehitpause =0
[State 0, Explod]
type = Explod
trigger1 = TIME = 144
anim = 8340
ID = 3052
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongeTHit = 0
ignorehitpause =0
[State 0, Explod]
type = Explod
trigger1 =  TIME = 144
anim = 3152
ID = 3052
pos = 45,-100
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = -1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =0


[State 0, Explod]
type = Explod
trigger1 =  TIME = 144
anim = 3153
ID = 3052
pos = 50,-20
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = -1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =0
[State 0, Explod]
type = Explod
trigger1 =  TIME = 144
anim = 3153
ID = 3052
pos = -45,-100
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = -1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =0

[State 0, EnvShake]
type = EnvShake
trigger1 = !TIME
time = 18
freq = 90
ampl = -2
phase = 90
ignorehitpause = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = TIME = 144
time = 30
freq = 90
ampl = -7
phase = 90
ignorehitpause = 0

[state a];
type = Helper
trigger1 = animelem = 11
id = 19090
name = "yi"
sprpriority = 5
pos = -150,5
postype = p1
stateno = 19090
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = 144
time = 2
add = 32,64,64
[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = 148
time = 2
add = 16,32,48
[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = 148
time = 2
add = 8,16,32
[State 0, PalFX]
type = PalFX
trigger1 = Time = 144
time = 4
add = 128,256,256
[State 0, PalFX]
type = PalFX
trigger1 = Time = 148
time = 4
add = 64,128,192
[State 0, PalFX]
type = PalFX
trigger1 = Time = 152
time = 4
add = 32,64,128

[State 3300, End]
type = changestate
trigger1 = ANIMTIME = 0
value = 0
CTRL = 1

;----------------------------------------------------------------------------
;(HELPER)’e
[Statedef 19090]
type = A
ctrl = 0
anim = 3057
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[“–gŠÖŒW]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = TIME = [0,200]
flag = NOSHADOW
ignorehitpause = 1
persistent = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015
ignorehitpause = 1

;---------------------[?U??]
[State 200, 1]
type = HitDef
triggerall = enemynear,stateno != [5040,5049]
trigger1 = !time
attr = S, NA
damage = 90, 0
getpower = 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
sparkno = s-1
sparkxy = -12, -90
hitsound = s1, 0
guard.sparkno = 40
guardsound = s2, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
p2stateno = 10128
ID = 200
nochainID = 9999
air.juggle = 8

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 0
persistent = 0

;------------------------------------------------------------------------------------------------------------
;P2 Girando
[Statedef 10128]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

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


[State 9020, 1]
type = ChangeAnim2
trigger1 = Time < 15
value = 10128

[State 9020, 1]
type = posadd
trigger1 = Time < 15
x = ifelse(Time % 2,1,-1)

[State 9020, 1]
type = veladd
trigger1 = Time = 15
x = 0
y = -15

[State 9020, 1]
type = veladd
trigger1 = Time > 15
y = .50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S100,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S100,2

[State 0, EnvShake]
type = EnvShake
trigger1 = Pos Y >= 0 && Vel Y > 0
time = 12
freq = 100
ampl = 4
phase = 90

[State 3010, 12]
type = SelfState
trigger1 = time > 3
trigger1 = (Vel Y > 0) && (Pos Y >= 5)
value = 5100
;------------------------------------------------------------------------------------------------------------
;P2 Girando
[Statedef 10129]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

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


[State 9020, 1]
type = ChangeAnim2
trigger1 = Time < 15
value = 10128

[State 9020, 1]
type = posadd
trigger1 = Time < 15
x = ifelse(Time % 2,1,-1)

[State 9020, 1]
type = veladd
trigger1 = Time = 15
x = 0
y = -60

[State 9020, 1]
type = veladd
trigger1 = Time > 15
y = .50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S100,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S100,2

[State 0, EnvShake]
type = EnvShake
trigger1 = Pos Y >= 0 && Vel Y > 0
time = 12
freq = 100
ampl = 4
phase = 90

[State 3010, 12]
type = SelfState
trigger1 = time > 3
trigger1 = (Vel Y > 0) && (Pos Y >= 5)
value = 5100
;-----------------------------------------------------------------------------------------------------------------
;-----------------------------------------------------------------------------------------------------------------
;------------------------ ‹ò‚ç‚¢‘¤
[Statedef 3055]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

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

[State 3070,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3055

[State 3070,PosSet]
type = PosSet
trigger1 = Time = 0
y = 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 = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;------------------------ ‹ò‚ç‚¢‘¤
;====;---------------------------------------------------------------------------
;Sphinx flame end
;---------------------------------------------------------------------------
[Statedef 3062]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3062
ctrl     = 0
sprpriority = 2

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = s5040, 1
channel = 8

[State explod]
type = Explod
trigger1 = time = 0
anim = 6200
id = 7000
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = time = 0
value = s40,0

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

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1000, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;====================< FINISHING SHOWER >=============================
[Statedef 3305]
type = S
physics = N
movetype = A
anim = 1580
ctrl = 0
velset = 0, 0
sprpriority = 3
juggle = 5

[State 3305, Pos]
type = varset
trigger1 = !time
fvar(0) = -20 -(random / 28.6)
ignorehitpause = 1

[State 3305, Bind]
type = bindtoroot
trigger1 = time < 6
pos = fvar(0), 1.65 * fvar(0)
facing = 1
ignorehitpause = 1

[State 3305, HitOverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA, AA, AP, AT
stateno = 3306
ignorehitpause = 1
[State 3305, HB]
type = hitby
trigger1 = 1
time = -1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 3305, Strength]
type = varset
trigger1 = !time
var(10) = root, var(10)
[State 3305, movehitvar]
type = varset
triggerall = !var(3)
trigger1 = movecontact && numtarget
trigger1 = !(target, ishelper)
trigger2 = numhelper(3305)
trigger2 = helper(3305), var(3)
var(3) = 1
ignorehitpause = 1

[State 3305, sprpriorityvar]
type = varset
trigger1 = !time
var(0) = ifelse(random < 667, 3, -1)
ignorehitpause = 1
[State 3305, sprpriority]
type = sprpriority
trigger1 = 1
value = var(0)

[State 3305, Snd]
type = playsnd
trigger1 = time = 6
value = 5, 6

[State 3305, Vel]
type = velset
trigger1 = time = 6
x = 10
y = (1.65 * fvar(0) + 65) / 8.0
[State 3305, Vel]
type = velmul
trigger1 = vel y > 0 && pos y > -10
y = 0.75

[State 3305, Vel]
type = veladd
trigger1 = vel y < 2 && numenemy
trigger1 = (enemynear, statetype = S || enemynear, statetype = A) && pos y < (enemynear, pos y + enemynear, const(size.mid.pos.y))
y = 0.2
[State 3305, Vel]
type = veladd
trigger1 = vel y > -2 && numenemy
trigger1 = (enemynear, statetype = S || enemynear, statetype = A) && pos y > (enemynear, pos y + enemynear, const(size.mid.pos.y))
y = -.2
[State 3305, Vel]
type = veladd
trigger1 = vel y < 2 && numenemy
trigger1 = (enemynear, statetype = C) && pos y < (enemynear, pos y + (enemynear, const(size.mid.pos.y) / 2))
y = 0.2
[State 3305, Vel]
type = veladd
trigger1 = vel y > -2 && numenemy
trigger1 = (enemynear, statetype = C) && pos y > (enemynear, pos y + (enemynear, const(size.mid.pos.y) / 2))
y = -.2
[State 3305, Vel]
type = veladd
trigger1 = vel y < 2 && numenemy
trigger1 = (enemynear, statetype = L) && pos y < -10
y = 0.2
[State 3305, Vel]
type = veladd
trigger1 = vel y > -2 && numenemy
trigger1 = (enemynear, statetype = L) && pos y > -10
y = -.2

[State 3305, Vel]
type = velset
trigger1 = time < 6
x = 0
y = 0

[State 3305, Jet]
type = explod
trigger1 = time >= 6 && !numexplod(3306)
anim = 3306
ID = 3306
sprpriority = (var(0) + 1)
postype = p1
pos = -12, 0
bindtime = -1
removetime = -1
scale = 0.5, 0.5
ownpal = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1000,7
channel = 2

[State 3005, flames]
type = explod
trigger1= 6
anim = 3305
ID = 3305
sprpriority = 6
postype = p1
pos = 1,-2
random = 1, 1
vel = -1,0
scale = 1, 1
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

[State 3305, Shot]
type = explod
trigger1 = time = 5
anim = 3307
ID = 3307
sprpriority = (var(0) + 1)
postype = p1
pos = -15, 0
scale = 0.5, 0.5
ownpal = 1
[State 3305, Trail]
type = explod
trigger1 = time >= 7; && !(time % 2)
anim = 3308 + (vel y >= 1.5) + (vel y >= 3) + (vel y <= -1.5) + (vel y <= -3)
ID = 3308
sprpriority = (var(0) + 1)
postype = p1
pos = -15, 0
vfacing = ifelse(vel y <= 0, 1, -1)
scale = 0.5, 0.5
ownpal = 1

[State 3305, HitSound]
type = playsnd
trigger1 = movehit && numtarget
trigger1 = !(target, time) && target, movetype = H
value = 1000, 3
persistent = 0
channel = 4
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = moveguarded 
value = S300,1
channel = 3


[State 3305, Hit High]
type = hitdef
trigger1 = time >= 10
priority = 4, Hit
attr = S, HP
damage = 5, 2
animtype = Hard
fall.animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0, 12
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = s7001
sparkxy = -10, 0
guardsound = s300, 1
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12.97 * !numhelper(775), 0
ground.cornerpush.veloff = 0
air.velocity = -3 * !numhelper(775), -3
down.velocity = -3 * !numhelper(775), -3
guard.velocity = -12.97 * !numhelper(775)
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 36, 36
envshake.time = 18
envshake.freq = 120
envshake.ampl = 6
sprpriority = var(0)
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = -8 * !numhelper(775), -1.5
forcestand = 1
palfx.time = 70
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
fall = 1
fall.recover = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7220
id = 7220
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5


[State 3305, Hit Low]
type = hitdef
trigger1 = time >= 10 && random < 500
priority = 4, Hit
attr = S, HP
damage = 5, 2
animtype = Hard
fall.animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0, 12
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = s7001
sparkxy = -10, 0
guardsound = s2, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12.97 * !numhelper(775), 0
ground.cornerpush.veloff = 0
air.velocity = -3 * !numhelper(775), -3
down.velocity = -3 * !numhelper(775), -3
guard.velocity = -12.97 * !numhelper(775)
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 36, 36
envshake.time = 18
envshake.freq = 120
envshake.ampl = 6
sprpriority = var(0)
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = -8 * !numhelper(775), -1.5
forcestand = 1
palfx.time = 70
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
fall = 1
fall.recover = 0



[State 3305, Sparks]
type = explod
trigger1 = movehit && numtarget
trigger1 = (target, movetype = H) && !(target, time)
anim = 7030 + (random % 8)
ID = 7000
sprpriority = 5
postype = p2
pos = (target, const(size.ground.front) -10), -floor(p2dist y)
removetime = -2
ownpal = 1
facing = -1
ignorehitpause = 1
persistent = 0
pausemovetime = 330
supermovetime = 330

[State 3305, End]
type = changestate
trigger1 = (pos x != [-240, 240]) || time > 120
trigger2 = movecontact || movereversed
trigger3 = time < 6
trigger3 = root, movetype = H
value = 3306
ignorehitpause = 1

;--- Disappear ---
[Statedef 3306]
type = A
physics = N
movetype = I
anim = 1
ctrl = 0
sprpriority = 4

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5

[State 0, Explosion]
type = Explod
trigger1 = time = 0
anim = 13333
ID = 13333
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .6,.6
sprpriority = 10
ontop = 0
ownpal = 1

[State 3306, NHB]
type = nothitby
trigger1 = 1
time = -1
value = SCA
ignorehitpause = 1

[State 3306, removejet]
type = removeexplod
trigger1 = numexplod(3306)
ID = 3306
ignorehitpause = 1

[State 3306, End]
type = changestate
trigger1 = time >= 15
value = 3307


;--- Wait ---
[Statedef 3307]
type = A
physics = N
movetype = I
anim = 1
ctrl = 0
velset = 0, 0

[State 3307, End]
type = destroyself
trigger1 = !numtarget
trigger2 = numtarget
trigger2 = target, time <= 1 && !(target, hitshakeover)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; •s’m‰Î—¬E‚­‚Ìˆê‚Ì•‘
[Statedef 2500]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
poweradd= -5000
anim = 3500
ctrl = 0
;---------------------[’´•KŽE‹Z‰‰o]

[State 1];–³“G‚Ìó‘Ô‚ðì‚é
type = NotHitBy 
trigger1 = animelem = 14,<=0
value = SCA

[State superpause]
type = superpause
trigger1 = time = 1
time = 30
movetime = 30
sound = s3002,1
anim = -1
darken = 0
p2defmul = 1

[State explod]
type = explod
trigger1 = animelem = 11,= 0
anim = f6022
sprpriority = -9999
postype = p1
pos = -00/2,-160/2
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
;scale = 0.5,0.5

[State explod]
type = explod
trigger1 = animelem = 11,= 0
anim = f6020
sprpriority = -9998
postype = p1
pos = -00/2,-160/2
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
;scale = 0.5,0.5

[State explod]
type = explod
trigger1 = animelem = 11,= 3
anim = f6021
sprpriority = 9999
postype = p1
pos = -00/2,-160/2
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 1.2,1.2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 11,= 0
value = f6000,2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 11,= 0
value = f6000,5

[State 2000, 6]
type = PlaySnd
trigger1 = prevstateno = [2000,2999]
trigger1 = animelem = 11,= 0
value = f6000,4

[state helper]
type = Helper
trigger1 = time = 0
id = 6005
name = "bg"
pos = 0,0
postype = p1
stateno = 6007
helpertype = normal
supermovetime = 999999
ownpal = 1

[State explod]
type = explod
trigger1 = time = 1
anim = 70001
sprpriority = -9999
postype = p1
pos = -20/2,-178/2
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
;scale = 0.5,0.5

[State explod]
type = explod
trigger1 = time = 4
anim = 70000
sprpriority = 9999
postype = p1
pos = -20/2,-178/2
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
;scale = 0.5,0.5
;---------------------[Œø‰Ê‰¹]
[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2301
;-------------------------------------------------------------------------------
;Soltar
[Statedef 2301]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3501
ctrl     = 0
sprpriority = 2
facep2   = 1

[State 2000]
type = AssertSpecial
trigger1 = time = [0,20000]
flag = NoFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = time = [0,20000]
flag = nobardisplay
ignorehitpause = 1

[State 2000]
type = envcolor
trigger1 = time = [0,20000]
value = 0,0,0
time = 2
under = 1
ignorehitpause = 1
[State 1000, HitBy]
type = HitBy
trigger1 = 1
value = SA,HA,NP,HP,NT,ST,HT

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,0

[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,7

[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,2

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(8) <= 0
x = 20
[State 1000, ]
type = Velset
trigger1 = time = [17,37]
x = 1.2
[State 1000, ]
type = Velset
trigger1 = animelem  = 14
x = 0

[State 0, Explod]
type = Explod
trigger1 = !TIME
anim = 3099
ID = 3053
pos = -15,25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 2
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause =0
[State 0, Explod]
type = Explod
trigger1 = !TIME
anim = 3888
ID = 3898
pos = -15,25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 2
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause =0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S100,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1100,7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S0,27

[State 2110, ‘ŠŽè‚Æd‚È‚Á‚½Žž‚Ìˆ—]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0 && AnimElemtime(9) <= 5
value = 0

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 3000, fterimagetime]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2

[State 1000, fterimagetime]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2


[State 1000, EnvColor]
type = EnvColor
triggerall = movehit
trigger1 = 1
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1
persistent = 0

[State 200, ƒqƒbƒg’è]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0,20
getpower = 0,0
givepower = 15,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
guard.pausetime = 0, 15
sparkno = -1
guard.sparkno = -1
sparkxy = -20, -70
hitsound = s200,4
guardsound = s300,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8,-8
air.type = High
air.velocity = -8,-8
air.hittime = 12
fall = 1
palfx.time = 1111
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 01
palfx.color = 0
id = 2000
kill = 0


[State explod];ƒK[ƒhƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 150/2,-100/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
facing = 1

[State 0, Explod]
type = Explod
trigger1 = !TIME
anim = 3099
ID = 3053
pos = -15,25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 2
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause =0

[State 1000, movehitreset]
type = movehitreset
triggerall = movehit > 0
trigger1 = numtarget(2000) = 0
trigger2 = numtarget(2000) > 0
trigger2 = target(2000),stateno != 5000 && target(2000),stateno != 5020

[State 1000, p2GCRUSH]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 0
value = 22320
ctrl = 0

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 2000

[State 1700,]
type = Explod
trigger1 = AnimElem = 2
anim = 14300
postype = P1
pos = 80, 0
ownpal = 1
supermove = 1
sprpriority = 99999999
vel = -5,0
removeongethit = 1

[State 2000, ƒXƒeƒg•ÏX]
type = ChangeState
trigger1 = movehit
value = 2302
ctrl = 0
ignorehitpause = 0

[State 2000, ƒXƒeƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;‘ŠŽè“®ì(ã’i‚â‚ç‚ê)
[Statedef 22320]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0
[State 52, 1]
type = VelSet
trigger1 = time = 126
x = 0
y = 0
[State 52, 1]
type = VelSet
trigger1 = time = [85,125]
x = 0
y = -1

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 22320

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;‘ŠŽè“®ì(ã’i‚â‚ç‚ê)
[Statedef 22321]
type    = A
movetype= H
physics = N
velset = 0,0


[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 22321

[State 1830]
type = changestate
trigger1 = Animtime = 300
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;‘ŠŽè“®ì(ã’i‚â‚ç‚ê)
[Statedef 22322]
type    = A
movetype= H
physics = N
velset = 0,0


[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 22322

[State 1830]
type = changestate
trigger1 = Animtime = 300
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;‘ŠŽè“®ì(ã’i‚â‚ç‚ê)
[Statedef 22323]
type    = A
movetype= H
physics = N
velset = 0,0


[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 22323

[State 1830]
type = changestate
trigger1 = Animtime = 300
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;‘ŠŽè“®ì(ã’i‚â‚ç‚ê)
[Statedef 33020]
type    = A
movetype= H
physics = N
velset = 0,0

[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 = 33020

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;‘ŠŽè“®ì(ã’i‚â‚ç‚ê)
[Statedef 3056]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3056

[State 1830]
type = SelfState
trigger1 = time = 303
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 2302]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2302
ctrl     = 0
sprpriority = 2

[State 0, Explod]
type = Explod ;Í¼Ïñ¿ØÖÆÆ÷
trigger1 = time = 550
anim = 20035;Í¼ÏñµÄ¶¯»­±àºÅ
id = 20035
sprpriority = 99
postype = back
pos = 160,120
bindtime = -1
supermove = 555
pausemovetime = 999999
ignorehitpause = 1
;removetime = 67
scale = 1.25,1.25
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod ;Í¼Ïñ¿ØÖÆÆ÷
trigger1 = !time
anim = 20036;Í¼ÏñµÄ¶¯»­±àºÅ
id = 20036
sprpriority = 0
postype = back
pos = 160,120
bindtime = -1
supermove = 555
pausemovetime = 999999
ignorehitpause = 1
removetime = 950
scale = 1,1
ontop = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 60
value = S6500,14
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 655
value = S2302,0


[State 0, TargetLifeAdd]
type = hitadd
trigger1 = time = 558
trigger2 = time = 562
trigger3 = time = 570
trigger4 = time = 576
trigger5 = time = 582
value = 1
ignorehitpause = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 558
trigger2 = time = 562
trigger3 = time = 570
trigger4 = time = 576
trigger5 = time = 582
value = S0,19
channel = 8
ignorehitpause = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 556
trigger2 = time = 560
trigger3 = time = 566
trigger4 = time = 574
trigger5 = time = 578
value = S0,20
ignorehitpause = 0
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 556
trigger2 = time = 560
trigger3 = time = 566
trigger4 = time = 574
trigger5 = time = 578
value = -5
kill = 0
absolute = 0
ignorehitpause = 0

[State 12500, 2]
type = Helper
trigger1 = numhelper(7) = 0
trigger1 = time = 200
helpertype = normal
ID = 7
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -139,-150
postype = P1
facing = 1
stateno = 3100
keyctrl = 0
ownpal = 1
Size.XScale = 1.0
Size.YScale = 1.0

[State 1000, p2GCRUSH]
type = targetstate
trigger1 = time = 250
persistent = 0
ignorehitpause = 0
value = 22321
[State 1000, p2GCRUSH]
type = targetstate
trigger1 = time = 400
persistent = 0
ignorehitpause = 0
value = 22322
[State 1000, p2GCRUSH]
type = targetstate
trigger1 = time = 600
persistent = 0
ignorehitpause = 0
value = 22323

[State 12500, 2]
type = Helper
trigger1 = time = 450
helpertype = normal
ID = 14
name = "FRISK"
pos = -220,-200
postype = P1
facing = 1
stateno = 3455
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.9

[State 12500, 2]
type = Helper
trigger1 = time = 120
helpertype = normal
ID = 11
name = "SANS"
pos = -20,0
postype = P1
facing = 1
stateno = 3444
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.9

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 155
value = S0,22
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 189
value = S0,21
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,26

[State 2000]
type = AssertSpecial
trigger1 = time = [0,20000]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = time = [0,20000]
flag = nobardisplay
ignorehitpause = 1

[State 2000]
type = envcolor
trigger1 = time = [0,20000]
value = 0,0,0
time = 2
under = 1
ignorehitpause = 1

[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = 0

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = -30,0

[State 2100, ‘ŠŽè‚Æd‚È‚Á‚½ê‡]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S13,2
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S354,0
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 50
value = S2001,0
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 50
value = S12,5
volume = 255

[State 1000, VelSet]
type = VelSet
trigger1 = time = [0,10]
x = 7


[State 1000, Slow Down]
type = Pause
triggerall = RoundState = 2
trigger1 = time = [0,50]
time = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S2000,109

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 44
value = S12,0

[State 700, ƒGƒtƒFƒNƒgŽ¦]
type = Explod
trigger1 = AnimElem = 13
anim = 22010
postype = P1
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = 0
ownpal = 1
supermove = 1
ID = 2000
removeongethit = 1

[State 1000,ex ]
type = Explod
trigger1 = time = 0
anim = 1002 
ID = 1002
pos = -14, 46
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 1000,ex ]
type = Explod
trigger1 = time = 0
anim = 1002 
ID = 1002
pos = -14, 46
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1


[State 700, ???????]
type = Explod
trigger1 = animelem = 44
anim = 1430
scale = 0.3,0.3
pos = -10,-90
postype = p1
sprpriority = 9
bindtime = 1
ownpal = 1
supermove = 1
ignorehitpause = 1

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 44
ID = 2000

[State 1000, explods]
type = Explod
trigger1 = Random < 300
anim = 21320
scale = 0.5,0.5
pos = -10,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1

[State 1000, explods]
type = Explod
trigger1 = Random < 300
anim = 10072
scale = 0.5,0.5
pos = -5,-45
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1

[State 1000, explods]
type = Explod
trigger1 = Random < 300
anim = 21320
scale = 0.4,0.4
pos = -5,-55
postype = p2
sprpriority = 9
bindtime = 1
random = 60,60
ownpal = 1
trans= add

[State 1000, explods]
type = Explod
trigger1 = Random < 300
anim = 21311
scale = 0.43,0.43
pos = -5,-70
postype = p2
sprpriority = 9
bindtime = 1
random = 60,60
ownpal = 1


[State 1000, explods]
type = Explod
trigger1 = Random < 300
anim = 21311
scale = 0.5,0.5
pos = -5,-60
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 44
trigger2 = AnimElem = 45
trigger3 = AnimElem = 46
trigger4 = AnimElem = 47
trigger5 = AnimElem = 48
value = S12,13

[State 700, ƒGƒtƒFƒNƒgŽ¦]
type = Explod
trigger1 = AnimElem = 44
trigger2 = AnimElem = 45
trigger3 = AnimElem = 46
trigger4 = AnimElem = 47
anim = f4147
postype = P2
pos = 0,-10
random = 100,100
sprpriority = 8
scale = 0.7,0.7
ownpal = 1
supermove = 1

[State 700, ƒGƒtƒFƒNƒgŽ¦]
type = Explod
trigger1 = AnimElem = 48
anim = f4147
postype = P2
pos = 0,-40
sprpriority = 9
ownpal = 1
supermove = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem =20
anim = 2899
ID = 2899
pos = 0,0
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = .9,.9
sprpriority = 2
ontop = 0
ownpal = 0
removeongethit = 0
ignorehitpause =0

[State 0, TargetLifeAdd]
type = hitadd
trigger1 = time = 249
trigger2 = time = 253
trigger3 = time = 257
trigger4 = time = 261
trigger5 = time = 265
trigger6 = time = 269
trigger7 = time = 273
trigger8 = time = 277
trigger9 = time = 281
trigger10 = time = 285
trigger11 = time = 289
trigger12 = time = 293
trigger13 = time = 297
trigger14 = time = 301
trigger15 = time = 305
trigger16 = time = 309
trigger17 = time = 313
trigger18 = time = 317
trigger19 = time = 321
trigger20 = time = 325
trigger21 = time = 329
trigger22 = time = 333
trigger23 = time = 337
trigger24 = time = 341
trigger25 = time = 345
trigger26 = time = 349
trigger27 = time = 353
trigger28 = time = 357
trigger29 = time = 361
trigger30 = time = 365
trigger31 = time = 369
trigger32 = time = 373
trigger33 = time = 377
trigger34 = time = 381
trigger35 = time = 385
trigger36 = time = 389
trigger37 = time = 403
value = 1
ignorehitpause = 0
[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = time = 249
trigger2 = time = 253
trigger3 = time = 257
trigger4 = time = 261
trigger5 = time = 265
trigger6 = time = 269
trigger7 = time = 273
trigger8 = time = 277
trigger9 = time = 281
trigger10 = time = 285
trigger11 = time = 289
trigger12 = time = 293
trigger13 = time = 297
trigger14 = time = 301
trigger15 = time = 305
trigger16 = time = 309
trigger17 = time = 313
trigger18 = time = 317
trigger19 = time = 321
trigger20 = time = 325
trigger21 = time = 329
trigger22 = time = 333
trigger23 = time = 337
trigger24 = time = 341
trigger25 = time = 345
trigger26 = time = 349
trigger27 = time = 353
trigger28 = time = 357
trigger29 = time = 361
trigger30 = time = 365
trigger31 = time = 369
trigger32 = time = 373
trigger33 = time = 377
trigger34 = time = 381
trigger35 = time = 385
trigger36 = time = 389
trigger37 = time = 403
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = -270/2,-199/2
bindtime = -1
supermove = 999
pausemove = 999
ignorehitpause = 1
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 249
trigger2 = time = 253
trigger3 = time = 257
trigger4 = time = 261
trigger5 = time = 265
trigger6 = time = 269
trigger7 = time = 273
trigger8 = time = 277
trigger9 = time = 281
trigger10 = time = 285
trigger11 = time = 289
trigger12 = time = 293
trigger13 = time = 297
trigger14 = time = 301
trigger15 = time = 305
trigger16 = time = 309
trigger17 = time = 313
trigger18 = time = 317
trigger19 = time = 321
trigger20 = time = 325
trigger21 = time = 329
trigger22 = time = 333
trigger23 = time = 337
trigger24 = time = 341
trigger25 = time = 345
trigger26 = time = 349
trigger27 = time = 353
trigger28 = time = 357
trigger29 = time = 361
trigger30 = time = 365
trigger31 = time = 369
trigger32 = time = 373
trigger33 = time = 377
trigger34 = time = 381
trigger35 = time = 385
trigger36 = time = 389
trigger37 = time = 403
value = S0,18
channel = 9
[State 0, EnvShake]
type = EnvShake
trigger1 = time = 249
trigger2 = time = 253
trigger3 = time = 257
trigger4 = time = 261
trigger5 = time = 265
trigger6 = time = 269
trigger7 = time = 273
trigger8 = time = 277
trigger9 = time = 281
trigger10 = time = 285
trigger11 = time = 289
trigger12 = time = 293
trigger13 = time = 297
trigger14 = time = 301
trigger15 = time = 305
trigger16 = time = 309
trigger17 = time = 313
trigger18 = time = 317
trigger19 = time = 321
trigger20 = time = 325
trigger21 = time = 329
trigger22 = time = 333
trigger23 = time = 337
trigger24 = time = 341
trigger25 = time = 345
trigger26 = time = 349
trigger27 = time = 353
trigger28 = time = 357
trigger29 = time = 361
trigger30 = time = 365
trigger31 = time = 369
trigger32 = time = 373
trigger33 = time = 377
trigger34 = time = 381
trigger35 = time = 385
trigger36 = time = 389
trigger37 = time = 403
time = 2
freq = 90
ampl = -9
phase = 90
ignorehitpause = 0
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 249
trigger2 = time = 253
trigger3 = time = 257
trigger4 = time = 261
trigger5 = time = 265
trigger6 = time = 269
trigger7 = time = 273
trigger8 = time = 277
trigger9 = time = 281
trigger10 = time = 285
trigger11 = time = 289
trigger12 = time = 293
trigger13 = time = 297
trigger14 = time = 301
trigger15 = time = 305
trigger16 = time = 309
trigger17 = time = 313
trigger18 = time = 317
trigger19 = time = 321
trigger20 = time = 325
trigger21 = time = 329
trigger22 = time = 333
trigger23 = time = 337
trigger24 = time = 341
trigger25 = time = 345
trigger26 = time = 349
trigger27 = time = 353
trigger28 = time = 357
trigger29 = time = 361
trigger30 = time = 365
trigger31 = time = 369
trigger32 = time = 373
trigger33 = time = 377
trigger34 = time = 381
trigger35 = time = 385
trigger36 = time = 389
trigger37 = time = 403
value = -5
kill = 0
absolute = 0
ignorehitpause = 0

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 249
trigger2 = time = 253
trigger3 = time = 257
trigger4 = time = 261
trigger5 = time = 265
trigger6 = time = 269
trigger7 = time = 273
trigger8 = time = 277
trigger9 = time = 281
trigger10 = time = 285
trigger11 = time = 289
trigger12 = time = 293
trigger13 = time = 297
trigger14 = time = 301
trigger15 = time = 305
trigger16 = time = 309
trigger17 = time = 313
trigger18 = time = 317
trigger19 = time = 321
trigger20 = time = 325
trigger21 = time = 329
trigger22 = time = 333
trigger23 = time = 337
trigger24 = time = 341
trigger25 = time = 345
trigger26 = time = 349
trigger27 = time = 353
trigger28 = time = 357
trigger29 = time = 361
trigger30 = time = 365
trigger31 = time = 369
trigger32 = time = 373
trigger33 = time = 377
trigger34 = time = 381
trigger35 = time = 385
trigger36 = time = 389
trigger37 = time = 403
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 650
value = S6500,15
[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 750
value = S6500,13
[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 770
value = S6500,16


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 840
value = -115
kill = 1
absolute = 0
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = time = 840
anim = 2545
ID = 2545
pos = -70,0
postype = p1  ;p2,front,back,left,right
scale = 0.6,0.6
bindtime = 1
sprpriority = 39
ownpal = 1
remappal = 2545,1
trans = sub
alpha = -255,-255
[State 0, Explod]
type = Explod
trigger1 = time = 840
anim = 2545
ID = 2545
pos = -70,0
postype = p1  ;p2,front,back,left,right
scale = 0.6,0.6
bindtime = 1
sprpriority = 40
ownpal = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time >=840
ID = 2545
scale = (time-840)*0.5,(time-840)*0.5

[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = [850,866]
time = 1
add = -(time-899)*6+256,-(time-899)*6+256,-(time-899)*6+256
color = 256
;ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = time = 850
anim = 2541
ID = 2540
pos = 200,150
postype = left
bindtime = 1
removetime = -2
scale = 1,2
sprpriority = 50
ontop = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 36
value = S0,24
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 840
value = S6500,16
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 860
value = S6500,18
[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 860
value = S6500,19

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 750
trigger2 = time = 760
trigger3 = time = 770
trigger4 = time = 780
trigger5 = time = 790
trigger6 = time = 800
trigger7 = time = 810
trigger8 = time = 820
trigger9 = time = 830
value = -15
kill = 0
absolute = 0
ignorehitpause = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 750
trigger2 = time = 760
trigger3 = time = 770
trigger4 = time = 780
trigger5 = time = 790
trigger6 = time = 800
trigger7 = time = 810
trigger8 = time = 820
trigger9 = time = 830
time = 4
freq = 90
ampl = -9
phase = 90
ignorehitpause =0 

[State 0, TargetLifeAdd]
type = hitadd
trigger1 = time = 750
trigger2 = time = 760
trigger3 = time = 770
trigger4 = time = 780
trigger5 = time = 790
trigger6 = time = 800
trigger7 = time = 810
trigger8 = time = 820
trigger9 = time = 830
value = 1
ignorehitpause = 0

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 750
trigger2 = time = 760
trigger3 = time = 770
trigger4 = time = 780
trigger5 = time = 790
trigger6 = time = 800
trigger7 = time = 810
trigger8 = time = 820
trigger9 = time = 830
trigger10 = time = 840
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 750
trigger2 = time = 760
trigger3 = time = 770
trigger4 = time = 780
trigger5 = time = 790
trigger6 = time = 800
trigger7 = time = 810
trigger8 = time = 820
trigger9 = time = 830
value = S6500,12
channel = 5

[State 0, TargetLifeAdd]
type = hitadd
trigger1 = time = 840
value = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 33
anim = 2388
ID = 2503
pos = -135,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 700
pausemovetime = 0
scale = 0.4,0.6
sprpriority = 11
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =0

[State 0, Explod]
type = Explod
trigger1 = time = 750
anim = 2399
ID = 2503
pos = -135,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =0


[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = time = 750
value = 3056
ignorehitpause = 0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = TIME = 840
value = 10129
ignorehitpause = 0

[State 200, ƒqƒbƒg’è]
type = HitDef
trigger1 = animelem = 44
trigger2 = animelem = 46
attr = S, HA
damage = 190,10
getpower = 0,0
givepower = 15,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 9, Hit
pausetime = 10,12
sparkno = 3
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8
air.type = High
air.velocity = -8,-8
air.hittime = 12
palfx.time = 150
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 33020
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
kill = 0

[State 200, ƒqƒbƒg’è]
type = HitDef
trigger1 = animelem = 45
attr = S, HA
damage = 100,10
getpower = 0,0
givepower = 15,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 9, Hit
pausetime = 10,12
sparkno = 3
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8
air.type = High
air.velocity = -8,-8
air.hittime = 12
palfx.time = 150
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 3025
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
kill = 0

[State 200, ƒqƒbƒg’è]
type = HitDef
trigger1 = animelem = 48
attr = S, HA
damage = 90,10
getpower = 0,0
givepower = 15,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 9, Hit
pausetime = 10,12
sparkno = 3
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8
air.type = High
air.velocity = -8,-8
air.hittime = 12
palfx.time = 150
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 3025
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
kill = 0

[State 200, ƒqƒbƒg’è]
type = HitDef
trigger1 = animelem = 50
attr = S, HA
damage = 310, 20
getpower = 0,0
givepower = 15,15
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
guard.pausetime = 0, 15
sparkno = 3
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s12,5
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8,-8
air.type = High
air.velocity = -8,-8
air.hittime = 12
fall = 1
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 32020
EnvShake.time = 40
EnvShake.freq = 170
EnvShake.ampl = -7
fall.envshake.time = 10
fall.envshake.ampl = -15
fall.envshake.freq = 44
fall.envshake.phase = 30
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -19

[State 1000, Explod]
type = Explod
trigger1 = animelem = 50
anim = 2134
pos = 10,0
postype = p2
facing = 1
scale = 0.8,0.8
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9
removeongethit = 0
ownpal = 1


[State 200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl= 1
;---------------------------------------------------------------------------
[Statedef 3444]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 10129
velset = 0,0
sprpriority = 12
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 10130
ID = 111
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause =0
[State 0, Explod]
type = Explod
trigger1 = animelem = 67
anim = 10130
ID = 111
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause =0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 28
value = S0,29
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 28
value = S0,28

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 67
value = S0,25
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 67
value = S8000,450

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S0,25
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S8000,450

[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP,HT,NT,ST, NA, SA, HA, NT, SP, NP
stateno = 3100
ignorehitpause = 1
persistent = 1

[State 1053, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 1053, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 222
ignorehitpause = 0
persistent = 0
;---------------------------------------------------------------------------
[Statedef 3455]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 21135
velset = 0,0
sprpriority = 12
ctrl = 0



[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,2

[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP,HT,NT,ST, NA, SA, HA, NT, SP, NP
stateno = 3100
ignorehitpause = 1
persistent = 1

[State 1053, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 1053, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 1100, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3466
;---------------------------------------------------------------------------
[Statedef 3466]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 21136
velset = 0,0
sprpriority = 12
ctrl = 0

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

[State explod]
type = Explod
trigger1 = time = 0
anim = 6200
id = 7000
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = time = 0
value = s40,1
[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = ANIMELEM = 4
value = s40,3
[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = ANIMELEM = 8
value = s40,2
[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [106,135]
x = 2
y = 0
ignorehitpause = 0 
[State 0, VelSet]
type = VelSet
trigger1 = time = 135
x = 0
y = 0
ignorehitpause = 0 

[State 0, Explod]
type = Explod
trigger1 = time = 106
trigger2 = time = 110
trigger3 = time = 115
trigger4 = time = 120
trigger5 = time = 125
trigger6 = time = 130
trigger7 = time = 135
anim =6201
ID = 100
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 1000, ‰¹‚ð–Â‚ç‚·]
type = PlaySnd
trigger1 = time = 106
value = s0,27

[State 1000, PosSet]
type = PosSet
TRIGGERALL = facing = 1
trigger1 = ANIMELEM = 6
X = 80
[State 1000, PosSet]
type = PosSet
TRIGGERALL = facing = -1
trigger1 = ANIMELEM = 6
X = -80



[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = ANIMTIME = 0
ignorehitpause = 0
persistent = 0
;---------------------------------------------------------------------------
[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
sprpriority = -2
ctrl = 0

[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP,HT,NT,ST, NA, SA, HA, NT, SP, NP
stateno = 3100
ignorehitpause = 1
persistent = 1

[State 1053, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 1053, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 290, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 3100

[State 7105, AssertSpecial]
Type = AssertSpecial
Trigger1 = Time > 0
Flag = NoShadow

[State 100, 4]
type = DestroySelf
trigger1 = time = 250

[State 230, 2]
type = HitDef
trigger1 = TimeMod = 7,0
attr = A, NP
animtype  = medium
damage    = 45
priority = 1,hit
hitflag = MAFLD
guardflag = MAFLD
getpower = 60,20
givepower = 5,5
sparkno= -1
guard.sparkno= -1
pausetime = 1,10
guardpausetime = 2,0
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
guard.slidetime = 0
guard.hittime = 0
ground.velocity = 0
air.animtype = Back
airguard.velocity = 0,-2
air.velocity = 0,-2
air.fall = 1
numhits = 41
yaccel  =0.2
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = -20
envshake.freq = 120
palfx.time = 10
palfx.add = -100, 20, 150
palfx.sinadd = 50, 0, 0, 10
palfx.color = 0
palfx.invertall = 1

[State 1000, 2]
type = ReversalDef
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,HT,NT,ST, NA, SA, HA, NT, SP, NP
reversal.attr = SCA,AA,AP,HT,NT,ST, NA, SA, HA, NT, SP, NP
numhits = 1
pausetime = 1,1
sparkno = 40
sparkxy = 0,0
hitsound = -1


[State MoveGuardedsnd]
type = PlaySnd
trigger1 = movecontact
value = 0, 29
channel = 2

[State MoveGuardedsnd]
type = PlaySnd
trigger1 = movecontact
value = 0, 18
channel = 0

[State 12500, 2]
type = Helper
trigger1 = time = 0
helpertype = normal
ID = 400
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 0,-130
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 4
helpertype = normal
ID = 401
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -10,-128
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 8
helpertype = normal
ID = 402
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -20,-126
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 12
helpertype = normal
ID = 403
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -30,-123
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 16
helpertype = normal
ID = 404
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -40,-117
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 20
helpertype = normal
ID = 405
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -50,-111
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 24
helpertype = normal
ID = 406
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -55,-100
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 28
helpertype = normal
ID = 407
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -60,-91
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 32
helpertype = normal
ID = 408
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -65,-85
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5




[State 12500, 2]
type = Helper
trigger1 = time = 36
helpertype = normal
ID = 409
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -70,-79
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 40
helpertype = normal
ID = 410
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -68,-73
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 44
helpertype = normal
ID = 411
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -62,-67
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 48
helpertype = normal
ID = 412
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -59,-55
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 52
helpertype = normal
ID = 413
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -55,-46
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 56
helpertype = normal
ID = 414
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -45,-35
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 60
helpertype = normal
ID = 415
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -35,-27
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 64
helpertype = normal
ID = 416
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -25,-22
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 68
helpertype = normal
ID = 417
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = -15,-15
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 72
helpertype = normal
ID = 418
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 0,-10
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5






[State 12500, 2]
type = Helper
trigger1 = time = 76
helpertype = normal
ID = 419
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 15,-15
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 80
helpertype = normal
ID = 419
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 25,-22
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 84
helpertype = normal
ID = 420
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 35,-27
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 88
helpertype = normal
ID = 421
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 45,-35
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 92
helpertype = normal
ID = 422
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 55,-46
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 96
helpertype = normal
ID = 423
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 59,-55
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 100
helpertype = normal
ID = 424
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 62,-67
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 104
helpertype = normal
ID = 425
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 68,-73
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 108
helpertype = normal
ID = 426
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 70,-79
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 12500, 2]
type = Helper
trigger1 = time = 112
helpertype = normal
ID = 427
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 65,-85
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 116
helpertype = normal
ID = 428
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 60,-91
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 120
helpertype = normal
ID = 429
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 55,-100
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 124
helpertype = normal
ID = 430
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 50,-111
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5



[State 12500, 2]
type = Helper
trigger1 = time = 128
helpertype = normal
ID = 431
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 40,-117
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 132
helpertype = normal
ID = 432
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 30,-123
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5

[State 12500, 2]
type = Helper
trigger1 = time = 136
helpertype = normal
ID = 433
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 20,-126
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5



[State 12500, 2]
type = Helper
trigger1 = time = 140
helpertype = normal
ID = 434
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 10,-128
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5



[State 12500, 2]
type = Helper
trigger1 = time = 144
helpertype = normal
ID = 400
name = "Çã¸®ÄÉÀÎ ºí·¡½ºÆ®"
pos = 0,-130
postype = P1
facing = 1
stateno = 3001
keyctrl = 0
ownpal = 1
Size.XScale = 0.9
Size.YScale = 0.5


[State 1201,end]
type = Destroyself
trigger1 = time = 190

;---------------------------------------------------------------------------
[Statedef 3001]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
sprpriority = -2
ctrl = 0

[State 1520, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 7105, AssertSpecial]
Type = AssertSpecial
Trigger1 = Time > 0
Flag = NoShadow

[State 1053, VelSet]
type = VelSet
trigger1 = time = 0
y = 5.0

[State 1053, VelSet]
type = VelSet
trigger1 = time = 20
x = 0

[State 1053, VelSet]
type = VelSet
trigger1 = time = 25
y = 0

[State 1053, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(400) = 1
trigger1 = 1
value    = -90

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(401) = 1
value    = -80

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(402) = 1
value    = -70

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(403) = 1
value    = -60

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(404) = 1
value    = -50

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(405) = 1
value    = -40

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(406) = 1
value    = -30


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(407) = 1
value    = -20

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(408) = 1
value    = -10

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(409) = 1
value    = 0


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(410) = 1
value    = 10

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(411) = 1
value    = 20


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(412) = 1
value    = 30


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(413) = 1
value    = 40


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(414) = 1
value    = 50



[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(415) = 1
value    = 60


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(416) = 1
value    = 70

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(417) = 1
value    = 80


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(418) = 1
value    = 90








[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(419) = 1
trigger1 = 1
value    = 100

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(420) = 1
value    = 110

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(421) = 1
value    = 120

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(422) = 1
value    = 130

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(423) = 1
value    = 140

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(424) = 1
value    = 150

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(425) = 1
value    = 160


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(426) = 1
value    = 170

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(427) = 1
value    = 180

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(428) = 1
value    = 190


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(429) = 1
value    = 200

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(430) = 1
value    = 210


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(431) = 1
value    = 220


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(432) = 1
value    = 230


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(433) = 1
value    = 240



[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(434) = 1
value    = 250


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(435) = 1
value    = 260

[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(436) = 1
value    = 270


[State 210, 1]
type     = AngleSet
trigger1 = IsHelper(437) = 1
value    = 280









[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(400) = 1
trigger1 = time >= 59
y = -.4

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(400) = 1
trigger1 = time >= 59
y = -15


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(401) = 1
trigger1 = time >= 59
x = -2.5
y = -15


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(402) = 1
trigger1 = time >= 59
x = -5
y = -15


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(403) = 1
trigger1 = time >= 59
x = -7
y = -14


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(404) = 1
trigger1 = time >= 59
x = -10
y = -12



[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(405) = 1
trigger1 = time >= 59
x = -12
y = -10


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(406) = 1
trigger1 = time >= 59
x = -15
y = -7


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(407) = 1
trigger1 = time >= 59
x = -17
y = -5


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(408) = 1
trigger1 = time >= 59
x = -19
y = -3


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(409) = 1
trigger1 = time >= 59
x = -20
y = 0

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(410) = 1
trigger1 = time >= 59
x = -17
y = 4.0


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(411) = 1
trigger1 = time >= 59
x = -15
y = 5

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(412) = 1
trigger1 = time >= 59
x = -13
y = 8

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(413) = 1
trigger1 = time >= 59
x = -11
y = 9

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(414) = 1
trigger1 = time >= 59
x = -9
y = 11

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(415) = 1
trigger1 = time >= 59
x = -7
y = 14.5

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(416) = 1
trigger1 = time >= 59
x = -4
y = 15

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(417) = 1
trigger1 = time >= 59
x = -3
y = 17


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(418) = 1
trigger1 = time >= 59
x = 0
y = 17






[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, HT, NT, ST, NA, SA, HA, NT, SP, NP, HP, AT
stateno = 638
ignorehitpause = 1
persistent = 1



[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(419) = 1
trigger1 = time >= 59
x = 3
y = 17





[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(420) = 1
trigger1 = time >= 59
x = 5
y = 15


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(421) = 1
trigger1 = time >= 59
x = 7
y = 14


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(422) = 1
trigger1 = time >= 59
x = 9
y = 11



[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(423) = 1
trigger1 = time >= 59
x = 11
y = 9


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(424) = 1
trigger1 = time >= 59
x = 15
y = 7


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(425) = 1
trigger1 = time >= 59
x = 17
y = 5


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(426) = 1
trigger1 = time >= 59
x = 19
y = 3


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(427) = 1
trigger1 = time >= 59
x = 20
y = 0

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(428) = 1
trigger1 = time >= 59
x = 17
y = -3.0


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(429) = 1
trigger1 = time >= 59
x = 15
y = -5.5

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(430) = 1
trigger1 = time >= 59
x = 13
y = -7

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(431) = 1
trigger1 = time >= 59
x = 11
y = -9

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(432) = 1
trigger1 = time >= 59
x = 9
y = -11

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(433) = 1
trigger1 = time >= 59
x = 7
y = -14

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(434) = 1
trigger1 = time >= 59
x = 5
y = -16

[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(435) = 1
trigger1 = time >= 59
x = 3
y = -19


[State 1053, VelSet]
type = Veladd
triggerall = IsHelper(436) = 1
trigger1 = time >= 59
x = 0
y = -20

[State 290, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 3001

[State 100, 4]
type = DestroySelf
trigger1 = time = 72


[State 2000, 1]
type = Helper
triggerall = IsHelper(437) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3156
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(436) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3155
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(435) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3154
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(434) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3153
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(433) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3152
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(432) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3151
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(431) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3150
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(430) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3149
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(429) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3148
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(428) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3147
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(427) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3146
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(426) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3145
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(425) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3144
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(424) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3143
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(423) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3142
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(422) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3141
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(421) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3140
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(420) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3139
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(419) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3138
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



















[State 2000, 1]
type = Helper
triggerall = IsHelper(418) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3137
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(417) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3136
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(416) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3135
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(415) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3134
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(414) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3133
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(413) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3132
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(412) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3131
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(411) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3130
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(410) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3129
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(409) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3128
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(408) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3127
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(407) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3126
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(406) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3125
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(405) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3124
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(404) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3123
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(403) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3122
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(402) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3121
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 1]
type = Helper
triggerall = IsHelper(401) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3120
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 2000, 1]
type = Helper
triggerall = IsHelper(400) = 1
trigger1 = AnimElem = 20
pos = 0,0
postype = p1
name = "ÀÌÆÑÆ®"
stateno = 3102
helpertype = normal
keyctrl = 0
ownpal = 1
Size.XScale = 1000
Size.YScale = 1.2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 210, 4]
type = SprPriority
trigger1 = IsHelper(400) = 1
value = 0
IgnoreHitPause = 1



[State 210, 4]
type = SprPriority
trigger1 = IsHelper(401) = 1
value = -1
IgnoreHitPause = 1

[State 210, 4]
type = SprPriority
trigger1 = IsHelper(402) = 1
value = -2
IgnoreHitPause = 1

[State 210, 4]
type = SprPriority
trigger1 = IsHelper(403) = 1
value = -3
IgnoreHitPause = 1

[State 210, 4]
type = SprPriority
trigger1 = IsHelper(404) = 1
value = -4
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(405) = 1
value = -5
IgnoreHitPause = 1

[State 210, 4]
type = SprPriority
trigger1 = IsHelper(406) = 1
value = -6
IgnoreHitPause = 1

[State 210, 4]
type = SprPriority
trigger1 = IsHelper(407) = 1
value = -7
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(408) = 1
value = -8
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(409) = 1
value = -9
IgnoreHitPause = 1

[State 210, 4]
type = SprPriority
trigger1 = IsHelper(410) = 1
value = -10
IgnoreHitPause = 1

[State 210, 4]
type = SprPriority
trigger1 = IsHelper(411) = 1
value = -11
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(412) = 1
value = -12
IgnoreHitPause = 1





[State 210, 4]
type = SprPriority
trigger1 = IsHelper(413) = 1
value = -13
IgnoreHitPause = 1



[State 210, 4]
type = SprPriority
trigger1 = IsHelper(414) = 1
value = -14
IgnoreHitPause = 1




[State 210, 4]
type = SprPriority
trigger1 = IsHelper(415) = 1
value = -15
IgnoreHitPause = 1




[State 210, 4]
type = SprPriority
trigger1 = IsHelper(416) = 1
value = -16
IgnoreHitPause = 1




[State 210, 4]
type = SprPriority
trigger1 = IsHelper(417) = 1
value = -17
IgnoreHitPause = 1




[State 210, 4]
type = SprPriority
trigger1 = IsHelper(418) = 1
value = -18
IgnoreHitPause = 1



[State 210, 4]
type = SprPriority
trigger1 = IsHelper(419) = 1
value = -19
IgnoreHitPause = 1




[State 210, 4]
type = SprPriority
trigger1 = IsHelper(420) = 1
value = -20
IgnoreHitPause = 1



[State 210, 4]
type = SprPriority
trigger1 = IsHelper(421) = 1
value = -21
IgnoreHitPause = 1



[State 210, 4]
type = SprPriority
trigger1 = IsHelper(422) = 1
value = -22
IgnoreHitPause = 1




[State 210, 4]
type = SprPriority
trigger1 = IsHelper(423) = 1
value = -23
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(424) = 1
value = -24
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(425) = 1
value = -25
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(426) = 1
value = -26
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(427) = 1
value = -27
IgnoreHitPause = 1



[State 210, 4]
type = SprPriority
trigger1 = IsHelper(428) = 1
value = -28
IgnoreHitPause = 1



[State 210, 4]
type = SprPriority
trigger1 = IsHelper(429) = 1
value = -29
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(430) = 1
value = -30
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(431) = 1
value = -31
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(432) = 1
value = -32
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(433) = 1
value = -33
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(434) = 1
value = -34
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(435) = 1
value = -35
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(436) = 1
value = -36
IgnoreHitPause = 1


[State 210, 4]
type = SprPriority
trigger1 = IsHelper(437) = 1
value = -37
IgnoreHitPause = 1
;---------------------------------------------------------------------------
[Statedef 3102]
type = A
physics = N
ctrl = 0
sprpriority = -1
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1


[State 5050]
type     = AngleSet
trigger1 = 1
value    = -90


[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3120]
type = A
physics = N
ctrl = 0
sprpriority = -2
anim = 3102

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -80

[State 230, 3]
type = BindToParent
trigger1 = 1
pos =0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0



;---------------------------------------------------------------------------
[Statedef 3121]
type = A
physics = N
ctrl = 0
sprpriority = -3
anim = 3102

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -70

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0





;---------------------------------------------------------------------------
[Statedef 3122]
type = A
physics = N
ctrl = 0
sprpriority = -4
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -60

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3123]
type = A
physics = N
ctrl = 0
sprpriority = -5
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -50

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3124]
type = A
physics = N
ctrl = 0
sprpriority = -6
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -40

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0




;---------------------------------------------------------------------------
[Statedef 3125]
type = A
physics = N
ctrl = 0
sprpriority = -7
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -30

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0




;---------------------------------------------------------------------------
[Statedef 3126]
type = A
physics = N
ctrl = 0
sprpriority = -8
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -20

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0






;---------------------------------------------------------------------------
[Statedef 3127]
type = A
physics = N
ctrl = 0
sprpriority = -9
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -10

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3128]
type = A
physics = N
ctrl = 0
sprpriority = -10
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 0

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0





;---------------------------------------------------------------------------
[Statedef 3129]
type = A
physics = N
ctrl = 0
sprpriority = -11
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 10

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3130]
type = A
physics = N
ctrl = 0
sprpriority = -12
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 20

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3131]
type = A
physics = N
ctrl = 0
sprpriority = -13
anim = 3102


[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 30

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3132]
type = A
physics = N
ctrl = 0
sprpriority = -14
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 40

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3133]
type = A
physics = N
ctrl = 0
sprpriority = -15
anim = 3102


[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 50

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0





;---------------------------------------------------------------------------
[Statedef 3134]
type = A
physics = N
ctrl = 0
sprpriority = -16
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 60

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3135]
type = A
physics = N
ctrl = 0
sprpriority = -17
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 70

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3136]
type = A
physics = N
ctrl = 0
sprpriority = -18
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 80

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0



;---------------------------------------------------------------------------
[Statedef 3137]
type = A
physics = N
ctrl = 0
sprpriority = -19
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 90

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3138]
type = A
physics = N
ctrl = 0
sprpriority = -20
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 100

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3139]
type = A
physics = N
ctrl = 0
sprpriority = -21
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 110

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3140]
type = A
physics = N
ctrl = 0
sprpriority = -22
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 120

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3141]
type = A
physics = N
ctrl = 0
sprpriority = -23
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 130

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0



;---------------------------------------------------------------------------
[Statedef 3142]
type = A
physics = N
ctrl = 0
sprpriority = -24
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 140

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0



;---------------------------------------------------------------------------
[Statedef 3143]
type = A
physics = N
ctrl = 0
sprpriority = -25
anim = 3102


[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 150

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3144]
type = A
physics = N
ctrl = 0
sprpriority = -26
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 160

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3145]
type = A
physics = N
ctrl = 0
sprpriority = -27
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 170

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0



;---------------------------------------------------------------------------
[Statedef 3146]
type = A
physics = N
ctrl = 0
sprpriority = -28
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 180

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3147]
type = A
physics = N
ctrl = 0
sprpriority = -29
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 190

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3148]
type = A
physics = N
ctrl = 0
sprpriority = -30
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 200

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3149]
type = A
physics = N
ctrl = 0
sprpriority = -31
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 210

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3150]
type = A
physics = N
ctrl = 0
sprpriority = -32
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 220

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3151]
type = A
physics = N
ctrl = 0
sprpriority = -33
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 230

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3152]
type = A
physics = N
ctrl = 0
sprpriority = -34
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 240

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
[Statedef 3153]
type = A
physics = N
ctrl = 0
sprpriority = -35
anim = 3102


[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 250

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3154]
type = A
physics = N
ctrl = 0
sprpriority = -36
anim = 3102


[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 260

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3155]
type = A
physics = N
ctrl = 0
sprpriority = -37
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1


[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 270

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
[Statedef 3156]
type = A
physics = N
ctrl = 0
sprpriority = -38
anim = 3102

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 50, 50, 20
sinadd = 50, 50, 20, 10
color = 0
invertall = 0

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = 280

[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
[Statedef 3120]
type = A
physics = N
ctrl = 0
sprpriority = -2
anim = 3102

[State 5050]
type     = AngleDraw
trigger1 = 1
value    = 1

[State 205, 0]
type = PalFX
trigger1 = Time = 0
time = -1
add = 150, 150, 120
sinadd = 150, 150, 120, 5
color = 0
invertall = 1

[State 5050]
type     = AngleSet
trigger1 = 1
value    = -80

[State 230, 3]
type = BindToParent
trigger1 = 1
pos =0,0

[State 1201,end]
type = Destroyself
trigger1 = AnimTime = 0



;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; Ki Blast - Start
[Statedef 645]
type = S
physics = N
movetype = A
juggle  = 2
ctrl = 0
anim = 1555
sprpriority = 3

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-4
random = 40, 20
vel = -5,0
scale = 0.2, 0.2
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1000,4
channel = 4
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact
value = S1100,3
channel = 5
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = moveguarded
value = S1100,4
channel = 5
ignorehitpause = 0


[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = 1+root,fvar(2)+root,fvar(3)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 646
time = 999

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 12
y = 1-random%3

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 3305, Hit High]
type = hitdef
trigger1 = time >= 1
priority = 4, Hit
attr = S, HP
damage = 5, 2
animtype = Hard
fall.animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0, 12
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = s7001
sparkxy = -10, 0
guardsound = s300, 1
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12.97 * !numhelper(775), 0
ground.cornerpush.veloff = 0
air.velocity = -3 * !numhelper(775), -3
down.velocity = -3 * !numhelper(775), -3
guard.velocity = -12.97 * !numhelper(775)
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 36, 36
envshake.time = 18
envshake.freq = 120
envshake.ampl = 6
sprpriority = var(0)
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = -8 * !numhelper(775), -1.5
forcestand = 1
palfx.time = 70
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
fall = 1
fall.recover = 0

[State 3305, Hit Low]
type = hitdef
trigger1 = time >= 1 && random < 500
priority = 4, Hit
attr = S, HP
damage = 5, 2
animtype = Hard
fall.animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0, 12
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = s7001
sparkxy = -10, 0
guardsound = s2, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12.97 * !numhelper(775), 0
ground.cornerpush.veloff = 0
air.velocity = -3 * !numhelper(775), -3
down.velocity = -3 * !numhelper(775), -3
guard.velocity = -12.97 * !numhelper(775)
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 36, 36
envshake.time = 18
envshake.freq = 120
envshake.ampl = 6
sprpriority = var(0)
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = -8 * !numhelper(775), -1.5
forcestand = 1
palfx.time = 70
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
fall = 1
fall.recover = 0


[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State 200, End]
type = Changestate
trigger1 = movecontact
trigger2 = pos y >= -5
trigger3 = frontedgebodydist < 0
trigger4 = time = 500
value = 646

;-------------------------------------------------------------------------------
; Ki Blast - Start
[Statedef 659]
type = S
physics = N
movetype = A
juggle  = 2
ctrl = 0
anim = 1555
sprpriority = 3

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-4
random = 40, 20
vel = -5,0
scale = 0.2, 0.2
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1000,4
channel = 4
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact
value = S1100,3
channel = 5
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = moveguarded
value = S1100,4
channel = 5
ignorehitpause = 0


[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = 1+root,fvar(2)+root,fvar(3)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 646
time = 999


[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 12
y = 11-random%3

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 3305, Hit High]
type = hitdef
trigger1 = time >= 1
priority = 4, Hit
attr = S, HP
damage = 5, 2
animtype = Hard
fall.animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0, 12
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = s7001
sparkxy = -10, 0
guardsound = s300, 1
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12.97 * !numhelper(775), 0
ground.cornerpush.veloff = 0
air.velocity = -3 * !numhelper(775), -3
down.velocity = -3 * !numhelper(775), -3
guard.velocity = -12.97 * !numhelper(775)
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 36, 36
envshake.time = 18
envshake.freq = 120
envshake.ampl = 6
down.hittime = 20
sprpriority = var(0)
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = -8 * !numhelper(775), -1.5
forcestand = 1
palfx.time = 70
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
fall = 1
fall.recover = 0

[State 3305, Hit Low]
type = hitdef
trigger1 = time >= 1 && random < 500
priority = 4, Hit
attr = S, HP
damage = 5, 2
animtype = Hard
fall.animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0, 12
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = s7001
sparkxy = -10, 0
guardsound = s2, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12.97 * !numhelper(775), 0
ground.cornerpush.veloff = 0
air.velocity = -3 * !numhelper(775), -3
down.velocity = -3 * !numhelper(775), -3
guard.velocity = -12.97 * !numhelper(775)
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 36, 36
envshake.time = 18
envshake.freq = 120
envshake.ampl = 6
sprpriority = var(0)
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = -8 * !numhelper(775), -1.5
forcestand = 1
palfx.time = 70
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
fall = 1
fall.recover = 0
down.hittime = 20


[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7210
id = 7210
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State 200, End]
type = Changestate
trigger1 = movecontact
trigger2 = pos y >= -5
trigger3 = frontedgebodydist < 0
trigger4 = time = 500
value = 646

;-------------------------------------------------------------------------------
; Ki Blast - Start
[Statedef 655]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
anim = 1559
sprpriority = 3

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,-4
random = 40, 20
vel = -5,0
scale = 0.5, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1000,4
channel = 4
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact
value = S1100,3
channel = 5
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = moveguarded
value = S1100,4
channel = 5
ignorehitpause = 0


[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = 1+root,fvar(2)+root,fvar(3)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 646
time = 999

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 13
y =0

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 70,10
priority = 6, Hit
getpower = 0,0
guardflag = M
pausetime = 0,0
sparkno = -1
sparkxy = -15,-69
hitsound   = s4,2
guard.sparkno = -1
guardsound = s120,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-9
air.velocity = -3,-9
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999
kill = 1
palfx.time = 70
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
fall = 1
fall.recover = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

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

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7220
id = 7220
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State 200, End]
type = Changestate
trigger1 = movecontact
trigger2 = pos y >= -5
trigger3 = frontedgebodydist < 0
trigger4 = time = 500
value = 656
;-------------------------------------------------------------------------------
; Ki Blast - Start
[Statedef 688]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
anim = 1559
sprpriority = 3

[State 3005, flames]
type = explod
trigger1= 6
anim = 1556
ID = 1556
sprpriority = 6
postype = p1
pos = 10,0
random = 40, 20
vel = -5,0
scale = 0.5, 0.3
ownpal = 1
ignorehitpause = 0
TRANS = ADDALPHA
ALPHA = 256,256

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1000,4
channel = 4
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact
value = S1100,3
channel = 5
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = moveguarded
value = S1100,4
channel = 5
ignorehitpause = 0


[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = 1+root,fvar(2)+root,fvar(3)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 646
time = 999

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 13
y =12

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 70,10
priority = 6, Hit
getpower = 0,0
guardflag = M
pausetime = 0,0
sparkno = -1
sparkxy = -15,-69
hitsound   = s4,2
guard.sparkno = -1
guardsound = s120,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-9
air.velocity = -3,-9
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999
kill = 1
palfx.time = 70
palfx.add = 144,0,128
palfx.mul = 256,256,32
palfx.sinadd = 0,96,128,8
palfx.color = 0
fall = 1
fall.recover = 0

[State 3151, Flame Particles]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1


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

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = movehit = 1
anim = 7220
id = 7220
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State explod];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Explod
trigger1 = moveguarded = 1
anim = 7051
id = 7051
sprpriority = 20
postype = p1
pos = 30/2,-10/2
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.5

[State 200, End]
type = Changestate
trigger1 = movecontact
trigger2 = pos y >= -5
trigger3 = frontedgebodydist < 0
trigger4 = time = 500
value = 657
;-----------------------------------------------------
;-----------------------------------------------------

; Ki Blast -  Fin
[Statedef 657]
type    = S
movetype= I
physics = S
juggle  = 2
ctrl = 0
anim = 9999
velset = 0,0
sprpriority = -1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s800,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s800,3

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20
y = 0

[State 0, Explosion]
type = Explod
trigger1 = time = 0
anim = 1560
ID = 1560
pos = -111,50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 10
ontop = 0
ownpal = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = !time
time = 14
freq = 90
ampl = -9
phase = 90
ignorehitpause = 0



[State 200, End]
type = Destroyself
trigger1 = time = 1
;-------------------------------------------------------------------------------
;-----------------------------------------------------

; Ki Blast -  Fin
[Statedef 656]
type    = S
movetype= I
physics = S
juggle  = 2
ctrl = 0
anim = 9999
velset = 0,0
sprpriority = -1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s800,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s800,3

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20
y = 0

[State 0, Explosion]
type = Explod
trigger1 = time = 0
anim = 1560
ID = 1560
pos = -90,85
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 10
ontop = 0
ownpal = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = !time
time = 14
freq = 90
ampl = -9
phase = 90
ignorehitpause = 0



[State 200, End]
type = Destroyself
trigger1 = time = 1
;-------------------------------------------------------------------------------
; Ki Blast -  Fin
[Statedef 646]
type    = S
movetype= I
physics = S
juggle  = 2
ctrl = 0
anim = 9999
velset = 0,0
sprpriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,4
volume = 50

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20
y = 0

[State 0, Explosion]
type = Explod
trigger1 = time = 0
anim = 646
ID = 646
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .84,.84
sprpriority = 3
ontop = 1
ownpal = 1

[State 200, End]
type = Destroyself
trigger1 = time = 1


;---------------------------------------------------------------------------
; Smash Kung Fu Upper (hyper)
[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 3050, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 2
pos = -5, -55
anim = 100
sound = 20, 0
poweradd = -1000

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 155, 12
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkno = 3
sparkxy = 0,-110
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 26
ground.hittime  = 28
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8                  ;Accelerate p2 downwards rapidly
 
;This controller below makes Kung Fu man change to a success state if he
;successfully hits the Smash Kung Fu Upper.
[State 3050, 4]
type = ChangeState
trigger1 = MoveHit
value = 3051

[State 3050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Downed get-hit (hit ground from fall)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, EnvShake];		ƒ’Ç‰Á„ƒ_ƒEƒ“Žž‚ÉU“®‚·‚éB
type = EnvShake
Trigger1 = GetHitVar(fall.envshake.time) = 0
trigger1 = Time = 0
Trigger1 = Vel Y > 1
time = ifelse(Vel Y > 19,ifelse(Vel Y > 23,11,9),8)
freq = 30
ampl = ifelse(Vel Y > 19,ifelse(Vel Y > 23,-7,-5),-4)
phase = 0

[State 5100, Land FX F]
type = Explod
trigger1 = Time = 0
trigger1 = Vel Y >= 5
anim = ifelse(Vel Y >= 15,8350, ifelse(Vel Y >= 10, 8040, 8330))
pos = 0, 0
scale = 0.5,0.5
sprpriority = -9
ownpal = 1

[State 5100, Land FX B]
type = Explod
trigger1 = Time = 0
trigger1 = Vel Y >= 5
anim = ifelse(Vel Y >= 15,8355, ifelse(Vel Y >= 10, 8345, 8335))
pos = 0, 0
scale = 0.5,0.5
sprpriority = 9
ownpal = 1

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 0
value = 2, ifelse(Vel Y <= 5,7,8)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;Downed get-hit (lying down)

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101 ;Downed get-hit (bounce off ground)

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; Downed get-hit (lying down)
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5100, 8]
type = Explod
trigger1 = Time = 1
anim = 8350 + ifelse(Vel Y > 20,5,0)
postype = P1
pos = 0, 0
sprpriority = -1
ownpal = 1
scale = 0.5,0.5

[State 5100, Land FX F]
type = Explod
trigger1 = Time = 0
trigger1 = Vel Y >= 5
anim = ifelse(Vel Y >= 15,8350, ifelse(Vel Y >= 10, 8040, 8330))
pos = 0, 0
scale = 0.5,0.5
sprpriority = -9
ownpal = 1

[State 5100, Land FX B]
type = Explod
trigger1 = Time = 0
trigger1 = Vel Y >= 5
anim = ifelse(Vel Y >= 15,8355, ifelse(Vel Y >= 10, 8345, 8335))
pos = 0, 0
scale = 0.5,0.5
sprpriority = 9
ownpal = 1

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 0
value = 2, ifelse(Vel Y <= 5,7,8)

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14] ;Friction
type = VelSet
trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
persistent = 0
x = 0

[State 5110, 15]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 16]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

 ;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)’´?K?E
[Statedef 6005]
type = S
ctrl = 0
anim = 6005
velset = 0,0
movetype = I
physics = N
sprpriority = 0

;---------------------[???”]
[state varset]
type = varset
trigger1 = time = 0
var(1) = 0

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

[state varadd]
type = varadd
trigger1 = time > 40
var(1) = -8

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

;---------------------[????]
[state destroyself]
type = destroyself
trigger1 = time = 71

;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
;(HELPER)NEO MAX’´?K?E
[Statedef 6007]
type = S
ctrl = 0
anim = 6005
velset = 0,0
movetype = I
physics = N
sprpriority = 0

;---------------------[???”]
[state varset]
type = varset
trigger1 = time = 0
var(1) = 256

[state varadd]
type = null;varadd
trigger1 = time > 40
var(1) = -8

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

[State assertspecial]
type = assertspecial
trigger1 = var(1) = 256
flag = NoBG
flag2 = NoFG

;---------------------[????]
[state changestate]
type = changestate
trigger1 = root,stateno != [9000,2599]
trigger2 = root,movetype = H
trigger3 = root,stateno = 2501
trigger4 = root,stateno = 2503
value = 6008

;----------------------------------------------------------------------------
;(HELPER)NEO MAX’´?K?E
[Statedef 6008]
type = S
ctrl = 0
anim = 6005
velset = 0,0
movetype = I
physics = N
sprpriority = 0

;---------------------[???”]
[state varset]
type = varset
trigger1 = time = 0
var(1) = 256

[state varadd]
type = varadd
trigger1 = 1
var(1) = -8

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

;---------------------[????]
[state destroyself]
type = destroyself
trigger1 = var(1) <= 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;-----------------------------------------------------------------------------
; POWER BAR
;-----------------------------------------------------------------------------
;(HELPER)ƒQ[ƒW
[Statedef 10100]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;---------------------[]
[state -2,a];ƒQ[ƒW˜ga
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10101) = 0
anim = 10101
id = 10101
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW˜ga
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10101) = 0
anim = 10101
id = 10101
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[state -2,a];ƒQ[ƒW˜gb
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10102) = 0
anim = 10102
id = 10102
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1
trans = addalpha
alpha = 250,130

[state -2,a];ƒQ[ƒW˜gb
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10102) = 0
anim = 10102
id = 10102
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
facing = 1
ontop = 1
trans = addalpha
alpha = 250,130

;---------------------[ƒQ[ƒW—Ê]
[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10120) = 0
anim = 10120
id = 10120
postype = left
bindtime = -1
pos = 36,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10121) = 0
anim = 10121
id = 10121
postype = left
bindtime = -1
pos = 36,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10122) = 0
anim = 10122
id = 10122
postype = left
bindtime = -1
pos = 36,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10123) = 0
anim = 10123
id = 10123
postype = left
bindtime = -1
pos = 36,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10124) = 0
anim = 10124
id = 10124
postype = left
bindtime = -1
pos = 36,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10120) = 0
anim = 10120
id = 10120
postype = right
bindtime = -1
pos = -36,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10121) = 0
anim = 10121
id = 10121
postype = right
bindtime = -1
pos = -36,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10122) = 0
anim = 10122
id = 10122
postype = right
bindtime = -1
pos = -36,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10123) = 0
anim = 10123
id = 10123
postype = right
bindtime = -1
pos = -36,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10124) = 0
anim = 10124
id = 10124
postype = right
bindtime = -1
pos = -36,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

;ƒQ[ƒWLV1
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10120)
ID = 10120;      power***`***‚ÌŠÔ‚ÍXsize‚ð•Ï“®A***ˆÈã‚ÅXsize=.52A‚»‚êˆÈŠO‚ÍXsize=0‚ÅÁ‚·B
scale = ifelse((root,Power<1000),(root,Power)/1000.0,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV2
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10121)
ID = 10121;      power***`***‚ÌŠÔ‚ÍXsize‚ð•Ï“®A***ˆÈã‚ÅXsize=.52A‚»‚êˆÈŠO‚ÍXsize=0‚ÅÁ‚·B
scale = ifelse((root,Power=[1000,1999]),(root,Power-1000)/1000.0,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV3
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10122)
ID = 10122;      power***`***‚ÌŠÔ‚ÍXsize‚ð•Ï“®A***ˆÈã‚ÅXsize=.52A‚»‚êˆÈŠO‚ÍXsize=0‚ÅÁ‚·B
scale = ifelse((root,Power=[2000,2999]),(root,Power-2000)/1000.0,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV4
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10123)
ID = 10123;      power***`***‚ÌŠÔ‚ÍXsize‚ð•Ï“®A***ˆÈã‚ÅXsize=.52A‚»‚êˆÈŠO‚ÍXsize=0‚ÅÁ‚·B
scale = ifelse((root,Power=[3000,3999]),(root,Power-3000)/1000.0,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV5
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10124)
ID = 10124;      power***`***‚ÌŠÔ‚ÍXsize‚ð•Ï“®A***ˆÈã‚ÅXsize=.52A‚»‚êˆÈŠO‚ÍXsize=0‚ÅÁ‚·B
scale = ifelse((root,Power=[4000,4999]),(root,Power-4000)/1000.0,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999


[state -2,a];MAX
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = power >= 5000
trigger1 = numexplod(10125) = 0
anim = 10125
id = 10125
postype = left
bindtime = -1
pos = 36,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];MAX
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = power >= 5000
trigger1 = numexplod(10125) = 0
anim = 10126
id = 10125
postype = right
bindtime = -1
pos = -36,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = power < 5000
id = 10125


[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10110) = 0
anim = 10110
id = 10110
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10111) = 0
anim = 10111
id = 10111
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10112) = 0
anim = 10112
id = 10112
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10113) = 0
anim = 10113
id = 10113
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10114) = 0
anim = 10114
id = 10114
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = 1
trigger1 = numexplod(10115) = 0
anim = 10115
id = 10115
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10110) = 0
anim = 10110
id = 10110
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10111) = 0
anim = 10111
id = 10111
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10112) = 0
anim = 10112
id = 10112
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10113) = 0
anim = 10113
id = 10113
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10114) = 0
anim = 10114
id = 10114
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];ƒQ[ƒW”
type = Explod
triggerall = root,var(36) = 0
trigger1 = Facing = -1
trigger1 = numexplod(10115) = 0
anim = 10115
id = 10115
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
removetime = -1
facing = -1
ownpal = 1
ontop = 1

;ƒQ[ƒWLV1
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10110)
ID = 10110
scale = ifelse((root,Power<1000),1,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV2
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10111)
ID = 10111
scale = ifelse((root,Power=[1000,1999]),1,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV3
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10112)
ID = 10112
scale = ifelse((root,Power=[2000,2999]),1,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV4
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10113)
ID = 10113
scale = ifelse((root,Power=[3000,3999]),1,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV5
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10114)
ID = 10114
scale = ifelse((root,Power=[4000,4999]),1,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

;ƒQ[ƒWLV5
[State 3802]
type = ModifyExplod
trigger1 = NumExplod(10115)
ID = 10115
scale = ifelse((root,Power>=5000),1,0),1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

[State 10100, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(36) = 1

;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 12000]
type    = A
movetype= I
physics = N
anim = 9999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time 
value = S12,0
ignorehitpause = 1


[State 12000, BGPalFX]
type = BGPalFX
trigger1 = Time = [1,5]
trigger2 = Time = [11,15]
trigger3 = Time = [21,25]
trigger4 = Time = [31,35]
trigger5 = Time = [41,45]
trigger6 = Time = [51,55]
time = 1
add = 0,0,0
add = 0,0,0
mul = 158,158,158
ignorehitpause = 1

[State 12000, BGPalFX]
type = BGPalFX
trigger1 = Time = [6,10]
trigger2 = Time = [16,20]
trigger3 = Time = [26,30]
trigger4 = Time = [36,40]
trigger5 = Time = [46,50]
trigger6 = Time = [56,60]
time = 1
add = 32,0,0
mul = 256,0,0
invertall = 0
ignorehitpause = 1

[State 12000, DestroySelf]
type = DestroySelf
trigger1 = RoundState != [2,4]
;---------------------------------------------------------------------------
;------------------------------------------------------------------
[Statedef 8000]
type    = S
physics = S
movetype= I
velset = 0,0
anim = 8000
ctrl = 0

[State 1000, Power]
type = PowerAdd
trigger1 = time >=6
trigger1 = command = "holdy" && command = "holda"
value = 8 + (time/20)

[State 3001, Super]
type = Helper
trigger1 = !NumHelper(8002)
trigger1 = animelemTime(7)=0
id = 8002
name = "Charge"
pos = 0,0
postype = P1
stateno = 809080
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale=0.4

[State 700, 4]
type = ChangeState
triggerall = time >= 13
trigger1 = command != "holdy"
trigger2 = command != "holda"
trigger3 = !var(52) && power = powermax || var(52) && var(11)
trigger4 = roundstate>2
value = 40500

;---------------------------------------------------------------------------
[Statedef 40500]
type = S
movetype = I
physics = S
ctrl = 0
anim = 8001
velset = 0,0
sprpriority = 2

[State 820, Voice]
type = Playsnd
trigger1 = Time = 0
value = 8000,447
channel = 13
[State 820, Voice]
type = Playsnd
trigger1 = Time = 0
value = 8000,450


[State 4110, Explod]
type = Explod
trigger1 = !Time
anim = 8004
id = 40500
pos = 0,0
scale = 0.4,0.4
postype = P1
sprpriority = 4
bindtime = 1
ownpal = 1
removetime = 12
facing = 1
persistent = 0

[State 4110, Explod]
type = Explod
trigger1 = !Time
anim = 8003
id = 40500
pos = 0,0
scale = 0.4,0.4
postype = P1
sprpriority = 5
bindtime = -1
ownpal = 1
removetime = 14
facing = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 809080]
type = S
movetype = I
physics = S
ctrl = 0
anim =8003
velset = 0,0
sprpriority = 2

[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 8003
anim = 7011 
pos = 0,-74
vel = 0,-(.3*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 8003
anim = 7011 
pos = -10,-74
vel = 0,-(.3*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4
[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 8003
anim = 7011 
pos = 10,-74
vel = 0,-(.3*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 8003
anim = 7011 
pos = -29,-44
vel = 0,-(.8*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4
[State 1065, ]
type = Explod
trigger1 = timemod = 1,0 && anim = 8003
anim = 7011 
pos = 29,-44
vel = 0,-(.8*(random%10))
accel = 0,0
random = 20,40
scale = .1+(.1*(random%3)),.7
ownpal = 1
sprpriority = 4

[State 4110, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -2, 1]
type = Trans
trigger1 = 1
trans = add


[State 820, Voice]
type = Playsnd
trigger1 = Time = 0
value = 8000,446
[State 820, Voice]
type = Playsnd
trigger1 = Time = 0
value = 8000,449

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S8000,448
channel = 13
ignorehitpause = 0

[State 4110, Explod]
type = Explod
trigger1 = Time = 0 && !NumExplod(4020)
anim = 8002
id = 8002
pos = 0,0
scale = 0.4,0.4
postype = P1
sprpriority = 5
bindtime = -1
ownpal = 1
removetime = -1
facing = 1
persistent = 0

[State 820, Voice]
type = Stopsnd
trigger1 = Root,StateNo != 8000
channel = 13

[State 4110, RemoveExplod]
type = RemoveExplod
trigger1 = Root,StateNo != 8000
id = 8002

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 8000
;---------------------------------------------------------------
;-----------------------------------------------------------------------------
;FLAMES
;-----------------------------------------------------------------------------
[StateDef 8150]
type = A
velSet = 0,0
anim = 1

[State 8150, Player]
type = VarSet
trigger1 = !Time
var(0) = Parent, var(43)

[State 8150, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8150, PosSet (Laying Down)]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8150, Facing]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8150, Flame Explod 1]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 10071 + (Root, StateNo = [3500,3599])
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1
under = 0
trans = addalpha
alpha = 256,146
scale = 0.5,0.5

[State 8150, Flames Explod 2]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 10070 + (Root, StateNo = [3500,3599])
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1
under = 0
trans = addalpha
alpha = 256,146
scale = 0.5,0.5

[State 8150, End]
type = DestroySelf
trigger1 = Time >= 600
trigger2 = !PlayerIDexist(var(0))
trigger3 = Time > 45 && (Root, StateNo = [3100,3101]) && !(Root, var(40))
trigger4 = Time > 45 && (Root, StateNo = [3200,3299])
trigger5 = Time > 45 && (Root, StateNo = [3400,3510])

[State 8150, End]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140


;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(var(59) = 0,(command = "holddown"),(fvar(38)=1))

[State 152, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ’@‚«•t‚¯ƒ_ƒEƒ“ - ‹ó’†ƒqƒbƒg (P2 - Shaking from the hit)

[Statedef 5635]
type    = A
movetype= H
physics = N
VelSet = 0,0

[State 5635, 1]
type = ChangeAnim2
trigger1 = 1
value = 5635

[State 5635, 2]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5636

;---------------------------------------------------------------------------
; ’@‚«•t‚¯ƒ_ƒEƒ“ - ‹ó’†ƒqƒbƒg

[Statedef 5636]
type = A
movetype = H
physics = N

[State 5636, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5636, 2]
type = VelSet
trigger1 = time = 0
x = ifelse(gethitvar(xvel)<0,-1,1)*facing*10
y = 10

[State 5636, 3]
type = VelAdd
trigger1 = 1
y = 0.45

[State 5636, 4]
type = VelSet
trigger1 = (Vel y > 0) && (Pos y >= 0)
x = ifelse(gethitvar(xvel)<0,-1,1)*facing*3

[State 5636, 5]
type = ChangeAnim
trigger1 = (Vel y > 0) && (Pos y >= 0)
trigger1 = SelfAnimExist(5062)
value = 5062

[State 5636, 6]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ????KO
[Statedef 5400]
type    = S
movetype= H
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 5400
poweradd = 0
sprpriority = -1

[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = 0
time = 2
add = 32,64,64
[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = 2
time = 2
add = 16,32,48
[State 0, AllPalFX]
type = AllPalFX
trigger1 = Time = 4
time = 2
add = 8,16,32
[State 0, PalFX]
type = PalFX
trigger1 = Time = 0
time = 4
add = 128,256,256
[State 0, PalFX]
type = PalFX
trigger1 = Time = 4
time = 4
add = 64,128,192
[State 0, PalFX]
type = PalFX
trigger1 = Time = 8
time = 4
add = 32,64,128


[State 0, Explod]
type = Explod
trigger1 = !time
anim = 6299
ID = 5400
pos = 17,-75
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

;---------------------[??“?]
[state a]
type = posset
trigger1 = time = 0
y = 0

[state posadd]
type = posadd
trigger1 = animelem = 9
x = 7

[state posadd]
type = posadd
trigger1 = animelem = 10
x = 2

[state posadd]
type = posadd
trigger1 = animelem = 11
x = 1

[state posadd]
type = posadd
trigger1 = animelem = 12
x = 2

[state posadd]
type = posadd
trigger1 = animelem = 13
x = 3

[state posadd]
type = posadd
trigger1 = animelem = 14
x = 6

[state posadd]
type = posadd
trigger1 = animelem = 15
x = 4

[state posadd]
type = posadd
trigger1 = animelem = 16
x = 11

;---------------------[??‰?‰?]
[State 00];
type = PlaySnd
trigger1 = !time
value = 12,12
ignorehitpause = 1

;---------------------[??‰?‰?]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 11,2

;---------------------[?X?e?[?g???s]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 5150


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

[Statedef -2]

[State a]
type = AssertSpecial
trigger1 = RoundState != 2
flag = nobardisplay

;ラウンド開始時音楽消去
[State -2, AssertSpecial]
type = AssertSpecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = NoMusic

[State -2, ‰æ–Êƒtƒ‰ƒbƒVƒ…ƒwƒ‹ƒp[]
type = Helper
triggerall = WinKO > 0
triggerall = P2Life = 0
trigger1 = NumHelper(12000) = 0
ID = 12000
name = "Win Flash"
postype = P1
pos = 0,0
facing = -1
sprpriority = -1
stateno = 12000
helpertype = Normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647


[state -2, ???]
type = Helper
trigger1 = numhelper(10100) = 0
id = 10100
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 10100
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 0 
ownpal = 1


;ƒ_ƒ[ƒWƒ{ƒCƒX
[state a]
type = PlaySnd
triggerall = alive = 1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 0
value = 5000,0+(random%5)
persistent = 0
channel = 1
[state a]
type = PlaySnd
triggerall = alive = 1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 1
value = 5001,0+(random%5)
persistent = 0
channel = 1

[state a]
type = PlaySnd
triggerall = alive = 1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 5002,0+(random%5)
persistent = 0
channel = 1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.

[State -3, TargetState]
type = TargetState
triggerall = numtarget(5635)
trigger1 = target(5635),stateno = 5020
trigger1 = target(5635),statetype = A
trigger1 = target(5635),movetype = H
value = 5635

[state a]
type = changestate
triggerall = loseko
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = 130
trigger4 = prevstateno = 131
value = 5400

[State a]
type = AssertSpecial
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = 130
trigger4 = prevstateno = 131
trigger5 = stateno = 5400
flag = nokosnd
;flag2 = nokoslow

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 10
value = 5040, 2
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 12
value = 5040, 0

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State Camondos de AI]
type = VarSet
triggerall = !var(51)
triggerall = RoundState = [1,2]
trigger1 = command = "cpu"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger33 = command = "cpu34"
trigger34 = ishometeam && (teamside>1||matchno>1)
v = 51
value = 1
var(51) = 10

;-----------------------------------------------------------------------------------------------------
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
;COMBO R.O.P
[State -1, Power Charge]
type = ChangeState
value = 8000
triggerall = var(51) = 1
triggerall = var(57) >= 1
triggerall = var(9) = 1
triggerall = RoundState = 2 && enemynear(var(58)),life > 0 && Helper(40000),fvar(1) = 0
triggerall = Random <= var(57) * 125
triggerall = statetype != A
triggerall = fvar(9) < 1000 && var(40) = 0
triggerall = !inguarddist
triggerall = !enemy,numproj
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || var(2) >= 1
trigger1 = P2bodydist X >= 140
trigger1 = Random <= 100
trigger2 = teammode = single || teammode = turns
trigger2 = P2bodydist X >= 80
trigger2 = enemynear(var(58)),StateType = L
trigger2 = Random <= 999


[State -3,立ちガード]
Type = ChangeState
Value = 120
TriggerAll=var(51) != 0
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=inguarddist
Trigger1 = Random<=var(51)*60||var(51)>9
Trigger2 = P2BodyDist X>90||playerID(var(8)),Time>50
Trigger2 = Random<=var(51)*150



[State AI]
type = ChangeState
value = 200
triggerall = var(51) != 0
triggerall = random <= 888
triggerall = p2stateno != [5050,5112]
triggerall = ctrl && statetype != A
triggerall = p2life > 0
triggerall = p2statetype != A
triggerall = p2statetype != C
triggerall = p2statetype != L
trigger1 = p2bodydist x  < 30
trigger1 = ctrl
[State AI]
type = ChangeState
value = 230
triggerall = var(51) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,61]) && random <= 999
trigger1 = stateno = 200 && movecontact
[State AI]
type = ChangeState
value = 240
triggerall = var(51) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,60]) && random <= 999
trigger1 = stateno = 230 && movecontact



[State AI]
type = ChangeState
value = 1399
triggerall = var(51) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,60]) && random <= 999
trigger1 = stateno = 240 && movecontact
[State AI]
type = ChangeState
value = 1110
triggerall = var(51) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,20]) && random <= 999
trigger1 = stateno = 1400 && movecontact
[State AI]
type = ChangeState
value = 3015
triggerall = power >= 1000
triggerall = var(51) != 0
triggerall = p2statetype = A
trigger1 = (p2bodydist x = [1,39]) && random <= 999
trigger1 = stateno = 1110 && TIME = 30

[State AI]
type = ChangeState
value = 3060
triggerall = power >= 1000
triggerall = var(51) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,39]) && random <= 999
trigger1 = stateno = 210 && MOVECONTACT


;-----------------------------------------------------------------------------------------------------
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
;COMBO N.T
[State -3,投げ]
Type = ChangeState
value = 800
TriggerAll=var(51) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=P2BodyDist X=[0,10]
TriggerAll=EnemyNear,StateType!=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(51)*80
Trigger2 = (EnemyNear,StateNo=[120,159])

[State -3,喰らいにダッシュ（空中）]
type = ChangeState
triggerall = var(51) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(51)*100
triggerall = P2bodydist X = [50,320]
triggerall = P2bodydist Y = [-400,-40]
TriggerAll=EnemyNear,BackEdgeBodyDist <= 5
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 100
[State -3,喰らいにダッシュ（地上）]
type = ChangeState
triggerall = var(51) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(51)*100
triggerall = P2bodydist X = [40,320]
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 100
[State -3,ダッシュ]
Type = ChangeState
value = 100
TriggerAll=RoundState = 2
triggerall = var(51) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(51)*100
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [160,320]
Trigger1 = EnemyNear,StateType = L
[State -3,加勢ダッシュ]
type = ChangeState
triggerall = var(51) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = Random <= var(51)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = EnemyNear,MoveType = H
trigger1 = Facing = -1
trigger1 = EnemyNear,Facing = -1
trigger2 = Facing = 1
trigger2 = EnemyNear,Facing = 1
trigger3 = partner,ALIVE
value = 100



[State -3,バックステップ]
Type = ChangeState
value = 105
TriggerAll=RoundState = 2
TriggerAll = var(51) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(51)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [0,49]
TriggerAll = BackEdgeBodyDist >= 25
Trigger1 = EnemyNear,StateType = L


[State -3,空中犯ヴァーガー]
Type = ChangeState
value = 1011
TriggerAll=var(51) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=P2BodyDist X=[150,200]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(51)*60
[State -3,空中犯ヴァーガー]
Type = ChangeState
value = 1011
TriggerAll=var(51) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
triggerall = NumHelper(1000) = 0
triggerall = NumProjID(1000) = 0
TriggerAll=P2BodyDist X=[130,250]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(51)*50


[State -3,空中犯ヴァーガー4個分]
Type = ChangeState
value = 1013
TriggerAll=var(51) != 0
triggerall = power >= 1000
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=EnemyNear,Vel X <= 3
TriggerAll=!InGuardDist
triggerall = NumHelper(1000) = 0
triggerall = NumProjID(1000) = 0
triggerall = BackEdgeBodyDist >= 65
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y=[-30,150]
TriggerAll=EnemyNear,Vel X<= 3
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(51)*40
[State -3,]
Type = ChangeState
value = 1013
TriggerAll = (var(51)&&Random<=var(51)*100)
TriggerAll = StateType=A
TriggerAll = EnemyNear,StateType=L
TriggerAll = EnemyNear,StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X=[40,80]
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y=[100,150]
;-----------------------------------------------------------------------------------------------------
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
;---------------------------------------------------------------------------
; Saltos
;---------------------------------------------------------------------------
[State -3, ƒRƒ}ƒ“ƒh‚ð“ü‚ê‚½‚çVar‚ðON] 
type = VarSet
trigger1 = command = "jump"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = prevstateno = 100
trigger2 = command = "holdfwd"
v = 3
value = 1

[State -3, sysvar‚ðˆøŒp‚®]
type = VarSet
trigger1 = Var(3) = 1
trigger1 = stateno = 40 ;ƒWƒƒƒ“ƒv‚·‚é‘O‚ÌƒXƒe[ƒg
trigger1 = AnimTime = 0 ;ƒWƒƒƒ“ƒv•ûŒü‚ðŒˆ‚ß‚ésysvar‚ªƒŠƒZƒbƒg‚³‚ê‚é¡‘O
var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4))

[State -3, var‚ðOFF‚É‚·‚éƒXƒe[ƒg]
type = VarSet
triggerall = Time = 2
trigger1 = stateno = 50
trigger2 = stateno != [40,59]
v = 3
value = 0

[State -3, ‘O‚Éƒ{ƒ^ƒ“‚ð‰Ÿ‚µ‚Ä‚½‚ç‘O‚É‚à‰Á‘¬]
type = VelAdd
trigger1 = var(3) = 3
trigger1 = stateno = 50
y = -0.8
x = 3

[State -3, Œã‚ë‚È‚çŒã‚ë‚É‰Á‘¬]
type = VelAdd
trigger1 = var(3) = 4
trigger1 = stateno = 50
y = -0.8
x = -3

[State -3, ‚’¼ƒWƒƒƒ“ƒv‚Éveladd‚ðŽg‚Á‚Äã‚É‰Á‘¬]
type = VelAdd
trigger1 = var(3) = 2
trigger1 = stateno = 50
y = -1.9

[State -3, ¬Œ÷‚µ‚½‚Æ‚«‚ÌŽc‘œ]
type = AfterImage
trigger1 = var(3) >= 1
trigger1 = stateno = 50
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[State 5900, turn]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = roundno > 1
trigger1 = RoundsExisted > 0
value = 199

[State 5900, turn]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = roundno > 1
trigger1 = RoundsExisted = 0
value = 187

[State 5900];変数設定
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State 5900];変数設定
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
;-------------- Turn team taunt if won before
;-------------- Turn team taunt if won before
[Statedef 199]
type = S
movetype = I
physics = N
anim = 0
velset = 0,0
ctrl = 0

[State 187,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 5900, ] ;Intro
type = ChangeState
trigger1 = time = 45
value = 1977

;--------------Turn team jump intro (inspired fom Sander's coding)
[Statedef 187]
type = S
movetype = I
physics = N
anim = 999
velset = 0,0
ctrl = 0

[State 187,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 5900, ] ;Intro
type = ChangeState
trigger1 = animtime = 0
value = 188

[Statedef 188]
type = A
movetype = I
physics = N
anim = 950
velset = 4.8,-1
ctrl = 0

[State 189,]
type = screenbound
trigger1 = 1
value = 0

[State 189,]
type = posadd
trigger1 = time = 0
y = -70
x = -100

[State 189,]
type = veladd
trigger1 = 1
y = .4

[State 189,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 189,]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 189

[Statedef 189]
type = S
movetype = I
physics = N
anim = 47
velset = 0,0
ctrl = 0

[State 197, 1]
type = posset
trigger1 = time = 0
y = 0

[State explod]
type = Explod
trigger1 = time = 0
anim = 6200
id = 6200
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

[State 197, 2]
type = PlaySnd
trigger1 = Time = 0
value = 40,0

[State 197, AS]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197, 3]
type = ChangeState
trigger1 = animtime = 0
value = 196

;-----------------------------------------
[Statedef 189]
type = S
movetype = I
physics = N
anim = 47
velset = 0,0
ctrl = 0

[State 197, 1]
type = posset
trigger1 = time = 0
y = 0

[State explod]
type = Explod
trigger1 = time = 0
anim = 6200
id = 6200
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

[State 197, 2]
type = PlaySnd
trigger1 = Time = 0
value = 40,0

[State 197, AS]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197, 3]
type = ChangeState
trigger1 = animtime = 0
value = 196
;------------------------------------
[Statedef 196]
type = S
ctrl = 0
anim = 191
velset = 0,0

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

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;------------------------------------
[Statedef 1977]
type = S
ctrl = 0
anim = 1977
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1977,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S5040,2

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

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0