;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 僿儖僷乕
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 旘墠梼乮抏弌尰乯
[Statedef 1010]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1010
sprpriority = 5

;---------------------[懍搙]
[State 1010, 1]
type = VelSet
trigger1 = time = 0
x = 7.5

;---------------------[峌寕]
[State 1010, 2]
type = HitDef
trigger1 = p2statetype != A
attr = S,SP
damage = ceil(ceil(ifelse(root,var(2)=0,26,ifelse(root,var(2)=1,23,27))*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(ifelse(root,var(2)=1,2,3)*root,fvar(3))
getpower = ceil(ifelse(root,var(2)=0,8,4)*root,fvar(4)),ceil(ifelse(root,var(2)=0,4,ifelse(root,var(2)=1,2,ifelse((root,var(46)&32),1,0)))*root,fvar(4))
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7,Hit
pausetime = 0,0
sparkno = s-1
sparkxy = -21,0
hitsound = s251,0
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 14
guard.velocity = -4.5
ground.type = High
ground.slidetime = 28
ground.hittime = 28
ground.velocity = -8.5
air.type = High
air.velocity = ifelse(root,var(8)=0,-3,3*(facing*enemynear,facing)),-6
air.hittime = 12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.5
palfx.time = 28
palfx.mul = 240,120,20
palfx.add = 80,40,40
palfx.color = 0

[State 1010, 2]
type = HitDef
trigger1 = p2statetype = A
attr = S,SP
damage = ceil(ceil(ifelse(root,var(2)=0,26,ifelse(root,var(2)=1,23,27))*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(ifelse(root,var(2)=1,2,3)*root,fvar(3))
getpower = ceil(ifelse(root,var(2)=0,8,4)*root,fvar(4)),ceil(ifelse(root,var(2)=0,4,ifelse(root,var(2)=1,2,ifelse((root,var(46)&32),1,0)))*root,fvar(4))
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7,Hit
pausetime = 0,0
sparkno = s-1
sparkxy = -21,0
hitsound = s251,0
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 14
guard.velocity = -4.5
ground.type = High
ground.slidetime = 28
ground.hittime = 28
ground.velocity = -8.5
air.type = High
air.velocity = ifelse(root,var(8)=0,-3,3*(facing*enemynear,facing)),-6
air.hittime = 12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.5

;---------------------[僿儖僷乕]
[State 1010, 3];墛
type = Helper
trigger1 = movehit
trigger1 = enemy,movetype = H
trigger1 = enemy,statetype != A
trigger1 = enemy,stateno != [120,199]
id = 7030
name = "honoo"
sprpriority = 4
pos = 0,0
postype = p2
stateno = 7030
helpertype = normal
persistent = 0
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;---------------------[摉恎娭學]
[State 1010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 1010, 4]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[State 1010, 4]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[曄悢]
[State 1010, 5]
type = ParentVarSet
trigger1 = movehit
v = 9
value = 1
ignorehitpause = 1

[State 1010, 5]
type = ParentVarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 1010, 6]
type = ChangeState
trigger1 = movecontact
value = 1015

[State 1010, 6]
type = DestroySelf
trigger1 = frontedgedist <= -75

;----------------------------------------------------------------------------
; 旘墠梼乮抏徚柵乯
[Statedef 1015]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1015
sprpriority = 5

[State 1015, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 1015, 1]
type = PosAdd
trigger1 = time = 0
x = 16

;---------------------[僿儖僷乕徚嫀]
[State 1015, 2]
type = DestroySelf
trigger1 = animtime = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 惎壩鄼尨乮抏弌尰乯
[Statedef 2110]
type    = S
movetype= A
physics = N
;velset = 8,0
ctrl = 0
anim = 2110
sprpriority = 8

;---------------------[懍搙]
[State 2110, 1]
type = VelSet
trigger1 = time = 0
x = 14

;---------------------[峌寕]
[State 2110, 2]
type = HitDef
trigger1 = 1
attr = S,HP
damage = ceil(ceil(ifelse(root,var(2)=0,72,ifelse(root,var(2)=1,67,78))*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(ifelse(root,var(2)=0,72,ifelse(root,var(2)=1,67,78))*root,fvar(3))
getpower = 0,0
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Hard
guardflag = 
hitflag = M
priority = 7,Hit
pausetime = 0,0
guard.pausetime = 0,0
sparkno = s-1
sparkxy = -21,0
hitsound = s251,0
guardsound = s121,random%2
guard.sparkno = s7021
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8.5
air.type = High
air.velocity = ifelse(root,var(8)=0,-3,3*(facing*enemynear,facing)),-6
air.hittime = 12
fall = 1
fall.recover = 0
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.5
palfx.time = 26
palfx.mul = 240,120,20
palfx.add = 80,40,40
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
id = 2120

[State 2110, 2]
type = targetstate
trigger1 = numtarget
trigger1 = movehit
value = 2120
id = 2120
persistent = 0

[State 2110, 2];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
trigger2 = movehit = 3
;persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

;---------------------[僄僼僃僋僩]
[State 2110, 3];搚墝
type = Explod
trigger1 = time % 6 = 1
anim = 2115
id = 2115
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
bindtime = 1
under = 0
vel = -1,0
supermove = 0
sprpriority = 7

;---------------------[僿儖僷乕]
[State 2110, 4];墛
type = Helper
trigger1 = movehit
id = 7031
name = "honoo"
sprpriority = 4
pos = 0,0
postype = p2
stateno = 7030
helpertype = normal
persistent = 0
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;---------------------[摉恎娭學]
[State 2110, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 2110, 5]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[State 2110, 5]
type = HitOverRide
trigger1 = 1
attr = SCA,HP
slot = 1
stateno = 1015
time = -1

[State 2110, 5]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP
slot = 2
stateno = 2110
time = -1

;---------------------[曄悢]
[State 2110, 6]
type = ParentVarSet
trigger1 = movehit
v = 9
value = 1
ignorehitpause = 1

;---------------------[徚嫀]
[State 2110, 7]
type = DestroySelf
trigger1 = frontedgedist <= -80

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 朠檧揤徃乮夋柺堏摦墘弌乯
[Statedef 2511]
type = S
ctrl = 0
anim = 7000
velset = 20,0

[State 2511, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 2511, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2511, 3]
type = VelMul
trigger1 = 1
x = 0.9

[State 2511, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

;---------------------[徚嫀]
[State 2511, 5]
type = DestroySelf
trigger1 = root,stateno != 2510

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 朠檧揤徃乮壩拰墘弌乯
[Statedef 2530]
type = A
ctrl = 0
anim = 2530
velset = 0,0
movetype = A
physics = N
sprpriority = -1

[State 2530, 1]
type = PosSet
trigger1 = 1
y = 0

;---------------------[僿儖僷乕]
[State 2530, 2];墛
type = Explod
trigger1 = time = 6
anim = 2530
id = 1400
postype = p1
pos = 33,0
scale = const(size.xscale),const(size.yscale)
vel = 0,0
bindtime = 1
under = 0
supermove = 0
sprpriority = -1
ignorehitpause = 0

[State 2530, 2];墛
type = Explod
trigger1 = time = 12
anim = 2530
id = 1400
postype = p1
pos = 66,0
scale = const(size.xscale),const(size.yscale)
vel = 0,0
bindtime = 1
under = 0
supermove = 0
sprpriority = -1
ignorehitpause = 0

;---------------------[摉恎娭學]
[State 2530, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

;---------------------[徚嫀]
[State 2530, 4]
type = DestroySelf
trigger1 = animtime = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 擱從僄僼僃僋僩
[Statedef 7030]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7030
sprpriority = 5

[State 7030, 1]
type = Turn
trigger1 = ishelper(7030)
trigger1 = facing = enemynear,facing

[State 7030, 1]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y

;---------------------[僿儖僷乕徚嫀]
[State 7030, 2]
type = DestroySelf
trigger1 = numhelper(7030) > 1
trigger2 = anim = 7031 && animtime = 0
trigger3 = root,stateno = 1210
trigger3 = root,animelem = 1
trigger4 = enemynear,stateno = 2021
trigger5 = enemynear,stateno = 2523
trigger6 = enemynear,stateno = 2902
trigger7 = enemynear,stateno = 2903
trigger8 = enemynear,stateno = 5100
trigger9 = enemynear,stateno = 5110
trigger10= enemynear,stateno = 5140
trigger11= enemynear,stateno = 5150

[State 7030, 2]
type = ChangeAnim
triggerall = anim = 7030
trigger1 = time > 18
trigger1 = enemynear,movetype = H
trigger1 = enemynear,statetype != A
trigger2 = enemynear,movetype != H
trigger3 = enemynear,stateno = 1066
trigger4 = enemynear,stateno = 5400
value = 7031

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 俲俷彑棙墘弌乮懸婡乯
[Statedef 8000]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7000
sprpriority = 7

[State 8000, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 8000, 1]
type = AssertSpecial
trigger1 = win
trigger1 = matchover = 1
flag = nomusic

;---------------------[堏摦娭學]
[State 8000, 2]
type = BindToRoot
trigger1 = 1
pos = 0,0

;---------------------[僗僥乕僩曄峏]
[State 8000, 3]
type = ChangeState
triggerall = winko
triggerall = roundstate <= 3
trigger1 = root,stateno = [200,1999]
value = 8001

[State 8000, 3]
type = ChangeState
triggerall = winko
triggerall = roundstate <= 3
trigger1 = root,stateno = [2000,2999]
value = 8002

;----------------------------------------------------------------------------
; 俲俷彑棙墘弌乮捠忢乯
[Statedef 8001]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7000
sprpriority = 7

[State 8001, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 8001, 1]
type = AssertSpecial
trigger1 = win
trigger1 = matchover = 1
flag = nomusic

;---------------------[堏摦娭學]
[State 8001, 2]
type = BindToRoot
trigger1 = 1
pos = 0,0

;---------------------[岠壥壒]
[State 8001, 3];
type = PlaySnd
trigger1 = time = 0
value = 8001, root,var(9)

;---------------------[僄僼僃僋僩]
[State 8001, 4];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = time % 3 = 0
trigger1 = time <= 39
time = 1
value = 255,0,0
under = 1
;persistent = 0
;ignorehitpause = 1

[State 8001, 4];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = time % 3 = 1
trigger1 = time <= 39
time = 1
value = 198,0,0
under = 1
;persistent = 0
;ignorehitpause = 1

[State 8001, 4];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = time % 3 = 2
trigger1 = time <= 39
time = 1
value = 128,0,0
under = 1
;persistent = 0
;ignorehitpause = 1

;----------------------------------------------------------------------------
; 俲俷彑棙墘弌乮昁嶦乯
[Statedef 8002]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7000
sprpriority = 7

[State 8002, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 8002, 1]
type = AssertSpecial
trigger1 = win
trigger1 = matchover = 1
flag = nomusic

;---------------------[堏摦娭學]
[State 8002, 2]
type = BindToRoot
trigger1 = 1
pos = 0,0

;---------------------[岠壥壒]
[State 8002, 3];
type = PlaySnd
trigger1 = time = 0
value = 8001, root,var(9)+2

;---------------------[僄僼僃僋僩]
[State 8002, 4];攚宨偺埫揮
type = BGPalFx
trigger1 = time <= 32
add = 256-time*8,256-time*8,256-time*8
;mul = 256-time*8,256-time*8,256-time*8
time = 1
under = 2
;ignorehitpause = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 寱幙慖戰梡僿儖僷乕侾
[Statedef 10000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 10001
velset = 0,0
sprpriority = 5

[State 10000, 1]
type = turn
trigger1 = facing != 1

;---------------------[僄僼僃僋僩]
[State 10000, 2];
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

[State 10000, 2];椡
type = ChangeAnim
triggerall = time = 0
trigger1 = parent,palno = 1
trigger2 = parent,palno = 4
value = 10001

[State 10000, 2];媄
type = ChangeAnim
triggerall = time = 0
trigger1 = parent,palno = 2
trigger2 = parent,palno = 5
value = 10002

[State 10000, 2];嬌
type = ChangeAnim
triggerall = time = 0
trigger1 = parent,palno = 3
trigger2 = parent,palno = 6
value = 10003

;---------------------[曄悢巜掕]
[State 10000, 3];椡
type = ParentVarSet
trigger1 = anim = 10001
v = 2
value = 0

[State 10000, 3];媄
type = ParentVarSet
trigger1 = anim = 10002
v = 2
value = 1

[State 10000, 3];嬌
type = ParentVarSet
trigger1 = anim = 10003
v = 2
value = 2

[State 10000, 3];嬌僐儅儞僪惂尷帪娫
type = VarAdd
trigger1 = var(1) > 0
v = 2
value = 1

[State 10000, 3];嬌僐儅儞僪惂尷帪娫
type = VarSet
trigger1 = anim = 10003
trigger2 = var(1) = 0
trigger3 = var(2) >= 240
v = 2
value = 0

[State 10000, 3];僐儅儞僪幐攕帪
type = VarSet
trigger1 = anim = 10001
trigger1 = command = "U" || (command = "D" && var(1) != [6,8])
trigger2 = anim = 10002
trigger2 = command = "D" || (command = "U" && var(1) = [6,8])
trigger3 = var(2) = 240
v = 1
value = 0

[State 10000, 3];僐儅儞僪惉岟帪
type = VarAdd
trigger1 = anim = 10002
trigger1 = command = "U"
trigger1 = var(1) < 6
v = 1
value = 1

[State 10000, 3];僐儅儞僪惉岟帪
type = VarAdd
trigger1 = anim = 10001
trigger1 = command = "D"
trigger1 = var(1) >= 6
trigger1 = var(1) < 9
v = 1
value = 1

[State 10000, 3];僐儅儞僪惉岟帪
type = VarAdd
trigger1 = anim = 10002
trigger1 = command = "U"
trigger1 = var(1) >= 9
trigger1 = var(1) < 13
v = 1
value = 1

;---------------------[傾僯儊乕僔儑儞]
[State 10000, 4]
type = ChangeAnim
triggerall = animelem = 2, >= 0
trigger1 = anim = 10001
trigger1 = root,var(56) = 0
trigger1 = command = "F" || command = "B"
trigger2 = root,var(56) = 2
value = 10002

[State 10000, 4]
type = ChangeAnim
triggerall = animelem = 2, >= 0
trigger1 = anim = 10002
trigger1 = root,var(56) = 0
trigger1 = command = "F" || command = "B"
trigger2 = root,var(56) = 1
value = 10001

[State 10000, 4]
type = ChangeAnim
triggerall = anim = 10003
triggerall = animelem = 2, >= 0
trigger1 = root,var(56) = 0
trigger1 = var(1) < 13
trigger1 = command = "F" || command = "B"
value = 10002

[State 10000, 4]
type = ChangeAnim
triggerall = anim = 10003
triggerall = animelem = 2, >= 0
trigger1 = root,var(56) = [1,2]
value = 10000 + root,var(56)

[State 10000, 4]
type = ChangeAnim
trigger1 = var(1) >= 13
trigger2 = root,var(56) = 3
value = 10003

;---------------------[岠壥壒]
[State 10000, 5]
type = PlaySnd
trigger1 = root,var(56) = 0
trigger1 = var(1) < 13
trigger1 = command = "F" || command = "B"
value = 10000,0

[State 10000, 5]
type = PlaySnd
trigger1 = var(1) >= 13
trigger1 = anim = 10003
value = 10000,0
persistent = 0

;---------------------[僗僥乕僩曄峏]
[State 10000, 6]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10000, 6]
type = ChangeState
trigger1 = command = "start"
trigger2 = time >= 500
trigger3 = root,var(56) = [1,3]
trigger3 = anim = 10000 + root,var(56)
value = 10001

;----------------------------------------------------------------------------
; 寱幙慖戰梡僿儖僷乕俀
[Statedef 10001]
type = A
ctrl = 0
anim = anim + 10
velset = 0,0
movetype = I
physics = N
sprpriority = 1

;---------------------[岠壥壒]
[State 10001, 1]
type = PlaySnd
trigger1 = time = 0
value = 10000,1

;---------------------[僄僼僃僋僩]
[State 10001, 2];
type = RemoveExplod
trigger1 = animtime = 0
ID = 10000

;---------------------[僗僥乕僩曄峏]
[State 10001, 3]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10001, 3]
type = DestroySelf
trigger1 = animtime = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 僎乕僕昞帵
[Statedef 11000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 11000
velset = 0,0
sprpriority = 10

[State 11000, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

;---------------------[曄悢]
[State 11000, 2]
type = VarAdd
trigger1 = ceil(root,power/15.625) < var(5)
v = 5
value = -1
ignorehitpause = 1

[State 11000, 2]
type = VarAdd
trigger1 = ceil(root,power/15.625) > var(5)
v = 5
value = 1
ignorehitpause = 1

[State 11000, 2]
type = VarAdd
trigger1 = ceil(root,var(16)/15.625) < var(6)
v = 6
value = -1
ignorehitpause = 1

[State 11000, 2]
type = VarAdd
trigger1 = ceil(root,var(16)/15.625) > var(6)
v = 6
value = 1
ignorehitpause = 1

;---------------------[僎乕僕昞帵]
[State 11000, 3];
type = RemoveExplod
trigger1 = numexplod(11020) = 0
trigger1 = floor((256*root,life)/root,lifemax) < 65
id = 11010

[State 11000, 3];僎乕僕榞揰柵1P
type = Explod
trigger1 = facing = 1
trigger1 = numexplod(11020) = 0
trigger1 = floor((256*root,life)/root,lifemax) < 65
anim = 11020+root,var(2)*2
id = 11020
postype = left
bindtime = -1
pos = 51,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[State 11000, 3];僎乕僕榞揰柵2P
type = Explod
trigger1 = facing = -1
trigger1 = numexplod(11020) = 0
trigger1 = floor((256*root,life)/root,lifemax) < 65
anim = 11021+root,var(2)*2
id = 11020
postype = right
bindtime = -1
pos = -51,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[State 11000, 3];僎乕僕榞捠忢1P
type = Explod
trigger1 = facing = 1
trigger1 = numexplod(11001) = 0
trigger1 = floor((256*root,life)/root,lifemax) >= 65
anim = 11001+root,var(2)*2
id = 11001
postype = left
bindtime = -1
pos = 51,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[State 11000, 3];僎乕僕榞捠忢2P
type = Explod
trigger1 = facing = -1
trigger1 = numexplod(11001) = 0
trigger1 = floor((256*root,life)/root,lifemax) >= 65
anim = 11002+root,var(2)*2
id = 11001
postype = right
bindtime = -1
pos = -51,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[State 11000, 3];僎乕僕榞MAX1P
type = Explod
triggerall = facing = 1
triggerall = numexplod(11030) = 0
trigger1 = var(5) >= 64
trigger2 = roundstate > 2
trigger2 = var(6) >= 64
anim = 11030+root,var(2)*2
id = 11030
postype = left
bindtime = -1
pos = 51,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 11000, 3];僎乕僕榞MAX2P
type = Explod
triggerall = facing = -1
triggerall = numexplod(11030) = 0
trigger1 = var(5) >= 64
trigger2 = roundstate > 2
trigger2 = var(6) >= 64
anim = 11031+root,var(2)*2
id = 11030
postype = right
bindtime = -1
pos = -51,230
sprpriority = 99
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[State 11000, 3];僎乕僕検
type = Explod
trigger1 = facing = 1
trigger1 = numexplod(11010) = 0
anim = 11010+root,var(2)
id = 11010
postype = left
bindtime = -1
pos = 19,231
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1

[State 11000, 3];僎乕僕検
type = Explod
trigger1 = facing = -1
trigger1 = numexplod(11010) = 0
anim = 11010+root,var(2)
id = 11010
postype = right
bindtime = -1
pos = -19,231
sprpriority = 98
removetime = -1
ownpal = 1
facing = -1
ontop = 1

;---------------------[僎乕僕曄壔]
[State 11000, 4]
type = ModifyExplod
trigger1 = var(5) < 64
ID = 11010
scale = var(5)/64.0,1.0

[State 11000, 4]
type = ModifyExplod
trigger1 = roundstate > 2
trigger1 = var(6) > var(5)
trigger1 = var(6) < 64
ID = 11010
scale = var(6)/64.0,1.0

[State 11000, 4];
type = RemoveExplod
triggerall = numexplod(11030) > 0
trigger1 = var(5) >= 64
trigger2 = roundstate > 2
trigger2 = var(6) >= 64
id = 11010

[State 11000, 4];
type = RemoveExplod
trigger1 = numexplod(11030) > 0
trigger1 = var(5) >= 64
trigger2 = numexplod(11030) > 0
trigger2 = roundstate > 2
trigger2 = var(6) >= 64
trigger3 = floor((256*root,life)/root,lifemax) < 65
trigger4 = roundstate > 2
trigger4 = numhelper(12001) > 0
id = 11001

[State 11000, 4];
type = RemoveExplod
trigger1 = numexplod(11030) > 0
trigger1 = var(5) >= 64
trigger2 = numexplod(11030) > 0
trigger2 = roundstate > 2
trigger2 = var(6) >= 64
trigger3 = floor((256*root,life)/root,lifemax) >= 65
trigger4 = roundstate > 2
trigger4 = numhelper(12001) > 0
id = 11020

[State 11000, 4];
type = RemoveExplod
trigger1 = roundstate < 3
trigger1 = var(5) < 64
trigger2 = roundstate > 2
trigger2 = var(6) < 64
trigger3 = roundstate > 2
trigger3 = numhelper(12001) > 0
id = 11030

[State 11000, 4];
type = RemoveExplod
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 11010

;----------------------------------------------------------------------------
;---------------------[僎乕僕曄壔]
[State 11000, 5]
type = RemoveExplod
triggerall = numexplod(10501) > 0
trigger1 = floor(fvar(1)) <= 0
trigger2 = time%2 = 1
trigger2 = floor(fvar(1)) < 256
trigger2 = floor((256*root,life)/root,lifemax) < floor(fvar(1))
id = 10501
ignorehitpause = 1

[State 11000, 5]
type = RemoveExplod
triggerall = numexplod(10502) > 0
trigger1 = floor(fvar(1)) <= 0
trigger2 = floor(fvar(1)) >= 256
trigger3 = time%2 = 1
trigger3 = floor(fvar(1)) < 256
trigger3 = floor((256*root,life)/root,lifemax) != floor(fvar(1)) + 1
id = 10502
ignorehitpause = 1

[State 11000, 5]
type = RemoveExplod
triggerall = numexplod(10503) > 0
trigger1 = floor(fvar(1)) <= 0
trigger2 = time%2 = 1
trigger2 = floor(fvar(1)) < 256
trigger2 = floor((256*root,life)/root,lifemax) != floor(fvar(1))
id = 10503
ignorehitpause = 1

;---------------------[僎乕僕昞帵]
[State 11000, 6];懱椡僎乕僕榞1P
type = Explod
trigger1 = root,teamside = 1
trigger1 = numexplod(10500) = 0
anim = 10500
id = 10500
pos = 54,217
postype = left
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
facing = 1
sprpriority = 19
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];懱椡僎乕僕榞2P
type = Explod
trigger1 = root,teamside = 2
trigger1 = numexplod(10500) = 0
anim = 10500
id = 10500
pos = -54,217
postype = right
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
facing = -1
sprpriority = 19
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];懱椡僎乕僕憹尭1
type = Explod
trigger1 = root,teamside = 1
trigger1 = floor(fvar(1)) >= 256
trigger1 = numexplod(10501) = 0
anim = 10757
id = 10501
pos = 57,221
postype = left
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];懱椡僎乕僕憹尭2
type = Explod
trigger1 = root,teamside = 1
trigger1 = floor(fvar(1)) < 256
trigger1 = numexplod(10502) = 0
anim = 10501 + floor(fvar(1))
id = 10502
pos = 57,221
postype = left
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];懱椡僎乕僕憹尭3
type = Explod
trigger1 = root,teamside = 1
trigger1 = time%4 <= 1
trigger1 = floor(fvar(1)) < 65
trigger1 = numexplod(10503) = 0
anim = 10801 + floor(fvar(1))
id = 10503
pos = 57,221
postype = left
scale = 0.5,0.5
bindtime = -1
removetime = 3
ownpal = 1
ontop = 1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];懱椡僎乕僕憹尭1
type = Explod
trigger1 = root,teamside = 2
trigger1 = floor(fvar(1)) >= 256
trigger1 = numexplod(10501) = 0
anim = 10757
id = 10501
pos = -57,221
postype = right
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
facing = -1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];懱椡僎乕僕憹尭2
type = Explod
trigger1 = root,teamside = 2
trigger1 = floor(fvar(1)) < 256
trigger1 = numexplod(10502) = 0
anim = 10501 + floor(fvar(1))
id = 10502
pos = -57,221
postype = right
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
facing = -1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];懱椡僎乕僕憹尭3
type = Explod
trigger1 = root,teamside = 2
trigger1 = time%4 <= 1
trigger1 = floor(fvar(1)) < 65
trigger1 = numexplod(10503) = 0
anim = 10801 + floor(fvar(1))
id = 10503
pos = -57,221
postype = right
scale = 0.5,0.5
bindtime = -1
removetime = 3
ownpal = 1
ontop = 1
facing = -1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

;---------------------[曄悢]
[State 11000, 7]
type = VarSet
trigger1 = 1
fv = 1
value = floor((256*root,life)/root,lifemax)
persistent = 0
ignorehitpause = 1

[State 11000, 7]
type = VarSet
trigger1 = time%2 = 0
trigger1 = floor((256*root,life)/root,lifemax) < floor(fvar(1))
fv = 2
value = floor(fvar(1) - floor((256*root,life)/root,lifemax))
ignorehitpause = 1

[State 11000, 7]
type = VarSet
trigger1 = time%2 = 0
trigger1 = floor((256*root,life)/root,lifemax) > floor(fvar(1))
fv = 2
value = floor(floor((256*root,life)/root,lifemax) - fvar(1))
ignorehitpause = 1

[State 11000, 7]
type = VarAdd
trigger1 = time%2 = 0
trigger1 = floor((256*root,life)/root,lifemax) < floor(fvar(1))
fv = 1
value = -ceil(fvar(2) / 8)
ignorehitpause = 1

[State 11000, 7]
type = VarAdd
trigger1 = time%2 = 0
trigger1 = floor((256*root,life)/root,lifemax) > floor(fvar(1))
fv = 1
value = ceil(fvar(2) / 8)
ignorehitpause = 1

;---------------------[僎乕僕徚嫀]
[State 11000, 8]
type = RemoveExplod
triggerall = numexplod(10500) > 0
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 10500
ignorehitpause = 1

[State 11000, 8]
type = RemoveExplod
triggerall = numexplod(10501) > 0
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 10501
ignorehitpause = 1

[State 11000, 8]
type = RemoveExplod
triggerall = numexplod(10502) > 0
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 10502
ignorehitpause = 1

[State 11000, 8]
type = RemoveExplod
triggerall = numexplod(10503) > 0
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 10503
ignorehitpause = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 儚僀僾僀儞墘弌僿儖僷乕
[Statedef 12000]
type     = A
movetype = I
physics  = N
velset = 0,0
anim = 20000
ctrl = 0
sprpriority = 20

[State 12000, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 12000, 2]
type = AssertSpecial
trigger1 = 1
flag  = nofg
flag2 = nobardisplay

[State 12000, 3]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(8110) = 0
anim = 8110
id = 8110
pos = 0,0
postype = left
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12000, 4]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(8111) = 0
anim = 8111
id = 8111
pos = 0,240
postype = left
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12000, ModifyExplod]
type = ModifyExplod
trigger1 = 1
id = 8110
scale = 1280,(24-time)*10

[State 12000, ModifyExplod]
type = ModifyExplod
trigger1 = 1
id = 8111
scale = 1280,(24-time)*10

[State 12000, 5]
type = DestroySelf
trigger1 = time > 0
trigger1 = numexplod(8110) = 0
trigger1 = numexplod(8111) = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 儚僀僾傾僂僩墘弌僿儖僷乕
[Statedef 12001]
type     = A
movetype = I
physics  = N
velset = 0,0
anim = 20000
ctrl = 0
sprpriority = 20

[State 12001, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 12001, 2]
type = AssertSpecial
trigger1 = 1
flag  = nofg
flag2 = nobardisplay

[State 12001, 3]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(8112) = 0
anim = 8112
id = 8112
pos = 0,0
postype = left
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12001, 4]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(8113) = 0
anim = 8113
id = 8113
pos = 0,240
postype = left
scale = 1,1
ontop = 1
ownpal = 1
facing = 1
bindtime = -1
removetime = -2
sprpriority = 999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12001, ModifyExplod]
type = ModifyExplod
trigger1 = 1
id = 8112
scale = 1280,(time)*10

[State 12001, ModifyExplod]
type = ModifyExplod
trigger1 = 1
id = 8113
scale = 1280,(time)*10

[State 12001, 5]
type = DestroySelf
trigger1 = time > 0
trigger1 = numexplod(8112) = 0
trigger1 = numexplod(8113) = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 彑棙億乕僘夋柺堏摦
[Statedef 18001]
type = S
ctrl = 0
anim = 7000
velset = 0,0

[State 18001, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 18001, 2]
type = NotHitBy
trigger1 = 1
value = SCA,AA

[State 18001, 3]
type = VelSet
trigger1 = time = 0
trigger1 = facing = 1
x = ifelse(pos x < 0, -7.0, 21.0)

[State 18001, 4]
type = VelSet
trigger1 = time = 0
trigger1 = facing = -1
x = ifelse(pos x > 0, -7.0, 21.0)

[State 18001, 5]
type = VelMul
trigger1 = root,backedgedist > 105
x = 0.845

[State 18001, 6]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; A.I.婲摦僼儔僌梡僿儖僷乕
[Statedef 20000]
type    = A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 20000, 1]
type = Turn
trigger1 = facing != parent,facing

[State 20000, 2]
type = AssertSpecial
trigger1 = 1
flag  = invisible
flag2 = noshadow

[State 20000, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 20000, 4]
type = VarSet
trigger1  = command = "a" && parent,command = "a"
trigger2  = command = "b" && parent,command = "b"
trigger3  = command = "c" && parent,command = "c"
trigger4  = command = "x" && parent,command = "x"
trigger5  = command = "y" && parent,command = "y"
trigger6  = command = "z" && parent,command = "z"
trigger7  = command = "start" && parent,command = "start"
trigger8  = command = "fwd" && parent,command = "fwd"
trigger9  = command = "back" && parent,command = "back"
trigger10 = command = "up" && parent,command = "up"
trigger11 = command = "down" && parent,command = "down"
v = 59
value = -1

[State 20000, 5]
type = DestroySelf
triggerall = ishelper
trigger1  = parent,var(59) || var(59) = -1
trigger2  = command = "a" && parent,command = "a"
trigger3  = command = "b" && parent,command = "b"
trigger4  = command = "c" && parent,command = "c"
trigger5  = command = "x" && parent,command = "x"
trigger6  = command = "y" && parent,command = "y"
trigger7  = command = "z" && parent,command = "z"
trigger8  = command = "start" && parent,command = "start"
trigger9  = command = "fwd" && parent,command = "fwd"
trigger10 = command = "back" && parent,command = "back"
trigger11 = command = "up" && parent,command = "up"
trigger12 = command = "down" && parent,command = "down"

[State 20000, 6]
type = VarSet
triggerall = var(59) != -1
triggerall = parent,ctrl
triggerall = parent,stateno != [120,159]
triggerall = parent,stateno != [5000,5099]
trigger1  = parent,command = "a"
trigger2  = parent,command = "b"
trigger3  = parent,command = "c"
trigger4  = parent,command = "x"
trigger5  = parent,command = "y"
trigger6  = parent,command = "z"
trigger7  = parent,command = "start"
trigger8  = parent,command = "fwd"
trigger9  = parent,command = "back"
trigger10 = parent,command = "up"
trigger11 = parent,command = "down"
v = 59
value = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 愭峴擖椡僿儖僷乕
[Statedef 40222]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 20000

[State 40222, 1]
type = SelfState
trigger1 = !ishelper
value = 0

[State 40222, 2]
type = AssertSpecial
trigger1 = 1
flag  = invisible
flag2 = noshadow

[State 40222, 3]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP, AT

[State 40222, 4]
type = Turn
trigger1 = root,facing != facing

[State 40222, 5]
type = PosSet
trigger1 = 1
x = root,pos x
y = 9999

;愭峴擖椡庴晅帪娫
[State 40222, 6]
type = VarSet
trigger1 = 1
v = 0
value = 20

;僐儅儞僪擖椡
[State 40222, 7]
type = Null
triggerall = var(59) = 0
triggerall = Root,StateType = A
trigger1 = command = "峠楡庨悵"
trigger1 = var(11) := var(0) || 1
trigger2 = command = "朠檧揤徃"
trigger2 = var(12) := var(0) || 1
trigger3 = command = "峠楡庨悵丒婾"
trigger3 = var(13) := var(0) || 1

[State 40222, 7]
type = Null
triggerall = var(59) = 0
triggerall = Root,StateType != A
trigger1 = command = "惎壩鄼尨"
trigger1 = var(10) := var(0) || 1
trigger2 = command = "惷偐側傞屰摦"
trigger2 = var(14) := var(0) || 1
trigger3 = command = "墜欞欋"
trigger3 = var(15) := var(0) || 1
trigger4 = command = "嫮徟欞欋"
trigger4 = var(16) := var(0) || 1
trigger5 = command = "庛徟欞欋"
trigger5 = var(17) := var(0) || 1
trigger6 = command = "崊墛捾"
trigger6 = var(18) := var(0) || 1
trigger7 = command = "旘墠梼"
trigger7 = var(19) := var(0) || 1
trigger8 = command = "僈乕僪僉儍儞僙儖抏偒"
trigger8 = var(20) := var(0) || 1
trigger9 = command = "棎晳墱媊俙" || command = "棎晳墱媊俛"
trigger9 = var(21) := var(0) || 1

;曄悢儕僙僢僩
[State 40222, 8]
type = Null
triggerall = root,time <= 2
trigger1  = var(10) > 0
trigger1  = root,stateno = 2100
trigger1  = var(10) := 0 || 1
trigger2  = var(11) > 0
trigger2  = root,stateno = 2000
trigger2  = var(11) := 0 || 1
trigger3  = var(12) > 0
trigger3  = root,stateno = 2500
trigger3  = var(12) := 0 || 1
trigger4  = var(13) > 0
trigger4  = root,stateno = [1000,2999]
trigger4  = var(13) := 0 || 1
trigger5  = var(14) > 0
trigger5  = root,stateno = 1300
trigger5  = var(14) := 0 || 1
trigger6  = var(15) > 0
trigger6  = root,stateno = 1200
trigger6  = var(15) := 0 || 1
trigger7  = var(16) > 0
trigger7  = root,stateno = 1101
trigger7  = var(16) := 0 || 1
trigger8  = var(17) > 0
trigger8  = root,stateno = 1100
trigger8  = var(17) := 0 || 1
trigger9  = var(18) > 0
trigger9  = root,stateno = [1050,1060]
trigger9  = var(18) := 0 || 1
trigger10 = var(19) > 0
trigger10 = root,stateno = 1000
trigger10 = var(19) := 0 || 1
trigger11 = var(20) > 0
trigger11 = root,stateno = 945
trigger11 = var(20) := 0 || 1
trigger12 = var(21) > 0
trigger12 = root,stateno = 2900
trigger12 = var(21) := 0 || 1

;愭峴擖椡帪娫尭彮
[State 40222, 惎壩鄼尨]
type = VarAdd
trigger1 = var(10) > 0
var(10) = -1

[State 40222, 峠楡庨悵]
type = VarAdd
trigger1 = var(11) > 0
var(11) = -1

[State 40222, 朠檧揤徃]
type = VarAdd
trigger1 = var(12) > 0
var(12) = -1

[State 40222, 峠楡庨悵丒婾]
type = VarAdd
trigger1 = var(13) > 0
var(13) = -1

[State 40222, 惷偐側傞屰摦]
type = VarAdd
trigger1 = var(14) > 0
var(14) = -1

[State 40222, 墜欞欋]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State 40222, 嫮徟欞欋]
type = VarAdd
trigger1 = var(16) > 0
var(16) = -1

[State 40222, 庛徟欞欋]
type = VarAdd
trigger1 = var(17) > 0
var(17) = -1

[State 40222, 崊墛捾]
type = VarAdd
trigger1 = var(18) > 0
var(18) = -1

[State 40222, 旘墠梼]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 40222, 僈乕僪僉儍儞僙儖抏偒]
type = VarAdd
trigger1 = var(20) > 0
var(20) = -1

[State 40222, 棎晳墱媊]
type = VarAdd
trigger1 = var(21) > 0
var(21) = -1

;曄悢妋擣
[State 40222, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "V(11)=%d V(12)=%d V(19)=%d V(21)=%d \n"
params = Var(11), Var(12), Var(19), Var(21)
ignorehitpause = 1
