;---------------------------------------------------------------------------
; 昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 堧揺丒庒寧乮堦寕栚乯
[Statedef 1000]
type     = C
movetype = A
physics  = C
velset = 0,0
ctrl = 0
anim = 1000
poweradd = IfElse(Var(1)=0,31,16)

[State 1000, 1]
type = Width
trigger1 = 1
value = 10,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = S0,0
channel = 0

;椡
[State 1000, 3]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = C,SA
animtype = Medium
guardflag = L
hitflag = MAF
damage = Floor(Ceil(13*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -15,-10
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1000

;媄
[State 1000, 4]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = C,SA
animtype = Medium
guardflag = L
hitflag = MAF
damage = Floor(Ceil(9*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -15,-10
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1000

;嬌
[State 1000, 5]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = C,SA
animtype = Medium
guardflag = L
hitflag = MAF
damage = Floor(Ceil(11*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -15,-10
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1000

[State 1000, 6]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 1000, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;攈惗媄傊
[State 1000, 7]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(5) > 0
triggerall = AnimElemTime(8) < 0
trigger1 = Command = "236+A" || Helper(76400),Var(18) > 0
value = 1001
ignorehitpause = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒庒寧乮擇寕栚乯
[Statedef 1001]
type     = S
movetype = A
physics  = S
velset = 0,0
ctrl = 0
anim = 1001
poweradd = IfElse(Var(1)=0,31,16)

[State 1001, 1]
type = Width
trigger1 = 1
value = 10,0

[State 1001, 2]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 8.0

[State 1001, 3]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = S0,1
channel = 0

;椡
[State 1001, 4]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = Enemy,StateType != A
trigger1 = AnimElem = 4
attr = S,SA
animtype = Back
guardflag = M
hitflag = MAF
damage = Floor(Ceil(13*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-50
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-9
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1001
fall = 1
fall.recover = 1
fall.recovertime = 50

[State 1001, 5]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = Enemy,StateType = A
trigger1 = AnimElem = 4
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(13*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-50
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-9
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1005

;媄
[State 1001, 6]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = Enemy,StateType != A
trigger1 = AnimElem = 4
attr = S,SA
animtype = Back
guardflag = M
hitflag = MAF
damage = Floor(Ceil(9*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-50
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-9
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1001
fall = 0
fall.recover = 1
fall.recovertime = 50

[State 1001, 7]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = Enemy,StateType = A
trigger1 = AnimElem = 4
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(9*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-50
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-9
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1005

;嬌
[State 1001, 8]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = Enemy,StateType != A
trigger1 = AnimElem = 4
attr = S,SA
animtype = Back
guardflag = M
hitflag = MAF
damage = Floor(Ceil(11*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-50
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-9
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1001
fall = 0
fall.recover = 1
fall.recovertime = 50

[State 1001, 9]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = Enemy,StateType = A
trigger1 = AnimElem = 4
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(11*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-50
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-9
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1005

[State 1001, 10]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1001, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;攈惗媄俙傊
[State 1001, 11]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(4) > 0
triggerall = AnimElemTime(7) < 0
trigger1 = Command = "236+A" || Helper(76400),Var(18) > 0
value = 1002
ignorehitpause = 1

;攈惗媄俛傊
[State 1001, 12]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(4) > 0
triggerall = AnimElemTime(7) < 0
trigger1 = Command = "236+B" || Helper(76400),Var(19) > 0
value = 1003
ignorehitpause = 1

[State 1001, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒庒寧乮嶰寕栚俙乯
[Statedef 1002]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl = 0
anim = 1002
poweradd = IfElse(Var(1)=0,31,16)

[State 1002, 1]
type = Width
trigger1 = 1
value = 10,0

[State 1002, 2]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 1002, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = -8.5

[State 1002, 4]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.5

[State 1002, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S5,1

[State 1002, 6]
type = PlaySnd
trigger1 = AnimElemTime(9) = 1
value = S0,1
channel = 0

;椡
[State 1002, 7]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 10
attr = A,SA
animtype = Medium
guardflag = HA
hitflag = MAF
damage = Floor(Ceil(37*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-10
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -6
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8,15
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1002
fall = 1
fall.recover = 0

;媄
[State 1002, 8]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 10
attr = A,SA
animtype = Medium
guardflag = HA
hitflag = MAF
damage = Floor(Ceil(31*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-10
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -6
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8,15
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1002
fall = 1
fall.recover = 0

;嬌
[State 1002, 9]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 10
attr = A,SA
animtype = Medium
guardflag = HA
hitflag = MAF
damage = Floor(Ceil(36*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-10
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -6
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8,15
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1002
fall = 1
fall.recover = 0

[State 1002, 10]
type = StateTypeSet
trigger1 = AnimElem = 13
movetype = I

[State 1002, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1002, 11]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1101

;---------------------------------------------------------------------------
; 堧揺丒庒寧乮嶰寕栚俛乯
[Statedef 1003]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl = 0
anim = 1003
poweradd = IfElse(Var(1)=0,31,16)

[State 1003, 1]
type = Width
trigger1 = 1
value = 10,0

[State 1003, 2]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 1003, 3]
type = Velset
trigger1 = AnimElem = 3
x = 4.5
y = -7

[State 1003, 4]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.45

[State 1003, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S5,1

[State 1003, 6]
type = PlaySnd
trigger1 = AnimElemTime(8) = 1
value = S0,1
channel = 0

;椡
[State 1003, 7]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 9
attr = A,SA
animtype = Medium
guardflag = HA
hitflag = MAF
damage = Floor(Ceil(26*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 11,11
guard.pausetime = 11,11
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-45
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -6
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -5.5,-6
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-6,6*(Facing*EnemyNear,Facing)),-4.25
airguard.velocity = -4.5,-6
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
id = 1003
fall = 1
fall.recover = 0

;媄
[State 1003, 8]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 9
attr = A,SA
animtype = Medium
guardflag = HA
hitflag = MAF
damage = Floor(Ceil(19*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 11,11
guard.pausetime = 11,11
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-45
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -6
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -5.5,-6
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-6,6*(Facing*EnemyNear,Facing)),-4.25
airguard.velocity = -4.5,-6
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
id = 1003
fall = 1
fall.recover = 0

;嬌
[State 1003, 9]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 9
attr = A,SA
animtype = Medium
guardflag = HA
hitflag = MAF
damage = Floor(Ceil(22*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 11,11
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-45
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -6
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -5.5,-6
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-6,6*(Facing*EnemyNear,Facing)),-4.25
airguard.velocity = -4.5,-6
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
id = 1003
fall = 1
fall.recover = 0

[State 1003, 10]
type = StateTypeSet
trigger1 = AnimElem = 12
movetype = I

[State 1003, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1003, 11]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1101

;---------------------------------------------------------------------------
; 堧揺丒嫊寧乮堦寕栚乯
[Statedef 1010]
type     = S
movetype = A
physics  = S
velset = 0,0
ctrl = 0
anim = IfElse(Var(1)=0,1010,1060)
poweradd = IfElse(Var(1)=0,31,16)

[State 1010, 1]
type = Width
trigger1 = 1
value = 5,0

[State 1010, 2]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 6.0

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElemTime(4) = 3
value = S0,0
channel = 0

;椡
[State 1010, 3]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = S,SA
animtype = Medium
guardflag = H
hitflag = MAF
damage = Floor(Ceil(10*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -15,-55
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1010

;媄
[State 1010, 4]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(7*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -15,-55
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1010

;嬌
[State 1010, 5]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(8*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -15,-55
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1010

[State 1010, 6]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 1010, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;攈惗媄傊
[State 1010, 7]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(5) > 0
triggerall = AnimElemTime(8) < 0
trigger1 = Command = "236+B" || Helper(76400),Var(19) > 0
value = 1011
ignorehitpause = 1

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒嫊寧乮擇寕栚乯
[Statedef 1011]
type     = S
movetype = A
physics  = S
;velset = 0,0
ctrl = 0
anim = 1011
poweradd = IfElse(Var(1)=0,31,16)

[State 1011, 1]
type = Width
trigger1 = 1
value = 5,0

[State 1011, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 5.0

[State 1011, 3]
type = PlaySnd
trigger1 = AnimElemTime(3) = 2
value = S0,0
channel = 0

;椡
[State 1011, 4]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(13*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-35
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1011

;媄
[State 1011, 5]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(9*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-35
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1011

;嬌
[State 1011, 6]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(11*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-35
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1011

[State 1011, 7]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1011, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;攈惗媄傊
[State 1011, 8]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(4) > 0
triggerall = AnimElemTime(7) < 0
trigger1 = Command = "236+B" || Helper(76400),Var(19) > 0
value = 1012
ignorehitpause = 1

[State 1011, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒嫊寧乮嶰寕栚乯
[Statedef 1012]
type     = S
movetype = A
physics  = S
;velset = 0,0
ctrl = 0
anim = 1012
poweradd = IfElse(Var(1)=0,31,16)

[State 1012, 1]
type = Width
trigger1 = 1
value = 5,0

[State 1012, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S0,2+(Random%2)
channel = 0

;椡
[State 1012, 3]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(15*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1012

;媄
[State 1012, 4]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(9*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1012

;嬌
[State 1012, 5]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(11*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8
guard.pausetime = 8,8
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1012

[State 1012, 6]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1012, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;攈惗媄俙傊
[State 1012, 7]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(6) > 0
triggerall = AnimElemTime(8) < 0
trigger1 = Command = "236+A" || Helper(76400),Var(18) > 0
value = 1013
ignorehitpause = 1

;攈惗媄俛傊
[State 1012, 8]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(6) > 0
triggerall = AnimElemTime(9) < 0
trigger1 = Command = "236+B" || Helper(76400),Var(19) > 0
value = 1014
ignorehitpause = 1

[State 1012, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒嫊寧乮巐寕栚俙乯
[Statedef 1013]
type     = C
movetype = A
physics  = C
;velset = 0,0
ctrl = 0
anim = 1013
poweradd = IfElse(Var(1)=0,31,16)

[State 1013, 1]
type = Width
trigger1 = 1
value = 5,0

[State 1013, 2]
type = PlaySnd
trigger1 = AnimElemTime(3) = 2
value = S0,2+(Random%2)
channel = 0

;椡
[State 1013, 3]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,SA
animtype = Up
guardflag = H
hitflag = MAF
damage = Floor(Ceil(18*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,-65
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -8
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-10.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-10.5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
id = 1013
fall = 1
fall.recover = 1
fall.recovertime = 55

;媄
[State 1013, 4]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,SA
animtype = Up
guardflag = H
hitflag = MAF
damage = Floor(Ceil(14*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,-65
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -8
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-10.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-10.5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
id = 1013
fall = 1
fall.recover = 1
fall.recovertime = 55

;嬌
[State 1013, 5]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,SA
animtype = Up
guardflag = H
hitflag = MAF
damage = Floor(Ceil(16*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,-65
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -8
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-10.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-10.5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
id = 1013
fall = 1
fall.recover = 1
fall.recovertime = 55

[State 1013, 6]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 1013, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1013, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒嫊寧乮巐寕栚俛乯
[Statedef 1014]
type     = C
movetype = A
physics  = C
;velset = 0,0
ctrl = 0
anim = 1014
poweradd = IfElse(Var(1)=0,31,16)

[State 1014, 1]
type = Width
trigger1 = 1
value = 10,0

[State 1014, 2]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 7.5

[State 1014, 3]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = S0,2+(Random%2)
channel = 0

;椡
[State 1014, 4]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,SA
animtype = Back
guardflag = L
hitflag = MAF
damage = Floor(Ceil(39*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -30,-10
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 20;15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6.5,-6.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-6.5,6.5*(Facing*EnemyNear,Facing)),-6.5
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1014
fall = 1
fall.recover = 0

;媄
[State 1014, 5]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,SA
animtype = Back
guardflag = L
hitflag = MAF
damage = Floor(Ceil(32*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -30,-10
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 20;15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6.5,-6.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-6.5,6.5*(Facing*EnemyNear,Facing)),-6.5
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1014
fall = 1
fall.recover = 0

;嬌
[State 1014, 6]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,SA
animtype = Back
guardflag = L
hitflag = MAF
damage = Floor(Ceil(37*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -30,-10
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 20;15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6.5,-6.5
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-6.5,6.5*(Facing*EnemyNear,Facing)),-6.5
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1014
fall = 1
fall.recover = 0

[State 1014, 7]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 1014, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1014, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒庒寧乮擇寕栚懪偪忋偘乯
[Statedef 1015]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0

[State 1015, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1015, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 1015, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 1015, 4]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = Anim != 5051
trigger1 = SelfAnimExist(5061) = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 1015, 5]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y != 0
trigger1 = Vel Y > -3.0
value = 5061

[State 1015, 6]
type = VelSet
trigger1 = Time = 0
x = -2
y = -9

[State 1015, 7]
type = VelAdd
trigger1 = Time > 0
y = 0.45

[State 1015, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 堧揺丒庒寧乮嶰寕栚俛悂偒旘傃乯
[Statedef 1016]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 1016, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 265

[State 1016, 2]
type = VelSet
trigger1 = Time = 0
x = -6
y = -4.25

[State 1016, 3]
type = VelAdd
trigger1 = Time > 0
y = 0.5

[State 1016, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 266

;---------------------------------------------------------------------------
; 堧揺丒嫊寧乮悂偒旘傃乯
[Statedef 1018]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 1018, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1018, 2]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1018, 3]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 1018, 4]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 1018, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 1018, 6]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 1018, 7]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = Anim != 5051
trigger1 = SelfAnimExist(5061) = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 1018, 8]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y != 0
trigger1 = Vel Y > -7.0
value = 5061

[State 1018, 9]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1417

;---------------------------------------------------------------------------
; 堧揺丒庛尫寧
[Statedef 1100]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl = 0
anim = 1100
poweradd = IfElse(Var(1)=0,31,16)

[State 1100, 1]
type = Width
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) <= 0
player = 20,15

[State 1100, 2]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 1100, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 1
y = -7.5

[State 1100, 4]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = IfElse(Var(1) != 1, 0.5, 0.6)

[State 1100, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = S0,2+(Random%2)
channel = 0

[State 1100, 6]
type = Explod
trigger1 = AnimElem = 4
anim = 10330
id = 10330
postype = P1
pos = -25,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1100, 7]
type = Explod
trigger1 = AnimElem = 5
anim = 10350
id = 10350
postype = P1
pos = 23,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;椡
[State 1100, 8]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(8*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-8.75
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-8.75
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1100
fall = 1
fall.recover = 0

[State 1100, 9]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = A,SA
animtype = Medium
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(26*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 93,47
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-60
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-8.75
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-8.75
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1100
fall = 1
fall.recover = 0

;媄
[State 1100, 10]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(7*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 32,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-8.75
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-8.75
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1100
fall = 1
fall.recover = 0

[State 1100, 11]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = A,SA
animtype = Medium
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(19*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 47,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-60
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-8.75
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-8.75
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1100
fall = 1
fall.recover = 0

;嬌
[State 1100, 12]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(9*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 31,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-8.75
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-8.75
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1100
fall = 1
fall.recover = 0

[State 1100, 13]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = A,SA
animtype = Medium
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(30*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 47,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-60
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-8.75
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-8.75
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1100
fall = 1
fall.recover = 0

[State 1100, 14]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1100, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 11
ignorehitpause = 1

;徃壺傊
[State 1100, 15]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Var(1) != 1
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(4) > 0
triggerall = AnimElemTime(9) < 0
triggerall = Power >= 1000 || Floor((256*Life)/LifeMax) < 65
trigger1 = Command = "236236+AB" || Helper(76400),Var(11) > 0
value = 2000
ignorehitpause = 1

[State 1100, 16]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1101

;---------------------------------------------------------------------------
; 堧揺丒庛尫寧乮拝抧乯
[Statedef 1101]
type     = S
movetype = I
physics  = N
juggle   = 0
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 2

[State 1101, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1101, 2]
type = PlaySnd
trigger1 = Time = 0
value = S5,2

[State 1101, 3]
type = Explod
trigger1 = Time = 0
anim = 10320
id = 10320
postype = P1
pos = 15,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1101, 4]
type = Explod
trigger1 = Time = 0
anim = 10320
id = 10320
postype = P1
pos = -15,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1101, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒嫮尫寧
[Statedef 1110]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl = 0
anim = 1110
poweradd = IfElse(Var(1)=0,63,31)

[State 1110, 1]
type = Width
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(7) <= 0
player = 20,15

[State 1110, 2]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 1110, 3]
type = Velset
trigger1 = AnimElem = 5
x = 1.5
y = -10.5

[State 1110, 4]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = IfElse(Var(1) != 1, 0.5, 0.6)

[State 1110, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,2+(Random%2)
channel = 0

[State 1110, 6]
type = Explod
trigger1 = AnimElem = 5
anim = 10330
id = 10330
postype = P1
pos = -25,15
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1110, 7]
type = Explod
trigger1 = AnimElem = 5
anim = 10350
id = 10350
postype = P1
pos = 23,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;椡
[State 1110, 8]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Up
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(17*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 94,47
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-60
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1,-12
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1110
fall = 1
fall.recover = 0

;媄
[State 1110, 9]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Up
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(13*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 47,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-60
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1,-12
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1110
fall = 1
fall.recover = 0

;嬌
[State 1110, 10]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Up
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(22*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 47,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-60
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1,-12
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1110
fall = 1
fall.recover = 0

[State 1110, 11]
type = StateTypeSet
trigger1 = AnimElem = 12
movetype = I

[State 1110, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;徃壺傊
[State 1110, 12]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Var(1) != 1
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(12) < 0
triggerall = Power >= 1000 || Floor((256*Life)/LifeMax) < 65
trigger1 = Command = "236236+AB" || Helper(76400),Var(11) > 0
value = 2000
ignorehitpause = 1

;攈惗媄傊
[State 1110, 13]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Time > 0
triggerall = MoveContact
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(9) < 0
trigger1 = Command = "623+B" || Helper(76400),Var(15) > 0
value = 1111
ignorehitpause = 1

[State 1100, 14]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1112

;---------------------------------------------------------------------------
; 堧揺丒攋寧
[Statedef 1111]
type     = A
movetype = A
physics  = N
juggle   = 0
anim = 1111
ctrl = 0
poweradd = IfElse(Var(1)=0,16,16)

[State 1111, 1]
type = Velset
trigger1 = Time = 0
x = 1.5
y = -9

[State 1111, 2]
type = VelAdd
trigger1 = Time > 0
y = 0.5

[State 1111, 3]
type = PlaySnd
trigger1 = AnimElemTime(3) = 2
value = S0,2+(Random%2)
channel = 0

;椡
[State 1111, 4]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Medium
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(28*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 125,63
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8,15
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1111
fall = 1
fall.recover = 0

;媄
[State 1111, 5]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Medium
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(24*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8,15
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1111
fall = 1
fall.recover = 0

;嬌
[State 1111, 6]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,SA
animtype = Medium
guardflag = MA
hitflag = MAF
damage = Floor(Ceil(38*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 63,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 10,10
guard.pausetime = 10,10
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8,15
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1111
fall = 1
fall.recover = 0

[State 1111, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1111, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1112

;---------------------------------------------------------------------------
; 堧揺丒嫮尫寧乮拝抧乯
[Statedef 1112]
type     = S
movetype = I
physics  = N
juggle   = 0
velset = 0,0
anim = 1112
ctrl = 0
sprpriority = 2

[State 1112, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1112, 2]
type = PlaySnd
trigger1 = Time = 0
value = S5,2

[State 1112, 3]
type = Explod
trigger1 = Time = 0
anim = 10320
id = 10320
postype = P1
pos = 15,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1112, 4]
type = Explod
trigger1 = Time = 0
anim = 10320
id = 10320
postype = P1
pos = -15,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1112, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒攋寧乮抧柺扏偒晅偗侾乯
[Statedef 1115]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0

[State 1115, 1]
type = VelSet
trigger1 = Time = 0
x = -8
y = 15

[State 1115, 2]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = Time = 1
value = 5061

[State 1115, 3]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
triggerall = SelfAnimExist(5050)
trigger1 = Time = 1
value = 5050

[State 1115, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1116

;---------------------------------------------------------------------------
; 堧揺丒攋寧乮抧柺扏偒晅偗俀乯
[Statedef 1116]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1116, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1116, 2]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 1116, 3]
type = ChangeAnim
triggerall = SelfAnimExist(5100)
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Time < 8
value = 5100

[State 1116, 4]
type = ChangeAnim
triggerall = SelfAnimExist(5100)
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Time = 8
value = 5160

[State 1116, 5]
type = ChangeAnim
triggerall = SelfAnimExist(5100)
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Anim = 5160
trigger1 = AnimTime = 0
value = 5170

[State 1116, 6]
type = ChangeAnim
triggerall = SelfAnimExist(5100)
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 1116, 7]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1116, 8]
type = VelSet
trigger1 = Time = 8
x = -2
y = -6

[State 1116, 9]
type = VelAdd
trigger1 = Time > 8
y = 0.5

[State 1116, 10]
type = SelfState
trigger1 = Time = 100
value = 5120

[State 1116, 11]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -15
value = 1117

;---------------------------------------------------------------------------
; 堧揺丒攋寧乮抧柺扏偒晅偗俁乯
[Statedef 1117]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1117, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1117, 2]
type = ChangeAnim
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5170)
trigger1 = Time < 6
value = 5110

[State 1117, 3]
type = ChangeAnim
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5170)
trigger1 = Time = 6
value = 5170

[State 1117, 4]
type = ChangeAnim
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5170)
trigger1 = Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 1117, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1117, 6]
type = VelSet
trigger1 = Time = 6
x = -2
y = -3

[State 1117, 7]
type = VelAdd
trigger1 = Time > 6
y = 0.5

[State 1117, 8]
type = SelfState
trigger1 = Time = 100
value = 5120

[State 1117, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1118

;---------------------------------------------------------------------------
; 堧揺丒攋寧乮僟僂儞乯
[Statedef 1118]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1118, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1118, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1118, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5110

[State 1118, 4]
type = SelfState
trigger1 = Time = 5
trigger1 = Life = 0 || !Alive
value = 5150

[State 1118, 5]
type = SelfState
trigger1 = Time = 25
value = 5120

;---------------------------------------------------------------------------
; 堧揺丒庛夌懸寧
[Statedef 1200]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1200
ctrl = 0
poweradd = IfElse(Var(1)=0,32,16)

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElemTime(3) = 3
value = S0,1
channel = 0

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(7) = 0
value = S4,0

;椡
[State 1200, 3]
type = HitDef
triggerall = Var(1) = 0
triggerall = Var(9) = 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(10*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-80
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2
air.type = High
air.hittime = 12
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200
air.fall = 1
fall.recover = 1
fall.recovertime = 15

[State 1200, 4]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 8
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(19*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 47,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-85
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 20;15
guard.velocity = -3.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7
air.type = High
air.hittime = 12
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200
air.fall = 1
fall.recover = 1
fall.recovertime = 15

;媄
[State 1200, 5]
type = HitDef
triggerall = Var(1) = 1
triggerall = Var(9) = 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(8*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-80
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2
air.type = High
air.hittime = 12
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200
air.fall = 1
fall.recover = 1
fall.recovertime = 15

[State 1200, 6]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 8
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(14*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-85
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 20;15
guard.velocity = -3.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7
air.type = High
air.hittime = 12
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200
air.fall = 1
fall.recover = 1
fall.recovertime = 15

;嬌
[State 1200, 7]
type = HitDef
triggerall = Var(1) = 2
triggerall = Var(9) = 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(9*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-80
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2
air.type = High
air.hittime = 12
air.velocity = IfElse(Var(7)=0,-2,2*(Facing*EnemyNear,Facing)),-2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200
air.fall = 1
fall.recover = 1
fall.recovertime = 15

[State 1200, 8]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 8
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(19*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 31,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-85
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 20;15
guard.velocity = -3.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7
air.type = High
air.hittime = 12
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200
air.fall = 1
fall.recover = 1
fall.recovertime = 15

[State 1200, 9]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 1200, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 5
ignorehitpause = 1

[State 1200, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒嫮夌懸寧
[Statedef 1210]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1210
ctrl = 0
poweradd = IfElse(Var(1)=0,63,31)

[State 1210, 1]
type = PlaySnd
trigger1 = AnimElemTime(4) = 5
value = S0,1
channel = 0

[State 1210, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(8) = 0
trigger3 = AnimElemTime(11) = 0
value = S4,0

;椡
[State 1210, 3]
type = HitDef
triggerall = Var(1) = 0
triggerall = Var(9) = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(7*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-80
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-1
ground.cornerpush.veloff = -0.5
air.cornerpush.veloff = -0.5
guard.cornerpush.veloff = -0.5
airguard.cornerpush.veloff = -0.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1210
air.fall = 1
fall.recover = 1
fall.recovertime = 15

[State 1210, 4]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = P2StateType != A
trigger1 = AnimElem = 13
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(24*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-85
hitsound = s4,1
guardsound = s3,0+(Random%2)
ground.type = High
guard.hittime = 20;15
guard.velocity = -3.5
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -7
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1211

[State 1210, 5]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = P2StateType = A
trigger1 = AnimElem = 13
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(24*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-90
hitsound = s4,1
guardsound = s3,0+(Random%2)
ground.type = High
guard.hittime = 20;15
guard.velocity = -3.5
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1.5,-10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1212
air.fall = 1
fall.recover = 1

;媄
[State 1210, 6]
type = HitDef
triggerall = Var(1) = 1
triggerall = Var(9) = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(6*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-80
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-1
ground.cornerpush.veloff = -0.5
air.cornerpush.veloff = -0.5
guard.cornerpush.veloff = -0.5
airguard.cornerpush.veloff = -0.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1210
air.fall = 1
fall.recover = 1
fall.recovertime = 15

[State 1210, 7]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = P2StateType != A
trigger1 = AnimElem = 13
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(16*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-85
hitsound = s4,1
guardsound = s3,0+(Random%2)
ground.type = High
guard.hittime = 20;15
guard.velocity = -3.5
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -7
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1211

[State 1210, 8]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = P2StateType = A
trigger1 = AnimElem = 13
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(16*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-90
hitsound = s4,1
guardsound = s3,0+(Random%2)
ground.type = High
guard.hittime = 20;15
guard.velocity = -3.5
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1.5,-10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1212
air.fall = 1
fall.recover = 1

;嬌
[State 1210, 9]
type = HitDef
triggerall = Var(1) = 2
triggerall = Var(9) = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(6*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4
guard.pausetime = 4,4
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-80
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-1
ground.cornerpush.veloff = -0.5
air.cornerpush.veloff = -0.5
guard.cornerpush.veloff = -0.5
airguard.cornerpush.veloff = -0.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1210
air.fall = 1
fall.recover = 1
fall.recovertime = 15

[State 1210, 10]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = P2StateType != A
trigger1 = AnimElem = 13
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(24*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 31,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -5,-85
hitsound = s4,1
guardsound = s3,0+(Random%2)
ground.type = High
guard.hittime = 20;15
guard.velocity = -3.5
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -7
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1211

[State 1210, 11]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = P2StateType = A
trigger1 = AnimElem = 13
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(24*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 31,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 5,Hit
sparkno = S10130
guard.sparkno = S10160
sparkxy = -5,-90
hitsound = s4,1
guardsound = s3,0+(Random%2)
ground.type = High
guard.hittime = 20;15
guard.velocity = -3.5
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1.5,-10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1212
air.fall = 1
fall.recover = 1

[State 1210, 12]
type = StateTypeSet
trigger1 = AnimElem = 16
movetype = I

[State 1210, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 5
ignorehitpause = 1

[State 1210, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒夌懸寧乮曵傟棊偪僟僂儞侾乯
[Statedef 1215]
type     = S
movetype = H
physics  = N
juggle   = 0
velset = -7,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1215, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1215, 2]
type = VelMul
trigger1 = 1
x = 0.875

[State 1215, 3]
type = VelSet
trigger1 = Vel X >= -1.0
x = 0

[State 1215, 4]
type = ChangeAnim2
trigger1 = Time = 0
value = 1215

[State 1215, 5-1]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Genbu no Okina" && AuthorName = "HAL"
value = 15950

[State 1215, 5-2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "kaede" && AuthorName = "ohgaki"
value = 15951

[State 1215, 5-3]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Shigen_Naoe" && AuthorName = "ohgaki"
value = 15952

[State 1215, 5-4]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "sanada_ani" && AuthorName = "ohgaki"
value = 15953

[State 1215, 5-5]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Setsuna" && AuthorName = "HSR"
value = 15954

[State 1215, 5-6]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Hibiki Takane" && AuthorName = "HSR"
value = 15955

[State 1215, 5-7]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Hyo Amano" && AuthorName = "abuhachi" 
value = 15956

[State 1215, 5-8]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
value = 15957

[State 1215, 5-9]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Kouryu" && AuthorName = "abuhachi"
value = 15958

[State 1215, 5-10]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Mukuro" && AuthorName = "ahuron"
trigger2 = Name = "Mukuro" && AuthorName = "HAL"
value = 15959

[State 1215, 5-11]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger2 = Name = "Shinnosuke Kagami" && AuthorName = "HAL"
value = 15960

[State 1215, 5-12]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Ponta" && AuthorName = "ahuron"
value = 15961

[State 1215, 5-13]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Lee Rekka" && AuthorName = "abuhachi"
value = 15962

[State 1215, 5-14]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 15963

[State 1215, 5-15]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Kojiroh Sanada" && AuthorName = "HAL"
value = 15964

[State 1215, 5-16]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "washizuka" && AuthorName = "ohgaki"
value = 15965

[State 1215, 5-17]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Yuki" && AuthorName = "ohgaki"
value = 15966

[State 1215, 5-18]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Juzo Kanzaki" && AuthorName = "HAL"
value = 15967

[State 1215, 5-19]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Nayu" && AuthorName = "ohgaki"
value = 15970

[State 1215, 6]
type = ChangeAnim
triggerall = SelfAnimExist(5950)
triggerall = Anim = 1215 && Time = 37
trigger1  = Name = "Madoka Kaname" && AuthorName = "HAL"
trigger2  = Name = "Mami Tomoe" && AuthorName = "HAL"
trigger3  = Name = "Kyouko Sakura" && AuthorName = "HAL"
trigger4  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger5  = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger6  = Name = "andrew" && AuthorName = "ohgaki"
trigger7  = Name = "Kyoshiro" && AuthorName = "ohgaki"
trigger8  = Name = "Yoshitora" && AuthorName = "ohgaki"
trigger9  = Name = "rock" && AuthorName = "ohgaki"
trigger10 = Name = "Shiki" && AuthorName = "ohgaki"
trigger11 = Name = "Kanna" && AuthorName = "ohgaki"
trigger12 = Name = "Chibi Suika" && AuthorName = "ohgaki"
trigger13 = Name = "Akari Ichijo" && AuthorName = "ohgaki"
trigger14 = Name = "Unyuho" && AuthorName = "ohgaki" && SelfAnimExist(5081) && SelfAnimExist(5111)
value = 5950

[State 1215, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Anim = 5950
trigger2 = AnimTime > 0
trigger2 = AnimElemTime(AnimElemNo(0)+1) = 0
trigger2 = AnimElemTime(AnimElemNo(0)) >= 5
value = 1216

;---------------------------------------------------------------------------
; 堧揺丒夌懸寧乮曵傟棊偪僟僂儞俀乯
[Statedef 1216]
type     = L
movetype = H
physics  = N
juggle   = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1216, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5111)
value = 5111

[State 1216, 2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = !SelfAnimExist(5111)
trigger2 = AuthorName = "嘓"
value = 1216

[State 1216, 3]
type = PosAdd
triggerall = Time = 0
trigger1 = Name = "Chibi Suika" && AuthorName = "ika"
x = 20

[State 1216, 4]
type = SelfState
trigger1 = Time = 10
trigger1 = Life = 0 || !Alive
value = 5150

[State 1216, 5]
type = SelfState
trigger1 = Time = 35
value = 5120

;---------------------------------------------------------------------------
; 堧揺丒夌懸寧乮憡庤懪偪忋偘乯
[Statedef 1217]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
sprpriority = -1

[State 1217, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 1217, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 1217, 3]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = Anim != 5051
trigger1 = SelfAnimExist(5061) = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 1217, 4]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y != 0
trigger1 = Vel Y > -3.0
value = 5061

[State 1217, 5]
type = VelAdd
trigger1 = Time > 0
y = .7

[State 1217, 6]
type = VelAdd
trigger1 = Time = 0
x = -1.5
y = -11

[State 1217, 7]
type = SelfState
trigger1 = Alive
trigger1 = Time > 20
trigger1 = SelfAnimExist(5210)
trigger1 = Command = "recovery"
value = 5210

[State 1217, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 堧揺丒嶑寧俙
[Statedef 1300]
type     = S
movetype = I
physics  = N
anim = 1300
ctrl = 0
velset = 0,0
poweradd = IfElse(Var(1)=0,31,16)

[State 1300, 1]
type = VarSet
trigger1 = Time = 0
v = 10
value = 0

[State 1300, 2]
type = VarAdd
trigger1 = !(Var(10) & 1)
trigger1 = AnimElemTime(19) = 0
v = 10
value = IfElse(P2Dist X >= 0, 0, 1)

[State 1300, 3]
type = VarAdd
triggerall = !(Var(10) & 2)
triggerall = AnimElemTime(18) >= 0
trigger1 = Command = "A+C"
trigger2 = Command = "a" && Command = "c"
trigger3 = Helper(76400),Var(27) > 0 && Helper(76400),Var(29) > 0
trigger3 = Helper(76400),Var(27) = Helper(76400),Var(29)
v = 10
value = 2

[State 1300, 4]
type = Turn
trigger1 = AnimElemTime(19) = 0
trigger1 = (Var(10) & 1)

[State 1300, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 12

[State 1300, 6]
type = Helper
trigger1 = Time = 0
name = "sakugetsu_armor"
stateno = 1996
id = 1996
pos = 0,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 1300, 7]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S7,0

[State 1300, 8]
type = PlaySnd
trigger1 = AnimElemTime(20) = 0
value = S5,2

[State 1300, 9]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10300
id = 10300
pos = 0,0
postype = P1
scale = 0.75,0.75
sprpriority = 3
bindtime = 1
removetime = -2
ownpal = 1
ignorehitpause = 1

[State 1300, 10]
type = PosAdd
trigger1 = AnimElemTime(18) = 0
x = 100

[State 1300, 11]
type = PosAdd
trigger1 = AnimElemTime(19) >= 0
trigger1 = AnimElemTime(26) < 0
x = IfElse(Var(10) = 1, -2.5, 2.5)

[State 1300, 12]
type = ChangeState
triggerall = AnimElemTime(19) > 0
trigger1 = Var(59) = 0
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120
ctrl = 1

[State 1300, 13]
type = CtrlSet
trigger1 = AnimElemTime(19) > 0
trigger1 = (Var(10) & 2)
value = 1

[State 1300, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒嶑寧俛
[Statedef 1310]
type     = S
movetype = I
physics  = N
anim = 1300
ctrl = 0
velset = 0,0
poweradd = IfElse(Var(1)=0,31,16)

[State 1310, 1]
type = VarSet
trigger1 = Time = 0
v = 10
value = 0

[State 1310, 2]
type = VarAdd
trigger1 = !(Var(10) & 1)
trigger1 = AnimElemTime(19) = 0
v = 10
value = IfElse(P2Dist X >= 0, 0, 1)

[State 1310, 3]
type = VarAdd
triggerall = !(Var(10) & 2)
triggerall = AnimElemTime(18) >= 0
trigger1 = Command = "A+C"
trigger2 = Command = "a" && Command = "c"
trigger3 = Helper(76400),Var(27) > 0 && Helper(76400),Var(29) > 0
trigger3 = Helper(76400),Var(27) = Helper(76400),Var(29)
v = 10
value = 2

[State 1310, 4]
type = Turn
trigger1 = AnimElemTime(19) = 0
trigger1 = (Var(10) & 1)

[State 1310, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 12

[State 1310, 6]
type = Helper
trigger1 = Time = 0
name = "sakugetsu_armor"
stateno = 1996
id = 1996
pos = 0,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 1310, 7]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S7,0

[State 1310, 8]
type = PlaySnd
trigger1 = AnimElemTime(20) = 0
value = S5,2

[State 1310, 9]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10300
id = 10300
pos = 0,0
postype = P1
scale = 0.75,0.75
sprpriority = 3
bindtime = 1
removetime = -2
ownpal = 1
ignorehitpause = 1

[State 1310, 10]
type = PosAdd
trigger1 = AnimElemTime(18) = 0
x = 200

[State 1310, 11]
type = PosAdd
trigger1 = AnimElemTime(19) >= 0
trigger1 = AnimElemTime(26) < 0
x = IfElse(Var(10) = 1, -2.5, 2.5)

[State 1310, 12]
type = ChangeState
triggerall = AnimElemTime(19) > 0
trigger1 = Var(59) = 0
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120
ctrl = 1

[State 1310, 13]
type = CtrlSet
trigger1 = AnimElemTime(19) > 0
trigger1 = (Var(10) & 2)
value = 1

[State 1310, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒嶑寧俠
[Statedef 1320]
type     = S
movetype = I
physics  = N
anim = 1320
ctrl = 0
velset = 0,0
poweradd = IfElse(Var(1)=0,31,16)

[State 1320, 1]
type = PlayerPush
trigger1 = StateType = A
value = 0

[State 1320, 2]
type = VarSet
trigger1 = Time = 0
v = 10
value = 0

[State 1320, 3]
type = VarAdd
trigger1 = !(Var(10) & 1)
trigger1 = AnimElemTime(18) = 0
v = 10
value = IfElse(P2Dist X >= 0, 0, 1)

[State 1320, 4]
type = VarAdd
triggerall = !(Var(10) & 2)
triggerall = AnimElemTime(18) >= 0
trigger1 = Command = "A+C"
trigger2 = Command = "a" && Command = "c"
trigger3 = Helper(76400),Var(27) > 0 && Helper(76400),Var(29) > 0
trigger3 = Helper(76400),Var(27) = Helper(76400),Var(29)
v = 10
value = 2

[State 1320, 5]
type = Turn
trigger1 = AnimElemTime(18) = 0
trigger1 = (Var(10) & 1)

[State 1320, 6]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 12

[State 1320, 7]
type = Helper
trigger1 = Time = 0
name = "sakugetsu_armor"
stateno = 1996
id = 1996
pos = 0,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 1320, 8]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S7,0

[State 1320, 9]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10300
id = 10300
pos = 0,0
postype = P1
scale = 0.75,0.75
sprpriority = 3
bindtime = 1
removetime = -2
ownpal = 1
ignorehitpause = 1

[State 1320, 10]
type = StateTypeSet
trigger1 = AnimElemTime(18) = 0
statetype = A
;physics  = A

[State 1320, 11]
type = VelSet
trigger1 = AnimElemTime(18) = 0
x = 3.5
y = -3.5

[State 1320, 12]
type = PosAdd
trigger1 = AnimElemTime(18) = 0
x = Floor(P2Dist X)-75
y = -50

[State 1320, 13]
type = VelAdd
trigger1 = AnimElemTime(18) > 0
y = .50

[State 1320, 14]
type = ChangeState
triggerall = AnimElemTime(19) > 0
trigger1 = Var(59) = 0
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120
ctrl = 1

[State 1320, 15]
type = CtrlSet
trigger1 = AnimElemTime(27) >= 0
trigger2 = AnimElemTime(19) > 0
trigger2 = (Var(10) & 2)
value = 1

[State 1320, 16]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒掔寧乮巒摦乯
[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 0
anim = 1400
ctrl = 0
poweradd = IfElse(Var(1)=0,31,16)

[State 1400, 1]
type = Width
trigger1 = Time > 1
value = 10

[State 1400, 2]
type = PlaySnd
trigger1 = Time = 3
value = S0,1

[State 1400, 3]
type = HitDef
trigger1 = Var(19) = 0
trigger1 = AnimElem = 1
trigger1 = P2BodyDist X = [-50,25]
attr = S,ST
animtype = Light
hitflag = M-
guardflag = 
damage = 0,0
getpower = 0,0
givepower = 0,0
priority = 1,Miss
pausetime = 0,0
guard.pausetime = 0,0
ground.type = Low
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,0
sprpriority = 1
p1facing = 1
p1stateno = 1410
p2facing = 1
p2stateno = 1415
id = 1400
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
guard.dist = 0

[State 1400, 4]
type = HitDef
trigger1 = Var(19) != 0
trigger1 = AnimElem = 1
trigger1 = P2StateNo != [120,159]
trigger1 = P2BodyDist X = [-50,25]
attr = S,ST
animtype = Light
hitflag = M
guardflag = 
damage = 0,0
getpower = 0,0
givepower = 0,0
priority = 1,Miss
pausetime = 0,0
guard.pausetime = 0,0
ground.type = Low
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,0
sprpriority = 1
p1facing = 1
p1stateno = 1410
p2facing = 1
p2stateno = 1415
id = 1400
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
guard.dist = 0

[State 1400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒掔寧乮搳偘偰偄傞帺暘乯
[Statedef 1410]
type     = S
movetype = A
physics  = N
velset = 0,0
anim = 1410
ctrl = 0
poweradd = 0

[State 1410, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1410, 2]
type = Width
trigger1 = 1
value = 30

[State 1410, 3]
type = TargetBind
trigger1 = Time = 0
pos = 30,0

[State 1410, 4]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S3,1

[State 1410, 5]
type = SprPriority
trigger1 = AnimElemTime(9) < 0
trigger2 = AnimElemTime(13) >= 0
value = 2

[State 1410, 6]
type = SprPriority
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(13) < 0
value = 0

[State 1410, 7]
type = HitDef
trigger1 = AnimElem = 18
attr = C,SA
animtype = Up
guardflag = L
hitflag = MAF
damage = Floor(10*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 8,0
guard.pausetime = 8,8
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-60
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -0.5,-15
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .40
p2stateno = 1416
fall = 0
fall.recover = 0
kill = 0

[State 1410, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1410, 8]
type = ChangeState
trigger1 = AnimElemTime(24) >= 0
trigger1 = Command = "41236+C" || Helper(76400),Var(13) > 0
value = 1411
ctrl = 0

[State 1410, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒淽寧
[Statedef 1411]
type     = S
movetype = A
physics  = N
velset = 0,0
anim = 1411
ctrl = 0
poweradd = 0

[State 1411, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1411, 2]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = S0,2+(Random%2)

[State 1411, 3]
type = Explod
trigger1 = AnimElem = 5
anim = 10350
id = 10350
postype = P1
pos = 60,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;椡
[State 1411, 4-1]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 0
trigger1 = AnimElem = 5
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(55*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 20
envshake.freq = 60
envshake.ampl = -8
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 4-2]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 0
trigger1 = AnimElem = 6
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(39*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 63,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 15,15
guard.pausetime = 15,15
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 60
envshake.ampl = -6
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 4-3]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 0
trigger1 = AnimElem = 7
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(28*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 4-4]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 0
trigger1 = AnimElem = 8
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(15*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 4-5]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 0
trigger1 = AnimElem = 9
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(12*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

;媄
[State 1411, 5-1]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 1
trigger1 = AnimElem = 5
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(48*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 47,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 20
envshake.freq = 60
envshake.ampl = -8
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 5-2]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 1
trigger1 = AnimElem = 6
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(38*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 47,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 15,15
guard.pausetime = 15,15
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 60
envshake.ampl = -6
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 5-3]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 1
trigger1 = AnimElem = 7
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(30*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 5-4]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 1
trigger1 = AnimElem = 8
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(22*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 5-5]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 1
trigger1 = AnimElem = 9
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(14*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

;嬌
[State 1411, 6-1]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 2
trigger1 = AnimElem = 5
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(63*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 47,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 20
envshake.freq = 60
envshake.ampl = -8
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 6-2]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 2
trigger1 = AnimElem = 6
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(36*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 47,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 15,15
guard.pausetime = 15,15
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 60
envshake.ampl = -6
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 6-3]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 2
trigger1 = AnimElem = 7
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(21*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 6-4]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 2
trigger1 = AnimElem = 8
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(13*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 6-5]
type = HitDef
trigger1 = !(MoveContact || MoveReversed)
trigger1 = Var(1) = 2
trigger1 = AnimElem = 9
attr = S,SA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(10*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 31,16
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10140
guard.sparkno = S10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5,-8
air.type = High
air.hittime = 27
air.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .75
id = 1411
fall = 0
fall.recover = 0

[State 1411, 7]
type = Explod
trigger1 = NumExplod(10360) = 0
trigger1 = AnimElem = 6
trigger1 = MoveHit
anim = 10360
id = 10360
postype = P1
pos = 85,-60
ownpal = 1
bindtime = 1
ontop = 1
sprpriority = 3
ignorehitpause = 1

[State 1411, 8]
type = Explod
trigger1 = NumExplod(10360) > 0
trigger1 = NumExplod(10361) = 0
anim = 10360
id = 10361
postype = P1
pos = 65,-95
ownpal = 1
bindtime = 1
ontop = 1
sprpriority = 4

[State 1411, 9]
type = Explod
trigger1 = NumExplod(10360) > 0
trigger1 = NumExplod(10362) = 0
anim = 10361
id = 10362
postype = P2
pos = 30,Enemy,Const(Size.Mid.Pos.Y)
ownpal = 1
bindtime = 1
ontop = 1
sprpriority = 5

[State 1411, 10]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = MoveHit
value = S7,2
volume = -125
freqmul = 1.25
persistent = 0
ignorehitpause = 1

[State 1411, 11]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = MoveHit
value = S7,1
volume = -125
freqmul = 1.25
persistent = 0
ignorehitpause = 1

[State 1411, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1411, 12]
type = TargetState
trigger1 = NumTarget
trigger1 = MoveHit
value = 1418
id = 1411
persistent = 0

[State 1411, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堧揺丒掔寧乮搳偘傜傟偰偄傞憡庤乯
[Statedef 1415]
type     = S
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 1415, 1]
type = HitOverRide
trigger1 = 1
attr = , NT, ST, HT
time = 1
ignorehitpause = 1

[State 1415, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 1415, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1415

[State 1415, 4]
type = Turn
trigger1 = AnimElemTime(32) = 0

[State 1415, 5]
type = SelfState
trigger1 = Time >= 120
value = 5001

;---------------------------------------------------------------------------
; 堧揺丒掔寧乮憡庤懪偪忋偘乯
[Statedef 1416]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 1416, 1]
type = NotHitBy
trigger1 = 1
value = , NA, HA, AP, AT
time = 1

[State 1416, 2]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1416, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1416

[State 1416, 4]
type = VelAdd
trigger1 = Time >= 9
y = .45

[State 1416, 5]
type = VelAdd
trigger1 = Time = 8
x = 0.5 * (FrontEdgeDist > 15)
y = -17

[State 1416, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1417

;---------------------------------------------------------------------------
; 堧揺丒掔寧乮憡庤懪偪忋偘僟僂儞乯
[Statedef 1417]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 1417, 1]
type = ChangeAnim
triggerall = Anim != 5101
triggerall = Anim != 5161
triggerall = Anim != 5111
triggerall = Time < 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5100

[State 1417, 2]
type = ChangeAnim
triggerall = Anim = 5100
triggerall = Time = 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5170

[State 1417, 3]
type = ChangeAnim
triggerall = Time = 0
triggerall = !(Name = "Shigen_Naoe" && AuthorName = "ohgaki")
trigger1 = SelfAnimExist(5101)
trigger1 = SelfAnimExist(5111)
value = 5101

[State 1417, 4]
type = ChangeAnim
trigger1 = Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 1417, 5]
type = ChangeAnim
trigger1 = SelfAnimExist(5161)
trigger1 = Anim = 5101
trigger1 = AnimTime = 0
value = 5161

[State 1417, 6]
type = ChangeAnim
trigger1 = !SelfAnimExist(5161)
trigger1 = Anim = 5101
trigger1 = AnimTime = 0
trigger2 = Anim = 5161
trigger2 = AnimTime = 0
value = 5111

[State 1417, 7]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 1417, 8]
type = PosSet
trigger1 = 1
y = 0

[State 1417, 9]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 1417, 10]
type = SelfState
trigger1 = Life = 0 || !Alive
trigger1 = Anim = 5110 || Anim = 5111
value = 5150

[State 1417, 11]
type = SelfState
trigger1 = Time = 50
value = 5120

;---------------------------------------------------------------------------
; 堧揺丒淽寧乮僸僢僩悂偒旘傃侾乯
[Statedef 1418]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 1418, 1]
type = Turn
trigger1 = Time = 0
trigger1 = Facing * Enemy,Facing = -1

[State 1418, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1418

[State 1418, 3]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -8

[State 1418, 4]
type = VelAdd
trigger1 = Time > 0
y = 0.75

[State 1418, 5]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1419

;---------------------------------------------------------------------------
; 堧揺丒淽寧乮僸僢僩悂偒旘傃僟僂儞乯
[Statedef 1419]
type     = L
movetype = H
physics  = N
velset = 6,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 1419, 1]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = !SelfAnimExist(5100)
trigger1 = !SelfAnimExist(5110)
trigger1 = !SelfAnimExist(5170)
value = 266

[State 1419, 2]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5100

[State 1419, 3]
type = ChangeAnim
triggerall = Time = 0
trigger1 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger2 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 277

[State 1419, 4]
type = ChangeAnim
triggerall = Anim = 5100
triggerall = Time = 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5170

[State 1419, 5]
type = ChangeAnim
triggerall = Time = 6
trigger1  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger2  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger5  = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger6  = Name = "andrew" && AuthorName = "ohgaki"
trigger7  = Name = "Kyoshiro" && AuthorName = "ohgaki"
trigger8  = Name = "Yoshitora" && AuthorName = "ohgaki"
trigger9  = Name = "Kanna" && AuthorName = "ohgaki"
trigger10 = Name = "rock" && AuthorName = "ohgaki"
trigger11 = Name = "Chibi Suika" && AuthorName = "ohgaki"
trigger12 = Name = "Shiki" && AuthorName = "ohgaki"
trigger13 = Name = "washizuka" && AuthorName = "ohgaki"
trigger14 = Name = "Yuki" && AuthorName = "ohgaki"
trigger15 = Name = "Maede" && AuthorName = "ohgaki"
value = 5160

[State 1419, 6]
type = ChangeAnim
trigger1 = Anim = 277 || Anim = 5160 || Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 1419, 7]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 1419, 8]
type = PosSet
trigger1 = 1
y = 0

[State 1419, 9]
type = VelMul
trigger1 = 1
x = 0.85

[State 1419, 10]
type = SelfState
trigger1 = Time = 20
trigger1 = Life = 0 || !Alive
value = 5110

[State 1419, 11]
type = SelfState
trigger1 = Time >= 35
value = 5120

;---------------------------------------------------------------------------
; 堧揺丒嶑寧丒峾懱弍
[Statedef 1996]
type     = S
movetype = I
physics  = N
ctrl = 0
poweradd = 0

[State 1996, 1]
type = AssertSpecial
trigger1 = 1
flag  = Invisible
flag2 = NoShadow
ignorehitpause = 1

[State 1996, 2]
type = PosSet
trigger1 = 1
x = Root,Pos X
y = Root,Pos Y
ignorehitpause = 1

[State 1996, 3]
type = Turn
trigger1 = Facing != Root,Facing
ignorehitpause = 1

[State 1996, 4]
type = ChangeAnim
trigger1 = Root,MoveType != H
value = Root,Anim
elem = Root,AnimElemNo(0)
ignorehitpause = 1

[State 1996, 5]
type = NotHitby
trigger1 = Root,Alive = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo = 5050
trigger3 = Root,CanRecover = 1 && Root,HitFall = 1
trigger4 = Root,StateNo = 5120
value = SCA
ignorehitpause = 1

[State 1996, 6]
type = VarSet
trigger1 = GetHitVar(xvel) != 0
fv = 1
value = GetHitVar(xvel)
ignorehitpause = 1

[State 1996, 7]
type = VarSet
trigger1 = GetHitVar(yvel) != 0
fv = 2
value = GetHitVar(yvel)
ignorehitpause = 1

[State 1996, HitOverRide]
type = HitOverRide
trigger1 = 1
stateno = 1996
attr = SCA, AA, AP, AT
ignorehitpause = 1

[State 1996, DestroySelf]
type = DestroySelf
trigger1 = Time > 12
