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Help!!!

#1 L   bigboss9999 

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  • Messaggi: 67
  • Iscritto: 25-September 08

Inviato 27 March 2009 - 12:50

ciao ragazzi, ho delle domande da farvi:
1)ho un chars e vorrei affrontarlo come boss finale, c' un modo per farlo?
2)alcuni chars quando vengono sconfitti, i vestiti si strappano o cambiano forma, c' un modo per usarli nella seconda versione?
3)c' una maniera per aumentare la forza e la difesa di un chars?
S che alcune domande sembrano elementari, purtroppo non ho dimestichezza col mugen.
Spero di essere stato chiaro.
Grazie ;)
0

#2 L   Evolution 

  • Chan
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  • Gruppo: Membro
  • Messaggi: 43
  • Iscritto: 28-December 08

Inviato 27 March 2009 - 13:58

Visualizza Messaggibigboss9999, su Mar 27 2009, 12:50, detto:

ciao ragazzi, ho delle domande da farvi:
1)ho un chars e vorrei affrontarlo come boss finale, c' un modo per farlo?
2)alcuni chars quando vengono sconfitti, i vestiti si strappano o cambiano forma, c' un modo per usarli nella seconda versione?
3)c' una maniera per aumentare la forza e la difesa di un chars?
S che alcune domande sembrano elementari, purtroppo non ho dimestichezza col mugen.
Spero di essere stato chiaro.
Grazie ;)

Per la prima domanda guarda qui:

http://www.mugenatio...?showtopic=9378

La seconda domanda non l'ho capita bene.
Per l'ultima potresti incominciare a modificare le costanti del personaggio:
- Apri con un programma (tipo Notepad) il file .def contenuto nella cartella del char e cerca in quale file ci sono le costanti, esempio con "Kung Fu Man":

---
---
; Files for the player
[Files]
cmd = kfm.cmd
cns = kfm.cns <----------------------------- questo il file con le costanti
st = kfm.cns
stcommon = common1.cns
sprite = kfm.sff
anim = kfm.air
sound = kfm.snd
pal1 = kfm6.act
pal2 = kfm4.act
pal3 = kfm2.act
pal4 = kfm5.act
pal5 = kfm3.act
pal6 = kfm.act
---
---

Poi apri quel file (puoi usare Notepad) e trova i seguenti valori (si spiegano da soli):

[Data]
life = 1000
power = 3000
attack = 100
defence = 100
---
---
---

Modificandoli, il tuo char diventer pi forte.
Spero di esserti stato d'aiuto.
Ciao
0

#3 L   Verza 

  • Guerriero Nero
  • Gruppo: Moderatore
  • Messaggi: 1547
  • Iscritto: 20-January 08

Inviato 27 March 2009 - 14:05

2) No, non puoi perch in quei chars c' solo quell'animazione con i vestiti strappati,per usarli dovresti ridisegnare tutti i frame del personaggio con i vestiti strappati.
0

#4 L   bigboss9999 

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  • Iscritto: 25-September 08

Inviato 28 March 2009 - 10:12

grazie a tutti per le risposte.
Un'ultima cosa, alcuni chars si ricaricano l'energia quando li affronto, c' un modo per non farli ricaricare?
0

#5 L   OttoMenoPaip 

  • Sensei
  • Gruppo: Moderatore
  • Messaggi: 3884
  • Iscritto: 25-March 09

Inviato 28 March 2009 - 11:23

Visualizza Messaggibigboss9999, su Mar 28 2009, 10:12, detto:

grazie a tutti per le risposte.
Un'ultima cosa, alcuni chars si ricaricano l'energia quando li affronto, c' un modo per non farli ricaricare?


LOL @ cheap chars
A parte gli scherzi dipende dai personaggi. Generalmente quelli che si ricaricano l'energia usano:
1) mosse speciali o super (vedi heidern e shiki delle serie di giochi snk)
2) utilizzo del blood heat (i personaggi di melty blood)
3) Thouhou (o come diavolo si scrive), che sono delle ragazzine stilizzate con poteri magici e una meccanica di gioco basata sullo spam di proiettili vari
4) semplicemente sono cheap, e cio hanno abilit che li rendono al limite dell'imbattibile (o imbattibili e basta)

Non so programmare e quindi non so come togliere l'abilit ma ti posso dire che nei primi due casi si tratta di cose perfettamente bilanciate

Spero di esere stato di aiuto :)
0

#6 L   Evolution 

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  • Iscritto: 28-December 08

Inviato 28 March 2009 - 11:34

Visualizza Messaggibigboss9999, su Mar 28 2009, 10:12, detto:

grazie a tutti per le risposte.
Un'ultima cosa, alcuni chars si ricaricano l'energia quando li affronto, c' un modo per non farli ricaricare?

Dovresti cercare nei files di questi chars i comandi "PowerAdd" e "PowerSet" ed aNULLare quelli che trovi (a meno che non abbiano valori negativi). Poi azzerare i valori dei parametri "GivePower" e "GetPower" (se sono positivi) presenti nei comandi "HitDef" (a volte non ci sono perch sono parametri opzionali). Se ci sono altri sistemi, rimando a chi ne sa di pi. Ciao
0

#7 L   Nobun 

  • Horse Rider Skull Phantom. Rarely Here.
  • Gruppo: SuperModeratore
  • Messaggi: 4898
  • Iscritto: 11-July 04

Inviato 28 March 2009 - 11:35

Personalmente odio i personaggi con "Autoricarica". Pure i miei personaggi sono denominati "cheap" (che non so che significa, ma penso di averlo intuito) per a nessuno di loro ho mai dato l'autoricarica automatica... al limite fornisco loro una mossa apposita per caricare energia, ma che - come tale - possa esporli ad attacchi per bilanciare il personaggio (mossa presente sia in Nobunaga che in Ranmaru, ma solo in Ranmaru tale mossa ogni tanto viene utilizzata dalla AI).

Detto questo... in realt caricare perennemente l'energia un effetto molto semplice:

Devi cercare all'interno di uno statedef negativo (-1, -2, -3) un codice tipo questo

[State -2, qualcosa]
type = PowerAdd
value = ...
trigger1 = power < powermax
trigger1 = (gametime%7) = 0

Pi probabilmente lo trovi nello statedef -2, l'unico che viene letto in QUALUNQUE situazione (il -1 e il -3 hanno delle piccole eccezioni).

Se poi ti interessa, alcuni char fanno lo stesso con la lifebar in tal caso il type sar
type = LifeAdd
0

#8 L   bigboss9999 

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Inviato 28 March 2009 - 20:49

Il chars che si ricarica e che mi sembra impossibile da battere Phantom Mizuchi.
qui di seguito vengono riportati i suoi parametri, qualcuno s se si pu modificare(togliere l'auto rigenerarsi)?
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 70
liedown.time = 0
airjuggle = 25
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 0
FloatPersistIndex = 40
power = 4000

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 125
attack.dist = 320
proj.attack.dist = 50
proj.doscale = 0
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd = 4.4
walk.back = -4.4
run.fwd = 8.2130434, 0
run.back = -8.5,-3.8
jump.neu = 0,-9.8
jump.back = -5.05,2
jump.fwd = 5.0,2
runjump.back = -4.55,-8.1
runjump.fwd = 6,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .57
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; XeCg̉
; [Statedef STATENO]
; type = ? S/C/A/L rF/bF/`F/kF_E
; movetype = ? I/A/H hFʏ/`FU/gF_[WĂ
; physics = ? S/C/A/N rF/bF/`F/mF
; juggle = ? ̍UɎgWO
;

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

; SGUARDHIT (shaking)
[Statedef 150]
type = S
movetype= I ;H
physics = N
velset = 0,0
;anim = 150

[State 1400]
type = null;superpause
trigger1 = time = 0
time = 3
movetime = 3
anim = -1
darken = 0


[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150, 3]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type = S
movetype= I ;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 = Time >= GetHitVar(hittime)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type = C
movetype= I ;H
physics = N
velset = 0,0
;anim = 151


[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152, 4]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type = C
movetype= I ;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 = Time >= GetHitVar(hittime)
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type = A
movetype= I ;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= I ;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, 7]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130




; WvX^[g
[Statedef 40]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 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
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, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State -1, AI]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1




; tgXebv
[Statedef 100]
type = S
physics = N
anim = 100
sprpriority = 1


[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];_
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 15
x = 0

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

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

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; common _bV
[Statedef 101]
type = S
physics = S
anim = 101
sprpriority = 1


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

[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




;---------------------------------------------------------------------------
; common _bV
[Statedef 100]
type = S
physics = S
anim = 100
sprpriority = 1


[State 191, 3]
type = null;PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

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

[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
;---------------------------------------------------------------------------
; Xebv
[Statedef 101]
type = S
physics = S
ctrl = 0
anim = 101
velset = 0,0


[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 102

;
[Statedef 102]
type = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

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

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


; n
[Statedef 103]
type = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; common obNXebv
[Statedef 105]
type = S
physics = S
ctrl = 0
anim = 104
velset = 0,0


[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

;
[Statedef 106]
type = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

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

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; n
[Statedef 107]
type = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ^CI[o[ŕ
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

;---------------------------------------------------------------------------
; P
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
;trigger1 = var(1) = 0
v = 2
range = 1,3

[State 0, ChangeState]
type = ChangeState
trigger1 = var(2)=1
triggerall= var(2)!=0
triggerall= var(2)!=2
triggerall= var(2)!=3
triggerall= var(2)!=4
triggerall= var(2)!=5
triggerall= var(2)!=6
value = 181

[State 0, ChangeState]
type = ChangeState
trigger1 = var(2)=2
triggerall= var(2)!=0
triggerall= var(2)!=1
triggerall= var(2)!=3
triggerall= var(2)!=4
triggerall= var(2)!=5
triggerall= var(2)!=6
value = 183;5


[State 0, ChangeState]
type = ChangeState
trigger1 = var(2)=3
triggerall= var(2)!=0
triggerall= var(2)!=1
triggerall= var(2)!=2
triggerall= var(2)!=4
triggerall= var(2)!=5
triggerall= var(2)!=6
value = 184

[State 0, ChangeState]
type = ChangeState
trigger1 = var(2)=5
triggerall= var(2)!=0
triggerall= var(2)!=2
triggerall= var(2)!=3
triggerall= var(2)!=1
triggerall= var(2)!=4
triggerall= var(2)!=6
value = 186

[State 0, ChangeState]
type = ChangeState
trigger1 = var(2)=6
triggerall= var(2)!=0
triggerall= var(2)!=2
triggerall= var(2)!=3
triggerall= var(2)!=1
triggerall= var(2)!=4
triggerall= var(2)!=5
value = 187


;---------------------------------------------------------------------------
; [VV]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3];VV
type = PlaySnd
trigger1 = time = 50
value = 30000,0; 181,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 6359
id = 30003
sprpriority = 0
postype = p1
pos = 0,-90
bindtime = 1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1243
id = 182
sprpriority = 0
postype = p1
pos = -0,0
bindtime = 1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1243
id = 182
sprpriority = 0
postype = p1
pos = -0,0
facing = -1
bindtime = 1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; estrella
type = Explod
trigger1 = animelem = 1
anim = 221222
id = 30000
sprpriority = -99
postype = p1
pos = -3,5
bindtime = 1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189

;---------------------------------------------------------------------------
; [̉];
;========================================================================================
;====================================Ending de God Orochi y God Mizuchi==================
;========================================================================================
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 2200,2
volume = 300

[State 191, 3]; sonido de onda
type = PlaySnd
trigger1 = animelem = 40
value = 2562,20


[State 191, 3]; voz de orochi
type = PlaySnd
trigger1 = animelem = 48
value = 187,1
volume = 300

[State 191, 3]; sonido entrada de Mizuchi
type = PlaySnd
trigger1 = animelem = 50
value = 6758,4
volume = 300


[State 191, 3]; voz mizuchi
type = PlaySnd
trigger1 = animelem = 55
value = 290,0
volume = 300

[State 1000, 5];onda
type = Explod
trigger1 = animelem = 40
anim = 555
id = 1931
sprpriority = -5
postype = p1
pos = -60,-80
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5];Alas
type = explod
trigger1 = animelem = 1
anim = 1559
id = 30000
sprpriority = -99;-5
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; God Orochi
type = explod
trigger1 = animelem = 44
anim = 4646
id = 188
sprpriority = -50;-5
postype = p1
pos = -60,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; God Mizuchi
type = explod
trigger1 = animelem = 50
anim = 7676
id = 188
sprpriority = -5
postype = p1
pos = 60,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3=nobardisplay

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,350];[0,220]
flag = roundnotover

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 200;100
value = 189

;---------------------------------------------------------------------------
; [AD҂͖]
[Statedef 184];Ending goodman,athena
type = S
ctrl = 0
anim = 5787;184
velset = 0,0

[State 191, 3];AD҂͖
type = PlaySnd
trigger1 = animelem = 5
value = 195,0
volume = 300

[State 191, 3];AD҂͖
type = PlaySnd
trigger1 = animelem = 3
value = 160,0
volume = 300

[State 191, 3];SONIDO ENTRADA DE ATHENA
type = PlaySnd
trigger1 = animelem = 2
value = 8998,1
volume = 300

[State 191, 3];VOZ ATHENA
type = PlaySnd
trigger1 = animelem = 5
value = 8998,0
volume = 300

[State 191, 3];VOZ goodman
type = PlaySnd
trigger1 = animelem = 5
value = 8998,2
volume = 300

[State 1000, 5]; Fire
type = explod
trigger1 = animelem = 6
anim = 4567
id = 30000
sprpriority = -5
postype = p1
pos = -15,-145
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; Goodman
type = explod
trigger1 = animelem = 2
anim = 8338
id = 188
sprpriority = -5
postype = p1
pos = 90,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; GOODMAN AURA
type = explod
trigger1 = animelem = 2
anim = 4774
id = 188
sprpriority = -5
postype = p1
pos = 90,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; ATHENA
type = explod
trigger1 = animelem = 2
anim = 9669
id = 188
sprpriority = -5
postype = p1
pos = -100,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5];
type = Explod
trigger1 = animelem = 2
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = -5,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, PosSet];POS
type = PosSet
trigger1 = 1
x = 0
y = 0

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

[State 181, 4];DURACION
type = AssertSpecial
trigger1 = time = [0,600]
flag = roundnotover

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189

;---------------------------------------------------------------------------
; []
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

;[State 191, 3];a
;type = PlaySnd
;trigger1 = animelem = 5
;value = 240,0

[State 1000, 5];o
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0




[State 1000, 5];
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189
;---------------------------------------------------------------------------
; [AKCAƋɂ]
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0


[State 191, 3];
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 191, 3];KCAƋɂ
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 1000, 5];
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0





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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover


[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189

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

; ʏo
[Statedef 190];intro mizuchi
type = S
ctrl = 0
anim = 2558
velset = 0,0



[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 9
range = 0,3;5,6;0,3

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1
triggerall=var(9)=1
triggerall=var(9)!=0
triggerall=var(9)!=2
value = 192

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1
triggerall=var(9)=2
triggerall=var(9)!=0
triggerall=var(9)!=1
value = 193

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 10
value = 30000,5

[State 191, 3];|Ă݂
type = PlaySnd
trigger1 = animelem = 2
value = 191,1;190,0

[State 191, 3];|Ă݂
type = PlaySnd
trigger1 = animelem = 8
value = 2000,0

[State 191, 3];Β
type = PlaySnd
trigger1 = animelem = 9
value = 190,1

[State 191, 3];Β
type = PlaySnd
trigger1 = animelem = 11
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(8) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = Intro
flag3 = nomusic

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 15
value = 181,0

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 20
value = 2000,1

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; I`o
[Statedef 192]
type = S
ctrl = 0
anim = 197;192
velset = 0,0


[State 1]
type = removeexplod
trigger1 = 1
ID = 8200

[State 191, 3];ȂԂ
type = PlaySnd
trigger1 = animelem = 10
value = 30000,0

[State 191, 3];͕
type = PlaySnd
trigger1 = animelem = 32;27
value = 30000,1

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 32;27
value = 30000,5

[State 191, 3];Β
type = PlaySnd
trigger1 = animelem = 32;27
value = 193,2

;[State 191, 3];Β
;type = PlaySnd
;trigger1 = animelem = 34;29
;value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 32;27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



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

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 38
value = 2300,1

[State 191, 3];Β
type = PlaySnd
trigger1 = animelem = 44
value = 187,2


;---------------------------------------------------------------------------
;===========================================================================
;///////////////////////////////////////////////////////////////////////////
;)))))))))))))))))))))))))))))))Intro RESGOD)))))))))))))))))))))))))))))))
;(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
;$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$ $$$$$$$
;kONOS
[Statedef 193]
type = S
ctrl = 0
anim = 7229
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 25
value = 2562,21
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 75
value = 2562,1
volume = 255

[State 191]
type= Explod
trigger1=var(1)=1
trigger1 = (GameTime%20) = 1
anim=7250
sprpriority=999
postype=p1
pos=0,ceil(-pos y)
facing=ifelse(random<500,-1,1)
random=160,40
trans=addalpha
alpha=192,256
bindtime = 1
supermove = 1
under = 0
pausemovetime=-1
supermovetime=-1

[State 1000, 5];ENERGIA
type = null;Explod
trigger1 = animelem = 30
anim = 221999
id = 221999
sprpriority = -5
postype = p1
pos = 0,-30
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];Electricidad
type = Explod
trigger1 = animelem = 30
anim = 3577
id = 3577
sprpriority = 5
postype = p1
pos = 0,-30
bindtime = 1
supermove = 1
under = 0

[State 1]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 1
value = 30000,10
volume = 255

[State 1]
type = removeexplod
trigger1 = 1
ID = 221888

[State 1]
type = removeexplod
trigger1 = 1
ID = 22126

[State 1]
type = removeexplod
trigger1 = 1
ID = 8200

[State 0, AssertSpecial]
type =AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noFG
flag3 = noBG

[State 1000, 5]; signos
type = Explod
trigger1 = animelem = 70
anim = 221666
id = 221666
sprpriority = -99
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]; Mizuchi
type = Explod
trigger1 = animelem = 1
anim = 7228
id = 7228
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
;---------------
[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 25
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = 0,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 35
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = 0,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 40
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = 0,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 45
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = 0,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 50
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = 0,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 55
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = 0,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 60
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = 0,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;----------------
[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 65
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = -70,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]; EXPLO
type = Explod
trigger1 = animelem = 65
anim = 8448
id = 8448
sprpriority = 5
postype = p1
pos = 70,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


;------------
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 25
value = 2550,0
;--------------------raros
[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 5
value = 30000,8

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 5
value = 30000,7

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 17
value = 30000,8

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 15
value = 30000,9

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 25
value = 30000,8

;------------------raros
;---------------------rayos
[State 1000, 5]
type = Explod
trigger1 = animelem = 30
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 30
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 30
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 30
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;----------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 35
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 35
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 35
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 35
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;----------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 40
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 40
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 40
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 40
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;---------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 45
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 45
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 45
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 45
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;------------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;--------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;-------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;-----------
[State 1000, 5]
type = Explod
trigger1 = animelem = 65
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 65
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 65
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 65
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;------------
[State 1000, 5];rayo final
type = Explod
trigger1 = animelem = 70
anim = 22114
id = 22114
sprpriority = 99
postype = p1
pos = 0,10
scale = 1.1,1.1
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;---------------------rayos
;----------------------viento
[State 1000, 5]
type = Explod
trigger1 = animelem = 30
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 30
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


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

[State 1000, 5]
type = Explod
trigger1 = animelem = 30
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 30
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


;-------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 35
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 35
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 35
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 35
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


;--------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 40
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 40
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 40
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 40
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


;----------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 45
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 45
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 45
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 45
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


;---------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


;---------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 65
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 65
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 65
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 65
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -70,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

;---------------------viento
;---------------------sonidos
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 30
value = 193,2
;---------------
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 35
value = 193,2
;---------------
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 40
value = 193,2
;-------------
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 45
value = 193,2
;---------------
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 50
value = 193,2
;--------------
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 55
value = 193,2
;--------------
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 60
value = 193,2
;--------------
[State 191, 3];SONIDO EXPLO
type = PlaySnd
trigger1 = animelem = 65
value = 193,2
;---------
[State 191, 3];SONIDO rayo final
type = PlaySnd
trigger1 = animelem = 70
value = 2562,25
;--------------------sonidos
[State 191, 3];voz
type = PlaySnd
trigger1 = animelem = 70
value = 190,0

[State 191, 3];voz
type = PlaySnd
trigger1 = animelem = 75
value = 2000,2

[State 191];Fucket rayos
type= playsnd
trigger1= var(1)=1
trigger1 = (GameTime%20) = 1
value=867,2
channel=2
volume= 50
freqmul= .9 + (random/5000.0)

;---------------back pendiente

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = Intro
flag3 = nomusic

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; ̓
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3];
type = null;changeanim
trigger1 = time = 0
;trigger1 = var(1) = 1
value = 196

[State 191, 3];݂̂𑸂
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 195,0

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

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


[Statedef 14111]
type = S
ctrl = 1
anim = 0
velset = 0,0

[State 1400]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 2562,7


[State 1000]
type = Explod
trigger1 = time = 0
anim = 3499
sprpriority = 5
postype = p2
pos = 55,-70
bindtime = 1
supermove = 1
under = 0

[State 1400]
type = turn
trigger1 = p2dist x< 0
value = 1

[State 1000]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1400]
type = posadd
trigger1 = time = 0
x = p2dist x+45


;---------------------[I]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; EEp`E̓
[Statedef 200]
type = S
movetype= A
physics = S
juggle = 8
;Commonly-used controllers:
velset = 0,0 ;̃Xe[gn܂Ɉړ邩i0,0œȂj
ctrl = 0 ;̃Xe[gɑ̃R}h󂯕t邩(1Ŏ󂯕t)
anim = 200 ;̃Xe[gŕ\XvCgXe[gԍ(0ŕω)
poweradd = 0 ;̃Xe[gg̃p[(0ŕω)


[State 200]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99991
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Light
damage = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 50, -89
hitsound = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = var(1) = 0
value = 200,var(6)

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ߋEEp`E̓
[Statedef 205]
type = S
movetype= A
physics = S
juggle = 8
;Commonly-used controllers:
velset = 0,0 ;̃Xe[gn܂Ɉړ邩i0,0œȂj
ctrl = 0 ;̃Xe[gɑ̃R}h󂯕t邩(1Ŏ󂯕t)
anim = 205 ;̃Xe[gŕ\XvCgXe[gԍ(0ŕω)
poweradd = 0 ;̃Xe[gg̃p[(0ŕω)
sprpriority = 2 ;\G̏dȂ(2ԑO@0ʏ@-1)

[State 205]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99992
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Light
damage = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 40, -69
hitsound = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -6
air.velocity = -1.4,-3

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = var(1) = 0
value = 200,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;p`
[Statedef 210]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 22


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 7
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State a];JE^[
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1


[State 210]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 99993
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,10
sparkno = s7003;22109 + var(35)
sparkxy = 40, -69
hitsound = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7




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


;---------------------------------------------------------------------------
; ߋEEp`E̓
[Statedef 215]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 14


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 20

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 5
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1700, 0];JE^[
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1

[State 215]
type = Projectile
trigger1 = AnimElem = 6
attr = S, NA
projanim = 99993
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,10
sparkno = s7003;22109 + var(35)
sparkxy = 40, -69
hitsound = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7



[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; EELbN
[Statedef 230]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 230]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99994
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -6
air.velocity = -1.4,-3


[state a]
type = posadd
trigger1 = animelem = 3
x = 4

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

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

; EELbN
[Statedef 235]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2



[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99994
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -6
air.velocity = -1.4,-3


[state a]
type = posadd
trigger1 = animelem = 3
x = 4

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

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

;---------------------------------------------------------------------------
; EELbN
[Statedef 240]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 3
;trigger1 = var(1) = 0
value = 210,var(6)

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 240]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 240];patada grande
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 99994
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s7001
sparkxy = 50, -85
hitsound = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ߋEELbN
[Statedef 245]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 245]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 210, var(6)

[State 245]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 245]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 245]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 245]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 99994
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s7001
sparkxy = 50, -85
hitsound = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state 245]
type = posadd
trigger1 = animelem = 3
x = 4

[State 245]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


;---------------------------------------------------------------------------
; ӂ΂U
[Statedef 290]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 290]
type = varset
trigger1 = time=0
fv = 10
value = 0.098
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
;trigger1 = var(1) = 0
value = 290, 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 290]
type = projectile
trigger1 = Time = 10
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
animtype = diagup
damage = 98,10
getpower = 136,136
guardflag = M
pausetime = 14,15
sparkno = s7001
sparkxy = 30, -85
hitsound = s225,1
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
ID = fvar(11)

[State 290]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; K[hLZӂ΂U
[Statedef 291]
type = S
movetype= A
physics = S
juggle = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 700, 2];G̏Ԃ
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

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

[State 240, 2]
type = Projectile
triggerall= 1
trigger1 = Time = 0
projanim = 3460
attr = S, NA
animtype = diagup
damage = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

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

;---------------------------------------------------------------------------
;݁EEp`
[Statedef 400]
type = C
movetype= A
physics = C
juggle = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 99995
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Light
damage = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 38, -25
hitsound = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -6
air.velocity = -1.4,-3

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

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;݁EEp`
[Statedef 410]
type = C
movetype= A
physics = C
juggle = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 410]
type = Projectile
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 99996
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7001;22109 + var(35)
sparkxy = 60, -70
hitsound = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;݁EELbN
[Statedef 430]
type = C
movetype= A
physics = C
juggle = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 99997
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Light
damage = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 38, -15
hitsound = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

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

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

;---------------------------------------------------------------------------
;݁EELbN
[Statedef 440]
type = C
movetype= A
physics = C
juggle = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
;trigger1 = var(1) = 0
value = 210, var(6)

[State 440]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 440]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 440]
type = Projectile
trigger1 = AnimElem = 8
attr = C, NA
projanim = 2214347
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.1 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s7001;22109 + var(35)
sparkxy = 88, -15
hitsound = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

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

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



;---------------------------------------------------------------------------
;󒆁EEp`
[Statedef 600]
type = A
movetype= A
physics = A
juggle = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2



[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(1)

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99998
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 30, -70
hitsound = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
;󒆁EEp`
[Statedef 610]
type = A
movetype= A
physics = A
juggle = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 610]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Med
damage = Ceil(0.08 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s7001;22109 + var(35)
sparkxy = 30, -70
hitsound = s310, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;󒆁EELbN
[Statedef 630]
type = A
movetype= A
physics = A
juggle = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 999910
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 43, -20
hitsound = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;󒆁EELbN
[Statedef 640]
type = A
movetype= A
physics = A
juggle = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 640]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 999911
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.09 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s7001;22109 + var(35)
sparkxy = 43, -40
hitsound = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;󒆂ӂ΂U
[Statedef 690]
type = A
movetype= A
physics = A
juggle = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v =6
range = 0,2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 240, 2]
type = projectile;HitDef
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
trigger1 = Time = 5
attr = A, NA
animtype = hard
damage = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 30, -85
hitsound = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200







;---------------------------------------------------------------------------
;^NeBJXebv
[Statedef 700]
; type = S S/C/A/L rF/bF/`F/kF_E
; movetype = I hFʏ/`FU/gF_[WĂ
; physics = N S/C/A/N rF/bF/`F/mF
poweradd= -500
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

[State -2, a];_
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 700, 2];G̏Ԃ
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

;[State 50, 4];Ƃ̎c
;type = AfterImage
;trigger1 = time = 0
;time = 15
;trans = add1
;timegap = 2
;framegap = 2
;length = 6
;palbright = 12,12,12
;palcontrast = 225,225,225
;palpostbright = 0,0,0
;paladd = 0,0,0
;palmul = 1,1,1






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ً}
[Statedef 701]
; type = S S/C/A/L rF/bF/`F/kF_E
; movetype = I hFʏ/`FU/gF_[WĂ
; physics = S S/C/A/N rF/bF/`F/mF
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];G̏Ԃ
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];G̏Ԃ
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 8,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = -6

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;_E
[Statedef 702]
; type = S S/C/A/L rF/bF/`F/kF_E
; movetype = I hFʏ/`FU/gF_[WĂ
; physics = S S/C/A/N rF/bF/`F/mF
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];G̏Ԃ
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;ql(͂΂)
[Statedef 800800800]
type = S
movetype= A
physics = S
juggle = 8
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 ;F@Fʏ@F
hitflag = M ;R{̓r瓊Ȃ悤ݒ肵Ă
priority = 1, Miss ;P͗D揇ʂႢ̂ŋZłȂ~XƂݒ
sparkno = -1 ;-‚΃Xp[NGtFNg͖
sprpriority = 1 ;QoɃJt[}\
p1facing = ifelse (command = "holdback", -1, 1) ;O^[ݒ
p2facing = 1 ;H
p1stateno = 801 ;ꍇ̈ړPõXe[g
p2stateno = 805 ;ꍇ̈ړQõXe[g
;hitsound = S800,0
fall = 1 ;͂Qoɂ邩

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

;---------------------------------------------------------------------------
;Ă鎩
[Statedef 801]
type = S
movetype= A
physics = N
anim = 801
juggle = 8
sprpriority = 2

;---------------------[TEh]
;[State 810, Grab Sound];͂
;type = PlaySnd
;rigger1 = time = 3
;value = 800, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 2550, 0

[state a];
type = playsnd
trigger1 = AnimElem = 5
value = 2562,27

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5;animelemtime(6) = 6
value = 2551, 0


[State 3040, 7];ʃtbV
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1



;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelemtime(6) = 6
anim = 2553
sprpriority = 2
postype = p1
pos = 70,4
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0


[State 1000, 5];qbgGtFNg
type = Explod
trigger1 = animelem = 5
anim = 9346
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];
type = null;Explod
trigger1 = animelem = 2
anim = 22114990
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];Β
type = Explod
trigger1 = animelem = 6
anim = 22114
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];Β
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];Β
type = null;Explod
trigger1 = animelem = 6
anim = 2550
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;:::

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 2416


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 5
value = Ceil(-0.23 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1


;---------------------[GtFNg]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 5
time = 30
ampl = 30
freq = 95
phase = 95

[State 3221, 0]
type = null;Pause
trigger1 = time >= 70
time = 2

;:::

[State 210, Width];ʒ[̉߂
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;Ă鑊
[Statedef 805]
type = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1



;---------------------------------------------------------------------------
;Ă鑊2
[Statedef 806]
type = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];G̏Ԃ
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 821, 1] ;͏d͖͂t[0.4̗͂܂
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;bOX[
[Statedef 850]
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 ;F@Fʏ@F
hitflag = M- ;R{̓r瓊Ȃ悤ݒ肵Ă
priority = 1, Miss ;P͗D揇ʂႢ̂ŋZłȂ~XƂݒ
sparkno = -1 ;-‚΃Xp[NGtFNg͖
sprpriority = 1 ;QoɃJt[}\
;p1facing = ifelse (command = "holdfwd", -1, 1) ;O^[ݒ
p2facing = 1 ;H
p1stateno = 851 ;ꍇ̈ړPõXe[g
p2stateno = 855 ;ꍇ̈ړQõXe[g
;hitsound = S800,0
fall = 1 ;͂Qoɂ邩

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


;---------------------------------------------------------------------------
;Ă鎩
[Statedef 851]
type = S
movetype= A
physics = N
anim = 850
sprpriority = 5

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

;---------------------[TEh]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];@‚
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[GtFNg]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[ʒuݒ]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];ʒ[̉߂
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[̐]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::

[State 821, 3]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Ă鑊
[Statedef 855]
type = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;͏d͖͂t[0.4̗͂܂
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;KEZ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\




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

[Statedef 21805]
type = S
movetype= A
physics = S
juggle = 0
poweradd= 100
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0


[State 240, 2]
type = projectile
trigger1 = AnimElem = 3
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
attr = S, SA
animtype = diagup
damage = Ceil(0.15 * enemy,Const(data.life)) * var(39),Ceil(0.01 * enemy,Const(data.life)) * var(39)
priority = 7
getpower = 100,100
hitflag = MAF
guardflag = M
pausetime = 30,30
guard.pausetime = 10,15
sparkno = s9345
sparkxy = 50, -85
hitsound = s2562,15
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
envshake.time = 13
envshake.ampl = 10
fall = 1
fall.recover = 0
nochainID = 1200


[state a]
type = posadd
trigger1 = animelem = 3
x = 4

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


;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
; ˕Ԃ
[Statedef 1300]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 150
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20


[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 4
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 290, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 1301, 0]
type = HitOverride
trigger1 = 1
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 13100
ignorehitpause = 1





[State 240, 2]
type = null;HitDef
trigger1 = animelem = 4
attr = S, SA
animtype = diagup
damage = Ceil(0.23 * enemy,Const(data.life)) ,Ceil(0.02 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = H
hitflag = MAF
pausetime = 11,12
sparkno = s9346
sparkxy = -15,-77
hitsound = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
p2stateno = 10210

[State 1]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.13 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
givepower = 0,0
guardflag = H
hitflag = MA
pausetime = 2,0
sparkno = s9346;22109 + var(35)
sparkxy = 30, -85
hitsound = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime = 7
ground.velocity = -6,-6
air.velocity = -6,-6
envshake.time = 8
envshake.ampl = 8
fall = 1
fall.recover = 0
p2stateno = 10210


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


;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
; oA
[Statedef 1301]
type = S
movetype= A
physics = S
juggle = 20
poweradd= 150
ctrl = 0
velset = 0,0
anim = 2555
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 191, 0

[State a]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 12,<=6
value = SCA

[State a]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 9,<=6
value = SCA

[State 1700, 0]
type = ReversalDef
triggerall = var(1) = 1
trigger1 = animelem = 11,<=0
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p2stateno = 13121

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2555, 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = ProjHit45000 = 1
anim = 9346
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded45000 = 1
anim = 22113
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 2554
sprpriority = 6
postype = p1
pos = -5,-80
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
attr = S, NA
projanim = 2557
projhitanim = -1
projid = 45000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
attr = S, NA
projanim = 2557
projhitanim = -1
projid = 45000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1]
type = targetlifeadd
trigger1 = projhit45000>=1&&var(1)=1
value = (Ceil(-0.005*enemy,Const(data.life)))*var(39)
ignorehitpause = 1
absolute = 1

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

; JE^[
[Statedef 1310]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30

;---------------------[G̏Ԃ]
[State 1];
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1


;---------------------
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0



[State 240, 2]
type = null;HitDef
trigger1 = animelem = 1
attr = S, HA
animtype = hard
damage = Ceil(0.17 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag =
pausetime = 0,17
sparkno = s1015;7001
sparkxy = -15,-77
hitsound = s1222,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6
air.velocity = -6,-6.8
fall = 0
p2stateno = 13120



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







; JE^[2
[Statedef 13100]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1


;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0





;---------------------[ѓ]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 13120

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



;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
; HHHHHEΒ
[Statedef 1450]
type = S
movetype= A
physics = S
juggle = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[R}h]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4


[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

;---------------------[񐔐]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 8

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1


;---------------------[Q[W]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

;---------------------[Q[W]
[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

;---------------------[ϐw]
[state a];R}ht菉
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];R}ht
type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state a];R}ht
type = null;varset
trigger1 = command = "茍~1"
trigger1 = var(5) = 0
trigger2 = command = "茍~2"
trigger2 = var(5) = 1
trigger3 = command = "茍~3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[ʉ]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 2562,21

;---------------------[wp[Ăяo]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem=2
value = S1400,Var(6)
volume = 255



;---------------------[A]
[state a]
type = changestate
triggerall = var(30) != 1
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 17)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450

[state a]
type = changestate
triggerall = var(30) = 1
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 45)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450


;---------------------[Xe[gɖ߂]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; Β
[Statedef 1412]
type = A
movetype= A
physics = N
juggle = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410


;---------------------[ʒuݒ]
[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x
;---------------------[G]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 2552,0

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2551,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 1
anim = 22114990
id = 22114990
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 12
anim = 22171
id = 1415
sprpriority = 3
postype = p1
pos = -2,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 1
anim = 22171
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 12
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 14
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[U̎w]
[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype = hard
damage = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s9346;22109 + var(35)
sparkxy = -7, -70
hitsound = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype = hard
damage = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s9346;22109 + var(35)
sparkxy = -7, -70
hitsound = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200


;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
; HEѓ
[Statedef 1250]
type = S
movetype= A
physics = N
juggle = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17


;---------------------[ʉ]
[state a];
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];
type = playsnd
trigger1 = animelem = 7
value = 1050,0

;---------------------[ʒuݒ]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

;---------------------[GtFNg]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[wp[Ăяo]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1068
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[wp[Ăяo]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = -50,-146
postype = P1
stateno = 1068
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[wp[Ăяo]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = -50,-46
postype = P1
stateno = 1068
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[Xe[gɖ߂]

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


;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
; HEѓ
[Statedef 1050]
type = S
movetype= A
physics = N
juggle = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17


;---------------------[ʉ]
[state a];
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];
type = playsnd
trigger1 = animelem = 7
value = 1050,0

;---------------------[ʒuݒ]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

;---------------------[GtFNg]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[wp[Ăяo]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[Xe[gɖ߂]

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


; ѓwp[
[Statedef 1065]
type = A
movetype= A
physics = N
juggle = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065


;---------------------[G]
;---------------------[GtFNg]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];UGtFNg
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



;---------------------[U̎w]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.06 * enemy,Const(data.life)) * root,var(39),Ceil(0.015 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s9346
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300



;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\

[Statedef 1150]
type = S
movetype= A
physics = S
juggle = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 25

[State 1000]
type = Explod
trigger1 = time = 20
anim = 22070
sprpriority = 10
postype = p1
velset = 0,0
pos = -15,-80
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 20
value = 2562, 22

[State 1400]
type = superpause
trigger1 = time = 20
time = 50
anim = -1
darken = 0


[State 7800, 3]
type = null;AllPalfx
trigger1 = time = 40
time = 40
add = 0,0,0
sinadd = 255,255,255,400
ignorehitpause = 1
persistent = 0
supermove = 1


[State 2900]
type = helper
triggerall = var(29) <= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 31503
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 12503
helpertype = normal
keyctrl = 0
ownpal = 1


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








;---------------------------------------------------------------------------
; EEE@uԈړ
[Statedef 1800]
type = A
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[㔻]
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5

;---------------------[ʉ]

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

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 6758,4

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 0
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


;---------------------[ʒuݒ]
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

;---------------------[I]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1805



; EEE@uԈړI
[Statedef 1805]
type = S
ctrl = 1
anim = 1889
velset = 0,0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = null;PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400]
type = turn
trigger1 = p2dist x< 0
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

;---------------------[I]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
;HH
[Statedef 11500]
type = S
movetype= A
physics = S
juggle = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 10


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0



[State 2900]
type = helper
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1

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

;
[Statedef 11502]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50


[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1





[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2



[State 240, 4]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 12503


[State 1010]
type = DestroySelf
trigger1 = time >= 300





;
[Statedef 31503]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3


;[State -2]
;type = AssertSpecial
;trigger1 = time >= 0
;flag = nobardisplay

;[State -2]
;type = AssertSpecial
;trigger1 = time >= 0
;flag = nomusic

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1000]
type = Explod
trigger1 = time = 0
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 4,-2
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -10,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 5
value = 2550, 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 7
value = 2552, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 0
value = 2562, 8

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7
time = 25
ampl = -24
freq = 95
phase = 95



[State 1400]
type = superpause
trigger1 = time = 0
time = 40
movetime = 0
anim = -1
darken = 0


[State 7800, 3]
type = AllPalfx
trigger1 = time = 0
time = 40
add = 0,0,0
sinadd = 255,255,255,400
ignorehitpause = 1
persistent = 0
supermove = 1



[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = Ceil(0.1 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 150,150
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,6
air.velocity = -6,-6
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 14200

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0




;---------------------------------------------------------------------------
;
[Statedef 12503]
type = S
movetype = A
physics = N
anim = 22159
velset = 0,0
ctrl = 0
sprpriority = 3

[State 2900]
type = helper
trigger1 = Animelem = 2
id = 11500
persistent = 0
name = "hikari"
pos = 20,20
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22158
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2552, 0
volume = -50

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2
value = 2562, 33
volume = 220

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = -8
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22159
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
[Statedef 11508]
type = S
movetype = A
physics = N
anim = 22162;22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22163;22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 40,-40
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 20,40
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -40,-20
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 10,-5
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 60,-60
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 70,40
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -50,-30
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 30,0
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 2900]
type = helper
trigger1 = Animelem = 18
id = 11509
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 11509
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 5
ampl = -5
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0



[Statedef 11509]
type = S
movetype = A
physics = N
anim = 22162;22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22163
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -30,0
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 50,-60
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -40,30
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 20,60
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 70,-30
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,-80
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -70,0
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,40
velocity = 0
animtype = hard
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 32

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 6
ampl = -6
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0









; H
[Statedef 11101]
type = S
movetype= A
physics = N
juggle = 8
poweradd= 250
velset = 0,0
anim = 1050
ctrl = 0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17


;---------------------[ʉ]
[state a];
type = playsnd
trigger1 = animelem = 7
value = 1000,0

[state a];
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state a];
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

;---------------------[ʒuݒ]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

;---------------------[GtFNg]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[wp[Ăяo]

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[Xe[gɖ߂]

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


;
[Statedef 11100]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 11100]
type = PlaySnd
trigger1 = (GameTime%1) = 1
value = 1000,0


[State 11100]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 11100]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,var(29)>=1)*2.0))

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,var(29)>=1)*2.0))

[State 11100]
type = ReversalDef
trigger1 = 1;root,palno=12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11100]
type = HitDef
trigger1 = time >= 0 && root,var(1) != 1 && ishelper; && root,palno!=12
attr = S, NA
animtype = Hard
damage = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s9346
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11100]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11100]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

[State 1];Orochi
type = Projectile
triggerall= 1
trigger1 = time >= 0
;trigger1 = p2stateno != 9000
;trigger1 = p2statetype != A
attr = S, NA
projanim = 9783
projhitanim = -1
projid = 9783
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = MAFD
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0
air.velocity = -1,-1
p2stateno = 19000

;
[Statedef 11122]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2


[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 11100]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 11100]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,var(29)>=1)*2.0))

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,var(29)>=1)*2.0))

[State 11100]
type = ReversalDef
trigger1 = 1;root,palno=12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11100]
type = HitDef
trigger1 = time >= 0 && root,var(1) != 1 && ishelper; && root,palno!=12
attr = S, NA
animtype = Hard
damage = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s9346
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11100]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11100]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
;HH
[Statedef 11600]
type = S
movetype= A
physics = S
juggle = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 10


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0



[State 2900]
type = helper
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11599
helpertype = normal
keyctrl = 0
ownpal = 1

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


;
[Statedef 11599]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50


[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1





[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2

[State 2900, 1];
type = helper
trigger1 = (GameTime%20) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11130
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = (GameTime%30) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11131
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 300




;2
[Statedef 11131]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,10
ctrl = 0
sprpriority = 2

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

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

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = -0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1]
type = null;HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype = Hard
damage = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s9346;22109 + root,var(35)
sparkxy = 0,0
hitsound = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

[state 1]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250


;2
[Statedef 11130]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,-10
ctrl = 0
sprpriority = 2

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

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

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = 0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1]
type = null;HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype = Hard
damage = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s9346
sparkxy = 0,0
hitsound = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

[state 1]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;Ă鑊
[Statedef 14200]
type = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1]
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state a]
type = veladd
trigger1 = 1
y = 1.4

[State 821, 3]
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -100
absolute = 1

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100




;---------------------------------------------------------------------------
;ojVObV
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 2

[state a]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

[state a]
type = varset
trigger1 = time = 0
fv = 21
value = 0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s2562, 31

[State 10000, sombras];azulado
type = null;Afterimage
trigger1 = TIME = 0
trans = add
PalContrast = 0, 0, 0
PalBright = 0,0,0
time = -1
length = 13
TimeGap = 1
FrameGap = 1
removetime = 5

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117


;_bV
[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = time = 0
fv = 21
value = 1

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State a]
type = Pause
trigger1 = projhit35901 = 1 || projguarded35901 = 1
time = 2

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151999
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype = hard
damage = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151999
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype = hard
damage = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
p2stateno = 19000

[State a];wp
type = Helper;<<<<<<<<<<<<<<<<<<<<<<<< <<<<<<<<<<<<<<<<<<<<<
trigger1 = projcontact35901 = 1
trigger1 = NumHelper(22121) = 0 || var(5)=1
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = turn
trigger1 = fvar(21)<=4+((var(29)>=1)*4)&&animTime=0&&p2dist x<0&&var(5)=1
value = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = ifelse((var(5)=1&&fvar(21)<=5+((var(29)>=1)*4)),22117,22116)
;I

[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

[Statedef 22121]
type = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Projectile
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype = hard
damage = Ceil((0.005-((root,var(5)=1)*0.002))*enemy,Const(data.life))*root,var(39),Ceil(0.002*enemy,Const(data. life))*roo
t,var(39)
getpower = 10+((root,var(5)=1)*10),10+((root,var(5)=1)*10)
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s7002;22109 + root,var(35)
sparkxy = -5, -80
hitsound = s225,1;2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime = 7
ground.velocity = 0,-4+((root,var(5)=1)*2)
air.velocity = 0,-4+((root,var(5)=1)*2)
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4+((root,var(5)=1)*0.2)
fall = 1
fall.recover = 0
p2stateno = 19000

[State 2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; nCp[A[}[
[Statedef 10051]
type = S
movetype= A
physics = S
anim = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100

[State -1]
type = poweradd
trigger1 = var(29) >= 1
trigger1 = time = 0
value = 300

[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 2;GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[state a]
type = posset
trigger1 = animtime = 0
x = enemy,pos x

;---------------------[I]
[state a]
type = changestate
trigger1 = animtime = 0
value = 18050



[Statedef 18050]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 15

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400]
type = turn
trigger1 = p2dist x< 0
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
x = 25

;---------------------[I]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





; HITA_RECOV
[Statedef 38853]
type = A
movetype= A
physics = N


[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100


[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; Jump Up
[Statedef 38852]
type = A
movetype= A
physics = A

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

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

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

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Var̃Ehz
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190


;---------------------------------------------------------------------------
; 牺ɐVXe[gƕ₷ĂƎv܂
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; -2̃Xe[gĂAwp[֌Wł
;---------------------------------------------------------------------------
[Statedef -2]

[State -2]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 10000,10000

[state -2]
type = Trans
triggerall = stateno != 3500
triggerall = alive && roundstate = 2
trigger1 = var(12) = 1
;trigger1 = Time % 3 = 0
time = 1
add = 100 + var(20),100 + var(20),100 + var(20)
;sinadd = -60,-60,60,5
ignorehitpause = 1
trans = addalpha
alpha = 10000,10000

[state -2,]
type = Trans
triggerall = stateno != 3500
triggerall = alive && roundstate = 2
trigger1 = var(12) = 2
;trigger1 = Time % 3 = 0
time = 1
add = -40 + var(20),-40 + var(20),40 + var(20)
;sinadd = -60,-60,60,5
ignorehitpause = 1
trans = addalpha
alpha = 10000,10000

[state -2, ]
type = Trans
triggerall = stateno != 3500
triggerall = alive && roundstate = 2
trigger1 = stateno != 1052 && var(12) = 0
;trigger1 = Time % 45
time = 1
add = var(20),var(20),var(20)
;add = 150, 145, -226
;sinadd = -75, 15, -75,45
;mul = 255, 255, 255
;color = 0
trans = addalpha
alpha = 10000,10000

[state -2];pHANTOM
type = varset
trigger1 = var(20) <= 0
var(23) = ifelse(var(23) = 0, 1, 0)

[state -2];pHANTOM
type = varset
trigger1 = var(20) <= -200
var(22) = 10

[state -2];pHANTOM
type = varset
trigger1 = var(20) >= 150
var(22) = -10

[state -2];pHANTOM
type = varadd
trigger1 = 1;gametime % 50
var(20) = var(22)
;===============================
[state -2]
type = null;varset
triggerall = alive = 1
trigger1 = time = 0
v = 29
value = 1600

[State -2]
type = VarSet
trigger1 = 1
trigger1 = projcontacttime(0) = 1
var(43) = 0
ignorehitpause = 1

[State -2]
type = LifeAdd
triggerall = 1
trigger1 = 1
value = var(41)
ignorehitpause = 1

[state -1]
type = lifeset
trigger1 = 1
trigger1 = roundstate > 2
trigger1 = (life/lifemax) <= (enemy,life/enemy,lifemax)
value = ((enemy,life/enemy,lifemax)*1000)+1
ignorehitpause = 1
;==============================
[state -2];pHANTOM MX
type = PalFX
triggerall = alive && roundstate = 2
trigger1 = var(12) = 1
;trigger1 = Time % 3 = 0
time = 1
add = 100 + var(20),100 + var(20),100 + var(20)
;sinadd = -60,-60,60,5
ignorehitpause = 1

[state -2,];pHANTOM N
type = PalFX
triggerall = alive && roundstate = 2
trigger1 = var(12) = 2
;trigger1 = Time % 3 = 0
time = 1
add = -40 + var(20),-40 + var(20),40 + var(20)
;sinadd = -60,-60,60,5
ignorehitpause = 1

[state -2, ];pHANTOM N
type = PalFX
triggerall = alive && roundstate = 2
trigger1 = stateno != 1052 && var(12) = 0
;trigger1 = Time % 45
time = 1
add = var(20),var(20),var(20)
;add = 150, 145, -226
;sinadd = -75, 15, -75,45
;mul = 255, 255, 255
;color = 0

[state -2, a];Eݒ
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];ݒ
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];_bV̉~
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];f|nGtFNg
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a];Ή~
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2

[State -2]; INVENCIBLE
type=lifeadd
trigger1=var(29)<=1
trigger1=life >=200
trigger1=time=0
value=99 ;Cambia El Valor Para Que Cambie El Comportamiento De La Vida Del Char.
absolute=1

[State -2, 4];nCWv
type = varadd
trigger1 = 1
v = 15
value = -1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::ϐݒ(_[W֌Ww)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::{CXύX̗
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::pbgɂ郂[h(1ŃI`)
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 1

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::X[

[state -2, a];X[鎞Ԃ̃JEg
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];X[
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;_[W̃GtFNgATEh̏
;//////////////////////////////////////////////////////////////////////////
;_[W̃GtFNg̏;M
[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185


;_[W̃GtFNg̏;nEOu
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;_[W̃GtFNg̏
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;_[W̃GtFNg̏
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;_[W̃TEh̏
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;_[W̎c̏
;[state a]
;type = afterimagetime
;trigger1 = MoveType = H
;time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////

[State 1]
type = varrandom
trigger1 = 1
range = -55,55
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State -1]
type = varrandom
trigger1 = 1
range = -110,110
v = 43

[State -1]
type = varrandom
trigger1 = 1
range = 0,-170
v = 44

[State -1]
type = varrandom
trigger1 = 1
range = 40,-200
v = 31


[State -1]
type = lifeadd
trigger1 = time >= 1
value = 1


[State a]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%8) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = var(50),var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = null;Explod
triggerall = anim = 0
trigger1 = time = 15
;trigger1 = (GameTime%15) = 1
anim = 22138
id = 22138
sprpriority = 0
postype = p1
pos = -38,-32
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1

[State -1]
type = null;Explod
triggerall = anim = 0
trigger1 = time = 15
;trigger1 = (GameTime%15) = 1
anim = 22139
id = 22138
sprpriority = -1
postype = p1
pos = -38,-32
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1

[State 3020, 1]
type = RemoveExplod
trigger1 = anim != 0 || stateno = 10051
ID = 22138

[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
anim = 22130
sprpriority = 0
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%20) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%35) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 20,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%30) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%40) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%49) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%38) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%42) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


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

[State -1]
type = helper
triggerall = 1
triggerall= enemy,name != "Phantom Mizuchi"
triggerall=palno=12
trigger1 = numhelper(288887) = 0
id = 288887
persistent = 0
name = "Caie22"
pos = 0,0
postype = P1
stateno = 313102
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = helper
triggerall = 1
triggerall= enemy,name != "Phantom Mizuchi"
trigger1 = numhelper(288887) = 0
id = 288887
persistent = 0
name = "Caie22"
pos = 0,0
postype = P1
stateno = 288888
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State -1]
type = NotHitBy
triggerall = alive = 1
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,AA

[State -1];burbuja
type = null;Projectile
;triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != [170,171]
triggerall = stateno != [2301,22136]
triggerall = stateno != [22165,22172]
triggerall = stateno != [2222,22167]
triggerall = stateno != [2210099,221009991]
triggerall = alive = 1
triggerall = time >= 1
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 5118
projhitanim = -1
projid = 5118
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = 15,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 1,9;2,8
sparkno = s7993;s22122
sparkxy = 50,-50
;hitsound = -1
hitsound = s199,1
;guard.sparkno = -1;s7011
guard.sparkno = s7993
guardsound = 50,-50
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
air.velocity=-1,-1
fall=1
air.fall=1
p2stateno = 19000

[State 1]
type = null;Projectile
;triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != [170,171]
triggerall = stateno != [2301,22136]
triggerall = stateno != [22165,22172]
triggerall = stateno != [2222,22167]
triggerall = stateno != [2210099,221009991]
triggerall = alive = 1; triggerall = anim = 0
triggerall = time >= 1
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 5118
projhitanim = -1
projid = 5118
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -1,-1
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000;2635

[State 1]
type = null;Projectile
;triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != [170,171]
triggerall = stateno != [2301,22136]
triggerall = stateno != [22165,22172]
triggerall = stateno != [2222,22167]
triggerall = stateno != [2210099,221009991]
triggerall = alive = 1; triggerall = anim = 0
triggerall = time >= 1
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 5118
projhitanim = -1
projid = 5118
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = hard
damage = 21474836
getpower = 0,0
givepower = 0;0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -1,-1
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000;2635
;---------------------
[State -1]
type = null;Projectile
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype = Light
damage = 15,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = 50,-50
;hitsound = -1
hitsound = s2562,29
;guard.sparkno = -1;s7011
guard.sparkno = -1
guardsound = 50,-50
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
air.velocity = -2,-1
;---------------------

;Z_[W{
[State -2] ;p[Abv
type = varset
trigger1 = var(29) >= 1
var(39) = 2

[State -2] ;ʏ
type = varset
trigger1 = var(29) <= 1
var(39) = 1


;p[AbvJEg
[state a]
type = varadd
trigger1 = 1
v = 29
value = -1


[State -2]
Type = VarSet
trigger1 = RoundState = 2
var(35) = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 2
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 3
IgnoreHitPause = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5




[State -1]
type = null;Explod
triggerall = alive = 1
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != 2601
triggerall = stateno != [170,171]
triggerall = stateno != [2210099,221009991]
trigger1 = (GameTime%30) = 1
anim = 8200
id = 8200
sprpriority = 1
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 1
ownpal = 1

[State a] ;azulado
type = null;Afterimage
triggerall = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = TIME = 0
trans = add
PalContrast = 250, 250, 250
PalBright = 0,0,0
time = -1
length = 13
TimeGap = 1
FrameGap = 1

[State a]
type = EnvColor
trigger1 = projhit1050 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[State 1000, 9]
type = Envcolor
trigger1 = projHit22079 = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[State 1000, 5]
type = null;Explod
trigger1 = Projhit3459 = 1
anim = 9346
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit20000 = 1
anim = 9346
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit22079 = 1
anim = 9346
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjGuarded22079 = 1
anim = 22113
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State -1]
type = null;Projectile
trigger1 = stateno = 0;[120,151]
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype = Light
damage = 10,0
getpower = 10,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 9000

;[State -1];colores feos
;type = palfx
;trigger1 = var(29) >= 1
;time = 1
;add = 0,150,150
;color = 1
;ignorehitpause = 1

[State -1];
type = palfx
trigger1 = var(29) <= 1
triggerall=palno=12
time = 1
add = 1,0,1;100,0,100
color = 1
ignorehitpause = 1

[State -2]
Type = VarSet
triggerall = var(29) >= 1
Trigger1 = Life >= 0
sysvar(3) = 1
IgnoreHitPause = 1

[State -2]
Type = LifeSet
triggerall = var(29) >= 1
Trigger1 = sysvar(3) = 1
Value = 1000 + (GetHitVar(Damage))
IgnoreHitPause = 1

[State -2]
type = attackMulSet
trigger1 = var(29) >= 1
value = 2.0
ignorehitpause = 1

[State -2]
type = attackMulSet
trigger1 = var(29) <= 1
value = 1
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = NoStandGuard

[State -2]
type = AssertSpecial
trigger1 = 1
flag = NoCrouchGuard

[State 1]
type = NotHitBy
trigger1 = roundstate != 2
value = SCA,AA,AP,AT

[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = statetype != A
triggerall = stateno != 1300
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 10051
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38853
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38852
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;̃TEhXgbv
;//////////////////////////////////////////////////////////////////////////

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;I`̂jn{CX(ւȂy˂c)
;//////////////////////////////////////////////////////////////////////////
;
[State a]
type = assertspecial
trigger1 = var(1) = 1
trigger1 = p1name = "Mizuchi"
flag = nokosnd


;---------------------------------------------------------------------------
; 牺-3̃Xe[gĂAɏ̂̓Q[
; ɏ΂‚łJnXe[głB
;---------------------------------------------------------------------------

[Statedef -3]
;Q[ɏɂ‚łJnXe[gAł́unvɎgpĂ܂
;̏́u52106̃Xe[gɈړĂPt[ڂɁvƌłB
;52106̓obNXebvƃWv̒ñXe[głB
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 107
trigger3 = stateno = 103
value = 40, 0

[State -3];discos
type = null;Explod
triggerall = anim = 0
triggerall = time >= 1
trigger1 = (GameTime%20) = 1
anim = 1243
sprpriority = 0
postype = p1
pos = 5,10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
anim = 22126
sprpriority = -3
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%20) = 1
anim = 221888
sprpriority = -5
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, Viento blanco]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%80) = 1
anim = 22170
sprpriority = 1
postype = p1
pos = 32,0;58,0
facing = -1
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, Viento blanco]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%80) = 15
anim = 22170
sprpriority = 1
postype = p1
pos = -32,0;-58,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
anim = 7564432
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = .5,.5

[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
anim = 7564433
sprpriority = -4
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = .5,.5

[State -3, 2];Wv
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];Wv
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105
value = 105, 0

[State -3, 3];_bV̉~
type = stopSnd
trigger1 = stateno != 100
channel = 1


;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = stateno != 0
ID = 22063


;_[W̃GtFNg̏
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

;j[g|[YȊÕGtFNg
[State 1]
type = removeexplod
trigger1 = anim != 0
ID = 22123

;[state a];c
;type = afterimagetime
;trigger1 = movetype = H
;time = 0

[State 210, Width];ʒ[̉߂
type = Width
trigger1 = 1
edge = 5,0




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; nCWv
[State -3, 5];nCWv
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];nCWv
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; Wv
[State -3, 5];Wv
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];Wv
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];Wv
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3



; (W[)J[wiGtFNg
[Statedef 6050]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 = NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]




; ؂̗twiGtFNg
[Statedef 6051]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 = NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610










;C[_[W
[Statedef 10210];
type = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.6

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright = 0, 0, 0
PalContrast = 255,255,255
PalAdd = 0, 0, 0
PalMul = 1,1,1
FrameGap = 2
ignorehitpause = 1

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

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .14

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5010

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 10220

[Statedef 10220];2
type = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

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

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

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











[Statedef 13121];
;physics = A
type = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H


[State 4000, PalFX]
type = null;hitfallset
trigger1 = time = 0
trigger1 = pos y <= 0
value = 0

[State 4000, PalFX]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 4000, PalFX]
type = null;statetypeset
trigger1 = time = 0
trigger1 = pos y < 0
value = A

[State 4000, PalFX]
type = null;posset
;trigger1 = time = 0
trigger1 = pos y >= 0
y = 0

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 812,4]
type = null;changeanim
trigger1 = selfanimexist(anim)
trigger1 = 1
value = anim
;elem = animelemno(1)

[State 106, 3]
type = changestate
trigger1 = time = 1
value = 10380






[Statedef 13120];
;physics = A
type = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[state 1]
type = destroyself
trigger1 = ishelper

[State 1]
type = PalFX
trigger1 = time = 0
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1

[State 1]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1

[State 1]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 1]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 100
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 100
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 103]
type = changestate
trigger1 = time = 120
value = 10380



[Statedef 10380]
type = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="Phantom Mizuchi";&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Phantom Mizuchi";&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

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

; Ⴢ
[Statedef 9000]
type = S
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type = S
movetype= H
physics = S

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type = C
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type = C
movetype= H
physics = C

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type = A
movetype= H
physics = N
ctrl = 0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0


[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100





; Getting hit (lightning version)
[Statedef 19000]
type = S
movetype= H
physics = N
velset = 0,0


[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeadd
trigger1 = time = 0
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,var(5)=1&&!ishelper&&enemynear,numhelper(22121)> =1
ignorehitpause = 1
value = -(Ceil(0.0005 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeadd
trigger1 = time = 0
;trigger1 = !(enemynear,name="Phantom Mizuchi"&&enemynear,var(5)=1&&!ishelper&&enemynear,numhelper(22121)> =1);&&enemynear,palno=12)
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="Phantom Mizuchi";&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Phantom Mizuchi";&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999
absolute = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140


[Statedef 19001]
type = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type = A
movetype= H
physics = N
velset = 0,0


[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
























; Ⴢ2
[Statedef 49000]
type = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="Phantom Mizuchi";&&enemynear,palno=12
flag = invisible

[State 1]
type = lifeadd
trigger1 = 1
value = -9999999999
absolute = 1

[State 1]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 1]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Phantom Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Phantom Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49001]
type = S
movetype= H
physics = S

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="Phantom Mizuchi";&&enemynear,palno=12
flag = invisible

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 49010]
type = C
movetype= H
physics = N
velset = 0,0

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49011]
type = C
movetype= H
physics = C

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 49020]
type = A
movetype= H
physics = N
velset = 0,0

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49030]
type = A
movetype= H
physics = N
ctrl = 0

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 49050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 49035

[Statedef 49035]
type = A
movetype= H
physics = N

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 49050

[Statedef 49050]
type = A
movetype= H
physics = N

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = ChangeState
triggerall = alive = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 15100

[State 9050, 7]
type = ChangeState
triggerall = alive = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100


; HIT_BOUNCE (hit ground)
[Statedef 15100]
type = L
movetype= H
physics = N

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1020, 4];ʃVFCN
type = EnvShake
trigger1 = time = 0
time = 6
ampl = -6
freq = 95
phase = 95

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

[State 106, 3]
type = MakeDust
trigger1 = Time = 5
pos = -5,-2
spacing = 1

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 5
value = 5110

[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 = 0.002

[State 5100, 7]
type = SelfState
trigger1 = Time >= 110
value = 5120

;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
; HEѓ
[Statedef 1350]
type = S
movetype= A
physics = N
juggle = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17


;---------------------[ʉ]
[state a];
type = playsnd
trigger1 = animelem = 7
value = 1000,0

[state a];
type = playsnd
trigger1 = animelem = 7
value = 1200,0

;---------------------[ʒuݒ]
;[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

;---------------------[GtFNg]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[wp[Ăяo]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1066
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[wp[Ăяo]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 36,-126
postype = P1
stateno = 1067
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[Xe[gɖ߂]

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

; ѓwp[
[Statedef 1066]
type = A
movetype= A
physics = N
juggle = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1072

[State 2200, G]
type = NotHitBy
trigger1 = 1
value = SCA,HA


[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2




;---------------------[G]
;---------------------[GtFNg]
[State a];UGtFNg
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1066
anim = 1070
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1


[State 2];U̎w
type = projectile
trigger1 = 1;time = 0
;trigger2 = movecontact = 7
projanim = 1072
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
attr = S, SA
animtype = up
;anim = 1070
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
guard.pausetime = 0,7
sparkno = s7002
sparkxy = 0,0
;hitsound = s300,0
guard.sparkno = s22113
;guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,-4
air.velocity = 0,-4.5
fall = 1
air.fall = 1
fall.recover = 0

;[state a]
;type = posadd
;trigger1 = time >= 0
;x = 1

[state a]
type = posadd
trigger1 = time >= 5
x = 1

[state a]
type = posadd
trigger1 = time >= 10
x = 1

[state a]
type = posadd
trigger1 = time >= 15
x = 1

[state a]
type = posadd
trigger1 = time >= 20
x = 1

[state a]
type = posadd
trigger1 = time >= 25
x = 1

[state a]
type = posadd
trigger1 = time >= 30
x = 1

;---------------------[]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180



; ѓwp[
[Statedef 1068]
type = A
movetype= A
physics = N
juggle = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1071

[State 2200, G]
type = NotHitBy
trigger1 = 1
value = SCA,HA


[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2




;---------------------[G]
;---------------------[GtFNg]
[State a];UGtFNg
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1066
anim = 3010
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1


[State 2];U̎w
type = projectile
trigger1 = 1;time = 0
;trigger2 = movecontact = 7
projanim = 1071
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
attr = S, SA
animtype = up
;anim = 1070
damage = Ceil(0.01 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
guard.pausetime = 0,7
sparkno = s7002
sparkxy = 0,0
;hitsound = s300,0
guard.sparkno = s22113
;guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,-4
air.velocity = 0,-4.5
fall = 1
air.fall = 1
fall.recover = 0

;[state a]
;type = posadd
;trigger1 = time >= 0
;x = 1

[state a]
type = posadd
trigger1 = time >= 5
x = 1

[state a]
type = posadd
trigger1 = time >= 10
x = 1

[state a]
type = posadd
trigger1 = time >= 15
x = 1

[state a]
type = posadd
trigger1 = time >= 20
x = 1

[state a]
type = posadd
trigger1 = time >= 25
x = 1

[state a]
type = posadd
trigger1 = time >= 30
x = 1

;---------------------[]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180

; ѓwp[
[Statedef 1067]
type = A
movetype= A
physics = N
juggle = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1263

[State 2200, G]
type = NotHitBy
trigger1 = 1
value = SCA

;[state a]
;type = posadd
;trigger1 = time = 0
;x = 49
;y = -95

;[state a]
;type = veladd
;trigger1 = 1
;x = 0.07

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2




;---------------------[G]
;---------------------[GtFNg]
[State a];UGtFNg
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1067
anim = 1261
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1


[State 2];U̎w
type = projectile
trigger1 = 1;time = 0
;trigger2 = movecontact = 7
projanim = 1072
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
attr = S, SA
animtype = up
anim = 1261
damage = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = 0,0
;hitsound = s300,0
guard.sparkno = s22113
;guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,-4
air.velocity = 0,-4.5
fall = 1
air.fall = 1
fall.recover = 0

;[state a]
;type = posadd
;trigger1 = time >= 0
;y = -1

[state a]
type = posadd
trigger1 = time >= 5
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 10
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 15
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 20
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 25
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 30
y = -1
;---------------------[]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180

;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
;HH
[Statedef 22170]
type = S
movetype= A
physics = S
juggle = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[state a];
type = playsnd
trigger1 = animelem = 3
value = 1500,0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0



[State 2900]
type = helper
trigger1 = time = 4
id = 11500
persistent = 0
name = "guangzhu"
pos = 30,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 6
id = 11500
persistent = 0
name = "guangzhu"
pos = 60,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 8
id = 11500
persistent = 0
name = "guangzhu"
pos = 90,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 10
id = 11500
persistent = 0
name = "guangzhu"
pos = 120,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 12
id = 11500
persistent = 0
name = "guangzhu"
pos = 150,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 180,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 16
id = 11500
persistent = 0
name = "guangzhu"
pos = 210,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 18
id = 11500
persistent = 0
name = "guangzhu"
pos = 240,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 20
id = 11500
persistent = 0
name = "guangzhu"
pos = 270,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 22
id = 11500
persistent = 0
name = "guangzhu"
pos = 300,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 22171]
type = A
movetype= A
physics = N
juggle = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22134


;---------------------[G]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

;---------------------[]
[state a];
type = null;playsnd
trigger1 = animelem = 3
value = 190,1

[state a];
type = null;playsnd
trigger1 = animelem = 3
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 3
value = 190,2;2551,0




;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 3
anim = 22114;2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = null;Explod
trigger1 = animelem = 5
anim = 22114;22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[]
[State 1000, 5];UGtFNg
type = null;Explod
trigger1 = animelem = 3
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = null;Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = null;Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];UGtFNg
type = null;Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 5
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[U̎w]
[State 1]
type = Projectile
trigger1 = time = 5
trigger1 = movecontact = 0;trigger1 = 1
attr = S, SP
projanim = 99998766
projhitanim = -1
projid = 99998766
projpriority = 0;999999999
projsprpriority = 0;999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = Light
damage = 99999999
getpower = 10,
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 1,1;2,8
sparkno = s7002
sparkxy = -15,-77
hitsound = s240,0
guard.sparkno = -1
guardsound = S0,10
ground.type = high
ground.slidetime = 17
ground.hittime = 1;17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 2];U̎w
type = null;projectile
trigger1 = movecontact = 0
attr = S, HA
animtype = hard
damage = 50,10
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s9346
sparkxy = -7,-40
hitsound = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,-3.0
air.velocity = 0,-3.0
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
yaccel = .5
;p2stateno = 14200


;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0




;\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\ \\\\\\\
; HEѓ
[Statedef 22180]
type = S
movetype= A
physics = N
juggle = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17


;---------------------[ʉ]
[state a];
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];
type = playsnd
trigger1 = animelem = 7
value = 1050,0

;---------------------[ʒuݒ]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

;---------------------[GtFNg]
[State 1000, 5];UGtFNg
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[wp[Ăяo]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[Xe[gɖ߂]

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

;------------------------------
[Statedef 189]
type = S
ctrl = 0
velset = 0,0,0

[state 189, no]
type = assertspecial
trigger1 = 1
flag = NoFG ;ȥ־
flag2 = NoBarDisplay ;ȥѪ

[State 189, 0]
type = AssertSpecial
trigger1 = time = [0,730] ;ӳ450ʱ䲻غ(ʱWINPOSE)
flag = roundnotover


[State 189, playsnd]
type = PlaySnd
trigger1 = time = 0 ;ȻǷ"winpose"ʱ90000ǰFʾcommand.snd
value = 4000,5
volume = 255

[State 189, 8]; Box (up)
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8650
ID = 8650
pos = 0,40
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999
scale = 2,1

[State 189, 9]; Box (down)
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8651
ID = 8651
pos = 0,160
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999
scale = 2,1

[State 181, 10]; Face
type = Explod
trigger1 = time = 0 && MatchOver
anim = 10000
ID = 8652
pos = 15,240
postype = left
sprpriority = 99993
ownpal = 1
removetime = 999999
scale = .5,.5


[State 181, 11]; Box behind face
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8653
ID = 8653
pos = -10,70
postype = left
sprpriority = 99991
ownpal = 1
removetime = 999999
scale = 2,.8
trans = addalpha
alpha = 256, 135

[State 189, 12]; Winner Text
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8654
ID = 8654
pos = 195,73
postype = left
sprpriority = 99992
ownpal = 1
removetime = 999999
scale = .5,.5

[State 181, 13]; Box in font of face
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8656
ID = 8656
pos = -5,177
postype = left
sprpriority = 99994
ownpal = 1
removetime = 999999
scale = 2,.8
trans = addalpha
alpha = 256, 135

[State 181, 14]; Kof XI Logo
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8655
ID = 8655
pos = 180,101
postype = left
sprpriority = 99995
ownpal = 1
removetime = 999999
scale = .45,.45

[State 181, 15]; Winquotes
type = Explod
trigger1 = time = 0 && MatchOver
anim = 10010
ID = 8660
pos = -3,173
postype = left
sprpriority = 99999
ownpal = 0
ontop = 1
removetime = 999999
scale = .5,.5


[State 189, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
0

#9 L   OttoMenoPaip 

  • Sensei
  • Gruppo: Moderatore
  • Messaggi: 3884
  • Iscritto: 25-March 09

Inviato 28 March 2009 - 21:19

OMG PHANTOM MIZUCHI
Allora non c' niente da fare, anche se gli togli la possibilit di ricaricarsi sar sempre sbilanciato.
Il 90% degli edit basati su orochi o mizuchi sono fatti per rimanere imbattuti dai giocatori normali, solo uno scontro tra le intelligenze artificiali di altri personaggi cheap pu bilanciare la cosa.

In ogni caso preferisco giocare con e contro personaggi normali, quella roba spacca-occhi non la tocco XD
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