;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 挻墱媊丄愽嵼墱媊
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婍
[Statedef 2000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= ifelse(floor((256*life)/lifemax) < 65,0,-1000)
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 1

;---------------------[挻墘弌]
[State 2000, 1];壒
type = PlaySnd
trigger1 = time = 0
value = 8000,0

[State 2000, 1];僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = ifelse(var(2)=0,8000,8001)
id = 8000
postype = p1
pos = -33,-48
scale = const(size.xscale),const(size.yscale)
bindtime = 1
under = 0
ownpal = 1
supermove = 20
sprpriority = 20
ignorehitpause = 1

[State 2000, 1];徃壺
type = SuperPause
triggerall = var(2) != 1
triggerall = prevstateno = [1200,1399]
trigger1 = time = 0
time = 38
movetime = 1
anim = -1
darken = 0
p2defmul = 1

[State 2000, 1];徃壺
type = Explod
triggerall = var(2) != 1
triggerall = prevstateno = [1200,1399]
trigger1 = time = 0 && facing = 1
anim = 8050
id = 8000
postype = left
pos = 0,17
scale = fvar(6),1
bindtime = -1
under = 0
ownpal = 1
removetime = 38
supermove = 38
sprpriority = -20
ignorehitpause = 1

[State 2000, 1];徃壺
type = Explod
triggerall = var(2) != 1
triggerall = prevstateno = [1200,1399]
trigger1 = time = 0 && facing = 1
anim = 8051
id = 8000
postype = left
pos = 0,8
scale = fvar(6),1
bindtime = -1
under = 0
ownpal = 1
removetime = 38
supermove = 38
sprpriority = -30
ignorehitpause = 1

[State 2000, 1];徃壺
type = Explod
triggerall = var(2) != 1
triggerall = prevstateno = [1200,1399]
trigger1 = time = 0 && facing = -1
anim = 8050
id = 8000
postype = right
pos = 0,17
scale = fvar(6),1
facing = -1
bindtime = -1
under = 0
ownpal = 1
removetime = 38
supermove = 38
sprpriority = -20
ignorehitpause = 1

[State 2000, 1];徃壺
type = Explod
triggerall = var(2) != 1
triggerall = prevstateno = [1200,1399]
trigger1 = time = 0 && facing = -1
anim = 8051
id = 8000
postype = right
pos = 0,8
scale = fvar(6),1
facing = -1
bindtime = -1
under = 0
ownpal = 1
removetime = 38
supermove = 38
sprpriority = -30
ignorehitpause = 1

[State 2000, 1];徃壺
type = EnvColor
triggerall = var(2) != 1
triggerall = prevstateno = [1200,1399]
trigger1 = time = 0
time = 38
value = 0,0,0
under = 1
;persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 2000, 2];崗傫偱丒丒丒
type = PlaySnd
trigger1 = time = 0
value = 2000,0

;---------------------[堏摦]
[State 2000, 3]
type = PosSet
trigger1 = time = 0
y = 0

[State 2000, 3]
type = PosAdd
trigger1 = animelem = 5
trigger2 = animelem = 9
x = 16

[State 2000, 3]
type = PosAdd
trigger1 = animelem = 15
x = -32

;---------------------[僄僼僃僋僩]
[State 2000, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[僗僥乕僩曄峏]
[State 2000, 5]
type = ChangeState
triggerall = var(59) = 0
trigger1 = animelem = 3, >= 0
trigger1 = command != "偍偟偭傁側偟x" || command != "偍偟偭傁側偟a"
trigger2 = animelemtime(3) >= 30
value = 2005

[State 2000, 5]
type = ChangeState
triggerall = var(59) = [1,10]
trigger1 = animelem = 3, >= 0
value = 2005

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婍乮峌寕奐巒乯
[Statedef 2005]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2005
ctrl = 0
sprpriority = 1

;---------------------[峌寕]
[State 2005, 1]
type = HitDef
trigger1 = p2statetype != A
trigger1 = animelemtime(35) <= 0
attr = S,HA
damage = ceil(ceil(ifelse(var(2)=1,4,5)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 2,2
sparkno = sifelse(hitcount%2=0,7009,7003)
sparkxy = -16,-75
hitsound = -1
guardsound = -1
guard.sparkno = s7020
guard.hittime = 10
guard.velocity = -5.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.hittime = 12
air.velocity = ifelse(var(8)=0,-1.25,1.25*(facing*enemynear,facing)),-12.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.5
airguard.cornerpush.veloff = -3.5
air.fall = 1
fall.recover = 1
fall.recovertime = 9999
kill = 0
guard.kill = 1
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.67
id = 2000

[State 2005, 1]
type = HitDef
trigger1 = p2statetype = A
trigger1 = animelemtime(35) <= 0
trigger2 = animelemtime(37) >= 0
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,5,6)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Up
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 2,2
sparkno = sifelse(hitcount%2=0,7009,7003)
sparkxy = -16,-75
hitsound = -1
guardsound = -1
guard.sparkno = s7020
guard.hittime = 10
guard.velocity = -3.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.25,-12.5
air.type = High
air.hittime = 12
air.velocity = ifelse(var(8)=0,-1.25,1.25*(facing*enemynear,facing)),-12.5
ground.cornerpush.veloff = -1.25
air.cornerpush.veloff = -1.25
guard.cornerpush.veloff = -2
airguard.cornerpush.veloff = -2
fall = 1
fall.recover = 1
fall.recovertime = 9999
kill = 0
guard.kill = 1
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.67
id = 2001

;---------------------[岠壥壒]
[State 2005, 2]
type = PlaySnd
trigger1 = time > 0
trigger1 = movehit = 1 || movereversed = 1
value = 215,0+random%6
channel = 30
persistent = 1
ignorehitpause = 1

[State 2005, 2]
type = PlaySnd
trigger1 = time > 0
trigger1 = moveguarded = 1
value = 120,0+random%2
channel = 30
persistent = 1
ignorehitpause = 1

[State 2005, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,1

[State 2005, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,2
channel = 20

;---------------------[僄僼僃僋僩]
[State 2005, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2005, 3]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7050
ignorehitpause = 1

[State 2005, 3];撁榟
type = Explod
trigger1 = animelem = 3
anim = 2010
id = 4000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removetime = 42
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 2005, 3];撁榟僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 2011
id = 4000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
removetime = 42
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 2005, 3]
type = ModifyExplod
trigger1 = time%2 = 0
id = 4000
trans = none

[State 2005, 3]
type = ModifyExplod
trigger1 = time%2 = 1
id = 4000
trans = addalpha
alpha = 0,256

[State 2005, 3];寣
type = Explod
trigger1 = numtarget(2000) > 0
trigger1 = time > 0 && movehit = 1
anim = 7051
id = 7050
sprpriority = 3
postype = p2
facing = -1
pos = -10,enemy,const(size.head.pos.y) + 15
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 2005, 3];寣
type = Explod
trigger1 = numtarget(2001) > 0
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 3
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 12
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 2005, 3];嵒恛
type = Explod
trigger1 = animelem = 2
anim = 8130
id = 8130
postype = p1
pos = 120,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2005, 3];嵒墝
type = Explod
trigger1 = animelem = 3
anim = 2015
id = 4000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 2005, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 2
value = 255,0,0
under = 1
;persistent = 0
ignorehitpause = 0

;---------------------[堏摦]
[State 2005, 4]
type = PosAdd
trigger1 = time = 0
trigger2 = animelem = 3
x = 24

;---------------------[僿儖僷乕]
[State 2005, 5];憡嶦
type = Helper
trigger1 = animelem = 3, >= 0
trigger1 = numhelper(2020) = 0
stateno = 2020
id = 2020
name = "hagewashi"
helpertype = normal
pos = 72,-72
postype = p1
keyctrl = 0 
ownpal = 1
sprpriority = 5
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[曄悢]
[State 2005, 6];僗儘乕嵞尰
type = VarSet
trigger1 = movecontact = 1
v = 16
value = 10

[State 2005, 6]
type = VarAdd
trigger1 = movehit = 1
v = 4
value = 1
persistent = 2
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2005, 7]
type = ChangeState
trigger1 = animelem = 45
value = 2006

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婍乮廔椆乯
[Statedef 2006]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2006
ctrl = 0
sprpriority = 1

;---------------------[峌寕]
[State 2006, 1]
type = HitDef
trigger1 = animelem = 1
attr = S,HA
damage = floor(ceil(ifelse(var(2)=0,32,ifelse(var(2)=1,21,25))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,2,3))*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Up
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 1,1
sparkno = s7002
sparkxy = -16,-80
hitsound = -1
guardsound = -1
guard.sparkno = s7020
guard.hittime = 10
guard.velocity = -3.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.25,-12.5
air.type = High
air.hittime = 12
air.velocity = ifelse(var(8)=0,-1.25,1.25*(facing*enemynear,facing)),-12.5
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -6.5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
fall = 1
fall.recover = 1
fall.recovertime = 9999
kill = 1
guard.kill = 1
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.67
id = 2002

;---------------------[岠壥壒]
[State 2006, 2]
type = PlaySnd
trigger1 = movehit = 1 || movereversed = 1
value = 1400,2
channel = 30
persistent = 1
ignorehitpause = 1

[State 2006, 2]
type = PlaySnd
trigger1 = moveguarded = 1
value = 120,0+random%2
channel = 30
persistent = 1
ignorehitpause = 1

[State 2006, 2]
type = StopSnd
trigger1 = time = 0
channel = 20

;---------------------[僄僼僃僋僩]
[State 2006, 3]
type = RemoveExplod
trigger1 = time = 1
ID = 4000

[State 2006, 3];嵒墝
type = Explod
trigger1 = time = 0
anim = 2016
id = 2016
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 2006, 3]
type = ModifyExplod
trigger1 = time%2 = 0
id = 2016
trans = none

[State 2006, 3]
type = ModifyExplod
trigger1 = time%2 = 1
id = 2016
trans = addalpha
alpha = 0,256

[State 2006, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 12
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2006, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 2
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2006, 4]
type = PosAdd
trigger1 = animelem = 2
x = -16

[State 2006, 4]
type = PosAdd
trigger1 = animelem = 5
x = -32

;---------------------[曄悢]
[State 2006, 5]
type = VarAdd
trigger1 = movehit = 1
v = 4
value = 1
persistent = 1
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2006, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;愽嵼墱媊
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹
[Statedef 2100]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -1000
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 1

;---------------------[挻墘弌]
[State 2100, 1];壒
type = PlaySnd
trigger1 = animelem = 2
value = 8000,0

[State 2100, 1];僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 8005
id = 8000
postype = p1
pos = 34,-80
bindtime = 1
under = 0
ownpal = 1
supermove = 20
sprpriority = 20
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

;---------------------[峌寕]
[State 2100, 2]
type = HitDef
trigger1 = animelemtime(7) >= 0
attr = S,HA
damage = 0,0
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
affectteam = B
priority = 6,Hit
pausetime = 0,0
guard.pausetime = 0,8
sparkno = -1
sparkxy = -12,-46
hitsound = -1
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 14
guard.velocity = -4.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.5
airguard.cornerpush.veloff = -11.5
kill = 0
p2facing = ifelse(var(8)=0,1,0)
p1stateno = 2110
p2stateno = 2120
yaccel = 0.43
id = 2100
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 2100, 3];偟傖偀両
type = PlaySnd
trigger1 = animelem = 6
value = 2100,0

[State 2100, 3]
type = PlaySnd
trigger1 = animelem = 8
value = 100,0
channel = 21

;---------------------[僄僼僃僋僩]
[State 2100, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2100, 4]
type = AfterImage
trigger1 = time = 0
time = -1
palcolor = 256
palbright = 32,32,64
palcontrast = 224,224,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 2100, 4]
type = AfterImageTime
trigger1 = movehit
time = 0

[State 2100, 4]
type = Explod
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 13
anim = 8130
id = 8130
postype = p1
pos = -35,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;---------------------[堏摦]
[State 2100, 5]
type = PosAdd
trigger1 = animelem = 7
x = 16

[State 2100, 5]
type = VelSet
trigger1 = animelemtime(7) = 1
x = 15

[State 2100, 5]
type = VelMul
trigger1 = animelemtime(7) >= 1
x = 0.975

;---------------------[曄悢]
[State 2100, 6]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2100, 7]
type = ChangeState
trigger1 = moveguarded
value = 2105

[State 2100, 7]
type = ChangeState
trigger1 = time = 40
value = 2101

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹乮枹僸僢僩廔椆乯
[Statedef 2101]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 8,0
ctrl = 0
anim = 2101
poweradd = 0
sprpriority = 1

;---------------------[岠壥壒]
[State 2101, 1]
type = StopSnd
trigger1 = time = 0
channel = 21

[State 2101, 1]
type = PlaySnd
trigger1 = time = 0
value = 100,1

;---------------------[僄僼僃僋僩]
[State 2101, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2101, 2]
type = AfterImageTime
trigger1 = animtime = 0
time = 0

;---------------------[堏摦]
[State 2101, 3]
type = VelSet
trigger1 = animelem = 3
x = 0

;---------------------[僗僥乕僩曄峏]
[State 2101, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹乮憡庤僈乕僪乯
[Statedef 2105]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2105
poweradd = 0
sprpriority = 1

;---------------------[岠壥壒]
[State 2105, 1]
type = StopSnd
trigger1 = time = 0
channel = 21

;---------------------[僄僼僃僋僩]
[State 2105, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2105, 2]
type = AfterImageTime
trigger1 = time = 0
time = 0

;---------------------[僗僥乕僩曄峏]
[State 2105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹乮惉岟乯
[Statedef 2110]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2110
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2110, 1]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 5
attr = A,HA
damage = floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14)
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAFLD
affectteam = B
priority = 99,Hit
pausetime = 4,4
sparkno = s7002
sparkxy = -5,-50
hitsound = s210,random%4
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
kill = 0
fall = 1
fall.recover = 0
p2stateno = 2121
yaccel = 0.43
id = 2110

[State 2110, 1]
type = HitDef
trigger1 = animelem = 8
attr = A,HA
damage = floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14)
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAFLD
affectteam = B
priority = 99,Hit
pausetime = 4,4
sparkno = s7009
sparkxy = -15,-50
hitsound = s202,1+random%5
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
kill = 0
fall = 1
fall.recover = 0
p2stateno = 2120
yaccel = 0.43
id = 2110

[State 2110, 1]
type = HitDef
trigger1 = animelem = 9
attr = A,HA
damage = floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14)
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAFLD
affectteam = B
priority = 99,Hit
pausetime = 4,4
sparkno = s7009
sparkxy = -15,-50
hitsound = s202,1+random%5
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
kill = 0
fall = 1
fall.recover = 0
p2stateno = 2121
yaccel = 0.43
id = 2110

[State 2110, 1]
type = HitDef
trigger1 = animelem = 11
attr = A,HA
damage = floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14)
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAFLD
affectteam = B
priority = 99,Hit
pausetime = 4,4
sparkno = s7003
sparkxy = -5,-85
hitsound = s202,1+random%5
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
kill = 0
fall = 1
fall.recover = 0
p2stateno = 2121
yaccel = 0.43
id = 2110

[State 2110, 1]
type = HitDef
trigger1 = animelem = 12
attr = A,HA
damage = floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14)
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAFLD
affectteam = B
priority = 99,Hit
pausetime = 4,4
sparkno = s7009
sparkxy = -45,-75
hitsound = s202,1+random%5
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
kill = 0
fall = 1
fall.recover = 0
p2stateno = 2121
yaccel = 0.43
id = 2110

[State 2110, 1]
type = HitDef
trigger1 = animelem = 15
trigger2 = animelem = 16
attr = A,HA
damage = floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),floor(ceil(ifelse(var(2)=2,13,10)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14)
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAFLD
affectteam = B
priority = 99,Hit
pausetime = 4,4
sparkno = s7009
sparkxy = -10,-55
hitsound = s202,1+random%5
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
kill = 0
fall = 1
fall.recover = 0
p2stateno = 2120
yaccel = 0.43
id = 2110

[State 2110, 1]
type = HitDef
trigger1 = animelem = 18
attr = A,HA
damage = floor(ceil(ifelse(var(2)=0,77,71)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),floor(ceil(ifelse(var(2)=0,77,71)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14)
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAFLD
affectteam = B
priority = 99,Hit
pausetime = 4,4
sparkno = s7003
sparkxy = -5,-40
hitsound = s1400,2
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.75
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
kill = 0
fall = 1
fall.recover = 0
p2stateno = 2121
yaccel = 0.43
id = 2110

;---------------------[岠壥壒]
[State 2110, 2]
type = StopSnd
trigger1 = time = 0
channel = 21

[State 2110, 2];巰偵傗偑傟偊偊偊両両
type = PlaySnd
trigger1 = animelem = 3
value = 2100,1

[State 2110, 2];巰偵傗偑傟偊偊偊両両
type = PlaySnd
trigger1 = animelem = 3
value = 2100,1

[State 2110, 2]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 15
value = 2100,2

;---------------------[僄僼僃僋僩]
[State 2110, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2110, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 8000

[State 2110, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 8130

[State 2110, 3]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 2110, 3]
type = AfterImage
trigger1 = animelem = 5
time = -1
palcolor = 256
palbright = 32,32,64
palcontrast = 224,224,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 2110, 3]
type = Explod
trigger1 = animelem = 13
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2110, 3]
type = Explod
trigger1 = animelem = 13
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2110, 3]
type = AssertSpecial
trigger1 = time >= 1
flag  = nofg
ignorehitpause = 1

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

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

;---------------------[堏摦]
[State 2110, 4]
type = PosSet
trigger1 = time = 1
x = ifelse(facing = 1, -50, 50)

[State 2110, 4]
type = Turn
trigger1 = animelem = 8
trigger2 = animelem = 15

[State 2110, 4]
type = VelSet
trigger1 = animelem = 3
x = 15

[State 2110, 4]
type = VelSet
trigger1 = animelem = 6
trigger2 = animelem = 13
x = 0
y = 0

[State 2110, 4]
type = VelSet
trigger1 = animelem = 8
trigger2 = animelem = 15
y = -10

[State 2110, 4]
type = VelSet
trigger1 = animelem = 10
x = 30
y = 15

[State 2110, 4]
type = PosAdd
trigger1 = animelem = 13
trigger2 = animelem = 15
y = -15

[State 2110, 4]
type = PosAdd
trigger1 = animelem = 17
y = -55

[State 2110, 4]
type = VelSet
trigger1 = animelem = 17
x = 30
y = 15

[State 2110, 4]
type = PosAdd
trigger1 = animelemtime(18) > 0
trigger1 = pos y >= -35
x = 35
y = 35

[State 2110, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

;---------------------[憡庤惂屼]
[State 2110, 5]
type = TargetBind
trigger1 = time = 1
pos = -5,0

;---------------------[僗僥乕僩曄峏]
[State 2110, 6]
type = ChangeState
trigger1 = animelem = 18, >= 0
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2111

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹乮拝抧乯
[Statedef 2111]
type    = S
movetype= A
physics = N
anim = 2111
ctrl = 0
sprpriority = 1

;---------------------[岠壥壒]
[State 2111, 1];傊偭傊偭傊偭傊偭傊丒丒丒
type = PlaySnd
trigger1 = time = 0
value = 199,0

;---------------------[僄僼僃僋僩]
[State 2111, 2]
type = Explod
trigger1 = animelem = 1
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2111, 2]
type = Explod
trigger1 = animelem = 1
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2111, 3]
type = AfterImageTime
trigger1 = animelem = 9
time = 0

[State 2111, 3]
type = AssertSpecial
trigger1 = animelemtime(28) <= 2
flag  = nofg
ignorehitpause = 1

[State 2111, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = animelem = 28, <= 0
time = 2
value = 0,0,0
under = 1
ignorehitpause = 1

[State 2111, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = animelem = 28
time = 2
value = 0,0,0
under = 0
ignorehitpause = 1

[State 2111, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = animelemtime(28) = 2
time = 1
value = 255,255,255
under = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2111, 4]
type = VelSet
trigger1 = time = 0
x = 4
y = 0

[State 2111, 4]
type = PosSet
trigger1 = time = 0
y = 0

[State 2111, 4]
type = VelMul
trigger1 = 1
x = 0.9

[State 2111, 4]
type = Turn
trigger1 = animelem = 7

;---------------------[僿儖僷乕]
[State 2111, 5];嫢
type = Helper
trigger1 = time = 0
id = 2130
stateno = 2130
helpertype = normal
name = "kyou_1"
pos = 0,0
postype = left
keyctrl = 0
ownpal = 1
sprpriority = -99
persistent = 0
pausemovetime = 0
ignorehitpause = 1

[State 2111, 5];嫢
type = Helper
trigger1 = time = 0
id = 2131
name = "kyou_2"
stateno = 2130
helpertype = normal
pos = 0,0
postype = left
keyctrl = 0
ownpal = 1
sprpriority = -99
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[憡庤惂屼]
[State 2111, 6]
type = TargetState
trigger1 = time = 17
value = 5405

;---------------------[僗僥乕僩曄峏]
[State 2111, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹乮憡庤傗傜傟侾乯
[Statedef 2120]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 2120, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 2120, 2]
type = ChangeAnim2
Trigger1 = time = 0
value = 2120

[State 2120, 3]
type = Width
trigger1 = 1
edge = 0,0

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹乮憡庤傗傜傟俀乯
[Statedef 2121]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 2121, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 2121, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2121

[State 2121, 3]
type = Width
trigger1 = 1
edge = 0,0

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹乮憡庤曵傟僟僂儞侾乯
[Statedef 5405]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 5405, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5405, 2]
type = ChangeAnim2
Trigger1 = time < 45
value = 5401

[State 5405, 3]
type = ChangeAnim
trigger1 = selfanimexist(5950)
trigger1 = time < 45
value = 5950

[State 5405, 4]
type = ChangeAnim
triggerall = time < 45
trigger1 = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger2 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger3 = name = "Mukuro" && authorname = "HAL"
trigger4 = name = "Mukuro" && authorname = "Ahuron"
trigger5 = name = "Ponta" && authorname = "Ahuron"
value = 5400

[State 5405, 5]
type = PalFx
trigger1 = time >= 44
add = 0,-16,32
color = 128
time = 1

[State 5405, 6]
type = PosAdd
triggerall = anim = 5400
triggerall = animelem = 1
trigger1 = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger2 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
x = 8

[State 5405, 7]
type = PosAdd
triggerall = anim = 5400
triggerall = name = "Shinnosuke Kagami" && (authorname = "Ahuron" || authorname = "HAL")
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animtime = 0
x = 16

[State 5405, 8]
type = PosAdd
triggerall = anim = 5400
triggerall = name = "Mukuro" && (authorname = "Ahuron" || authorname = "HAL")
trigger1 = animelem = 4
trigger2 = animelem = 6
x = 4

[State 5405, 9]
type = PosAdd
triggerall = anim = 5400
triggerall = name = "Mukuro" && (authorname = "Ahuron" || authorname = "HAL")
trigger1 = animelem = 7
trigger2 = animtime = 0
x = 16

[State 5405, 10]
type = PosAdd
triggerall = anim = 5400
triggerall = name = "Ponta" && authorname = "Ahuron"
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
trigger4 = animelem = 9
x = 8

[State 5405, 11]
type = PosAdd
triggerall = anim = 5950
triggerall = name = "Genbu no Okina" && authorname = "HAL"
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 10

[State 5405, 12]
type = PosAdd
triggerall = anim = 5950
triggerall = name = "Moriya Minakata" && authorname = "HAL"
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 8
x = 6

[State 5405, 13]
type = PosAdd
triggerall = anim = 5950
triggerall = name = "Moriya Minakata" && authorname = "HAL"
trigger1 = animelem = 7
x = 12

[State 5405, 14]
type = PosAdd
triggerall = anim = 5950
triggerall = name = "Inaba Tewi" && authorname = "HAL"
trigger1 = animelem = 2
trigger2 = animelem = 5
x = 10

[State 5405, 15];僇儊儔屌掕
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 5405, 16]
type = LifeSet
trigger1 = life < 4
trigger1 = enemy,name = "Mukuro" && enemy,authorname = "HAL"
trigger1 = enemy,stateno = 2111 && enemy,animelemtime(35) > 0
value = 0

[State 5405, 17]
type = SelfState
trigger1 = life = 0 || !alive
trigger1 = enemy,name = "Mukuro" && enemy,authorname = "HAL"
trigger1 = enemy,stateno = 2111 && enemy,animelemtime(35) = 2
value = 5150

[State 5405, 18]
type = ChangeState
trigger1 = animtime = 0
trigger2 = animtime > 0
trigger2 = animelemtime(animelemno(0)+1) = 0
trigger2 = animelemtime(animelemno(0)) >= 5
value = 5406

;---------------------------------------------------------------------------
; 柪嫝巰悐丒嫢婹乮憡庤曵傟僟僂儞俀乯
[Statedef 5406]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 5406, 1]
type = PalFx
trigger1 = time < 63
add = 0,-16,32
color = 128
time = 1

[State 5406, 2]
type = NotHitBy
trigger1 = time < 66
value = SCA
time = 1

[State 5406, 3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5111)
value = 5111

[State 5406, 4]
type = ChangeAnim
Triggerall = time = 0
trigger1 = !selfanimexist(5111)
trigger2 = authorname = "嘓"
value = 5110

[State 5406, 5]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger2 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger3 = name = "Mukuro" && authorname = "HAL"
trigger4 = name = "Mukuro" && authorname = "Ahuron"
trigger5 = name = "Ponta" && authorname = "Ahuron"
value = 5111

[State 5406, 6]
type = PlayerPush
trigger1 = 1
value = 0

[State 5406, 7];僇儊儔屌掕
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 5406, 8]
type = StateTypeSet
trigger1 = time = 65
statetype = L

[State 5406, 9]
type = LifeSet
triggerall = life < 4
trigger1 = time >= 80
trigger2 = enemy,name = "Mukuro" && enemy,authorname = "HAL"
trigger2 = enemy,stateno = 2111 && enemy,animelemtime(35) > 0
value = 0

[State 5406, 10]
type = SelfState
triggerall = life = 0 || !alive
trigger1 = time = 81
trigger2 = enemy,name = "Mukuro" && enemy,authorname = "HAL"
trigger2 = enemy,stateno = 2111 && enemy,animelemtime(35) = 2
value = 5150

[State 5406, 11]
type = SelfState
trigger1 = time >= 85
value = 5120

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 棎晳墱媊
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 嫸婌丒旝恛崗傒乮拞抜乯
[Statedef 2900]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -1000
velset = 0,0
anim = ifelse(prevstateno=410,2901,2900)
ctrl = 0
sprpriority = 1

;---------------------[挻墘弌]
[State 2900, 1];壒
type = PlaySnd
trigger1 = time = 0
value = 8000,0

[State 2900, 1];僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 8010
id = 8000
postype = p1
pos = 43,-40
scale = const(size.xscale),const(size.yscale)
bindtime = 1
under = 0
ownpal = 1
supermove = 20
sprpriority = 20
ignorehitpause = 1

[State 2900, 1];柍揋
type = NotHitBy
trigger1 = time = 10
value = SCA
time = 1

[State 2900, 1];僗僩僢僾
type = SuperPause
trigger1 = time = 10
time = 34
movetime = 34
anim = -1
darken = 0
p2defmul = 1

[State 2900, 1];攚宨
type = Explod
trigger1 = time = 13 && facing = 1
anim = 8060
id = 8000
postype = right
pos = 0,8
scale = fvar(6),1
facing = -1
bindtime = -1
under = 0
ownpal = 1
removetime = 31
supermove = 31
sprpriority = -20
ignorehitpause = 1

[State 2900, 1];攚宨
type = Explod
trigger1 = time = 13 && facing = -1
anim = 8060
id = 8000
postype = left
pos = 0,8
scale = fvar(6),1
facing = 1
bindtime = -1
under = 0
ownpal = 1
removetime = 31
supermove = 31
sprpriority = -20
ignorehitpause = 1

[State 2900, 1];攚宨
type = AllPalFx
trigger1 = time = 10
trigger2 = time = 43
add = 255,255,255
time = 1
ignorehitpause = 1

[State 2900, 1];攚宨
type = EnvColor
trigger1 = time = 12
time = 33
value = 0,0,0
under = 1
ignorehitpause = 1

;---------------------[岠壥壒]
[State 2900, 2];梮傞偐偀両丠
type = PlaySnd
trigger1 = animelem = 1
value = 2900,0

;---------------------[僄僼僃僋僩]
[State 2900, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2900, 3]
type = AfterImage
trigger1 = 1
time = -1
timegap = 1
framegap = 2
length = 5
palcolor = 256
palcontrast = 196,196,196
paladd = 0,0,255
palmul = 0,0,255
trans = none
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2900, 4]
type = ChangeState
trigger1 = animtime = 0
value = 2902

;---------------------------------------------------------------------------
; 嫸婌丒旝恛崗傒乮壓抜乯
[Statedef 2901]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -1000
velset = 0,0
anim = ifelse(prevstateno=410,2901,2900)
ctrl = 0
sprpriority = 1

;---------------------[挻墘弌]
[State 2901, 1];壒
type = PlaySnd
trigger1 = time = 0
value = 8000,0

[State 2901, 1];僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 8010
id = 8000
postype = p1
pos = 43,-40
scale = const(size.xscale),const(size.yscale)
bindtime = 1
under = 0
ownpal = 1
supermove = 20
sprpriority = 20
ignorehitpause = 1

[State 2901, 1];柍揋
type = NotHitBy
trigger1 = time = 10
value = SCA
time = 1

[State 2901, 1];僗僩僢僾
type = SuperPause
trigger1 = time = 10
time = 34
movetime = 34
anim = -1
darken = 0
p2defmul = 1

[State 2901, 1];攚宨
type = Explod
trigger1 = time = 13 && facing = 1
anim = 8060
id = 8000
postype = right
pos = 0,8
scale = fvar(6),1
facing = -1
bindtime = -1
under = 0
ownpal = 1
removetime = 31
supermove = 31
sprpriority = -20
ignorehitpause = 1

[State 2901, 1];攚宨
type = Explod
trigger1 = time = 13 && facing = -1
anim = 8060
id = 8000
postype = left
pos = 0,8
scale = fvar(6),1
facing = 1
bindtime = -1
under = 0
ownpal = 1
removetime = 31
supermove = 31
sprpriority = -20
ignorehitpause = 1

[State 2901, 1];攚宨
type = AllPalFx
trigger1 = time = 10
trigger2 = time = 43
add = 255,255,255
time = 1
ignorehitpause = 1

[State 2901, 1];攚宨
type = EnvColor
trigger1 = time = 12
time = 33
value = 0,0,0
under = 1
ignorehitpause = 1

;---------------------[岠壥壒]
[State 2901, 2];梮傞偐偀両丠
type = PlaySnd
trigger1 = animelem = 1
value = 2900,0

;---------------------[僄僼僃僋僩]
[State 2901, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2901, 3]
type = AfterImage
trigger1 = 1
time = -1
timegap = 1
framegap = 2
length = 5
palcolor = 256
palcontrast = 196,196,196
paladd = 0,0,255
palmul = 0,0,255
trans = none
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2901, 4]
type = ChangeState
trigger1 = animtime = 0
value = 2902

;---------------------------------------------------------------------------
; 嫸婌丒旝恛崗傒乮僟僢僔儏乯
[Statedef 2902]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 8.75,0
ctrl = 0
anim = 2902
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2902, 1]
type = HitDef
trigger1 = 1
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = 0,0
getpower = 0,0
givepower = 0,0
priority = 4,Hit
pausetime = 1,1
guard.sparkno = -1
sparkno = -1
hitsound = -1
guardsound = -1
ground.guardtime = 0
ground.hittime = 20
air.hittime = 20
guard.hittime = 15
id = 2902
numhits = 0
p2facing = 1
kill = 0

;---------------------[岠壥壒]
[State 2902, 2];僟僢僔儏
type = PlaySnd
trigger1 = time = 0
value = 100,0
channel = 7

;---------------------[堏摦]
[State 2902, 3]
type = PlayerPush
trigger1 = p2statetype = L
value = 0

;---------------------[僗僥乕僩曄峏]
[State 2902, 4]
type = TargetState
trigger1 = numtarget
trigger1 = movehit
value = 2903+(prevstateno = 2901)
id = 2902
persistent = 0
ignorehitpause = 1

[State 2902, 4]
type = TargetBind
trigger1 = movehit
trigger1 = p2bodydist x <= 0
pos = 50,0
id = 2902
ignorehitpause = 1

[State 2902, 4]
type = ChangeState
trigger1 = movecontact
trigger2 = time > 30
value = 2905+(prevstateno = 2901)

;---------------------------------------------------------------------------
; 嫸婌丒旝恛崗傒乮憡庤僸僢僩丒忋抜偔傜偄乯
[Statedef 2903]
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0

[State 2903, 1]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 2903, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 2903, 3]
type = ChangeAnim2
Trigger1 = time = 0
value = 2903

[State 2903, 4]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫸婌丒旝恛崗傒乮憡庤僸僢僩丒壓抜偔傜偄乯
[Statedef 2904]
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0

[State 2904, 1]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 2904, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 2904, 3]
type = ChangeAnim2
Trigger1 = time = 0
value = 2904

[State 2904, 4]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫟捠儖乕僩僗僞乕僩俙
[Statedef 2905]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2905
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2905, 1]
type = HitDef
trigger1 = animelem = 7
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,19,22)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(2*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 8,Hit
pausetime = 14,14
sparkno = s7005
sparkxy = 8,-70
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2905

;---------------------[岠壥壒]
[State 2905, 2]
type = StopSnd
trigger1 = time = 0
channel = 7

[State 2905, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 5
value = 200,random%4

[State 2905, 2];怳傝
type = PlaySnd
trigger1 = animelem = 5
value = 260,0

;---------------------[僄僼僃僋僩]
[State 2905, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2905, 3];寱
type = Explod
trigger1 = animelem = 6
anim = 2907
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2905, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2905, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2905, 4]
type = VelSet
trigger1 = animelem = 4
x = 4

[State 2905, 4]
type = VelSet
trigger1 = animelem = 8
x = 0

;---------------------[曄悢]
[State 2905, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2905, 6]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 2905, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "x"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2910
ignorehitpause = 1

[State 2905, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2905
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2905
persistent = 0
ignorehitpause = 1

[State 2905, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(8) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2905, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫟捠儖乕僩僗僞乕僩俛
[Statedef 2906]
type    = C
movetype= A
physics = N
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 2906
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2906, 1]
type = HitDef
trigger1 = animelem = 7
attr = C,NA
damage = floor(ceil(ifelse(var(2)=1,19,22)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(2*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 8,Hit
pausetime = 14,14
sparkno = s7006
sparkxy = 5,-25
hitsound = s235,random%4
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2906

;---------------------[岠壥壒]
[State 2906, 2]
type = StopSnd
trigger1 = time = 0
channel = 7

[State 2906, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 2906, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2906, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2906, 3];寱
type = Explod
trigger1 = animelem = 5
anim = 401
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2906, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,-60
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2906, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2906, 4]
type = VelSet
trigger1 = animelem = 4
x = 3

[State 2906, 4]
type = VelSet
trigger1 = animelem = 8
x = 0

[State 2906, 4]
type = PosAdd
trigger1 = time = 0
x = 8

[State 2906, 4]
type = PosAdd
trigger1 = animtime = 0
x = -8

;---------------------[曄悢]
[State 2906, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2906, 6]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 2906, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "x"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2910
ignorehitpause = 1

[State 2906, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2906
trigger1 = movehit = 1 && p2statetype = A
value = 2904
id = 2906
persistent = 0
ignorehitpause = 1

[State 2906, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(8) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2906, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 嫟捠儖乕僩侾
[Statedef 2910]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2910
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2910, 1]
type = HitDef
trigger1 = animelem = 2
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,9,11)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 12,12
sparkno = s7001
sparkxy = -15,-75
hitsound = s207,random%6
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2910

;---------------------[岠壥壒]
[State 2910, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 2910, 2];怳傝
type = PlaySnd
trigger1 = animelem = 1
value = 206,0

;---------------------[僄僼僃僋僩]
[State 2910, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2910, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2910, 3]
type = VelSet
trigger1 = time = 0
x = 4

[State 2910, 3]
type = VelSet
trigger1 = animelem = 3, = 1
x = 0

[State 2910, 3]
type = PosAdd
trigger1 = animelem = 1
x = 8

[State 2910, 3]
type = PosAdd
trigger1 = animtime = 0
x = -8

;---------------------[曄悢]
[State 2910, 6]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2910, 7]
type = StateTypeSet
trigger1 = animelem = 3
movetype = I

[State 2910, 7]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "a"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2911
ignorehitpause = 1

[State 2910, 7]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2910
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2910
persistent = 0
ignorehitpause = 1

[State 2910, 7]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(3) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2910, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫟捠儖乕僩俀
[Statedef 2911]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2911
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2911, 1]
type = HitDef
trigger1 = animelem = 8
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,9,11)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 12,12
sparkno = s7010
sparkxy = -20,-90
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2911

;---------------------[岠壥壒]
[State 2911, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 200,random%4

[State 2911, 2];怳傝
type = PlaySnd
trigger1 = animelem = 6
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2911, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2911, 3];寱
type = Explod
trigger1 = animelem = 7
anim = 201
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2911, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2911, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2911, 4]
type = VelSet
trigger1 = animelem = 5
x = 4

[State 2911, 4]
type = VelSet
trigger1 = animelem = 10
x = 0

[State 2911, 4]
type = PosAdd
trigger1 = animelem = 1
x = 8

[State 2911, 4]
type = PosAdd
trigger1 = animelem = 20
x = -8

;---------------------[曄悢]
[State 2911, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2911, 6]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 2911, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "y"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2912
ignorehitpause = 1

[State 2911, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2911
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2911
persistent = 0
ignorehitpause = 1

[State 2911, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(7) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2911, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫟捠儖乕僩俁
[Statedef 2912]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2912
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2912, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, HA
damage = floor(ceil(ifelse(var(2)=1,9,11)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 12,12
sparkno = s7010
sparkxy = -17,-90
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2912

;---------------------[岠壥壒]
[State 2912, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 2912, 2];怳傝
type = PlaySnd
trigger1 = animelem = 1
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2912, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2912, 3];寱
type = Explod
trigger1 = animelem = 2
anim = 281
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2912, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2912, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2912, 4]
type = VelSet
trigger1 = time = 0
x = 4

[State 2912, 4]
type = VelSet
trigger1 = animelem = 6
x = 0

[State 2912, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 8

[State 2912, 4]
type = PosAdd
trigger1 = animelem = 10
trigger2 = animelem = 14
x = -8

;---------------------[曄悢]
[State 2912, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2912, 6]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State 2912, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "x"
value = 2920
ignorehitpause = 1

[State 2912, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "holddown"
trigger1 = command = "y"
value = 2923
ignorehitpause = 1

[State 2912, AI]
type = ChangeState
triggerall = var(59) = [1,10]
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = random <= var(59) * 150
value = ifelse(var(59) > 7, 2923, 2920)

[State 2912, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2912
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2912
persistent = 0
ignorehitpause = 1

[State 2912, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(6) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2912, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 儖乕僩俙侾
[Statedef 2920]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2920
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2920, 1]
type = HitDef
trigger1 = animelem = 4
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7001
sparkxy = -21,-28
hitsound = s207,random%6
guardsound = s121,random%2
guard.sparkno = s7021
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2920

;---------------------[岠壥壒]
[State 2920, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 2920, 2];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 230,0

;---------------------[僄僼僃僋僩]
[State 2920, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2920, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2920, 4]
type = PosAdd
trigger1 = time = 0
x = 12

[State 2920, 4]
type = VelSet
trigger1 = time = 0
x = 4

[State 2920, 4]
type = VelSet
trigger1 = animelem = 5
x = 0

;---------------------[曄悢]
[State 2920, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2920, 6]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State 2920, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "a"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2921
ignorehitpause = 1

[State 2920, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2920
trigger1 = movehit = 1 && p2statetype = A
value = 2904
id = 2920
persistent = 0
ignorehitpause = 1

[State 2920, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(5) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2920, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 儖乕僩俙俀
[Statedef 2921]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2921
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2921, 1]
type = HitDef
trigger1 = animelem = 4
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7009
sparkxy = -10,-70
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2921

;---------------------[岠壥壒]
[State 2921, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200, random%4

[State 2921, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

;---------------------[僄僼僃僋僩]
[State 2921, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2921, 3];寱
type = Explod
trigger1 = animelem = 3
anim = 211
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2921, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2921, 3]
type = Explod
trigger1 = animelem = 3
anim = 8130
id = 8130
postype = p1
pos = 50,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2921, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2921, 4]
type = VelSet
trigger1 = time = 0
x = 4

[State 2921, 4]
type = VelSet
trigger1 = animelem = 7
x = 0

;---------------------[曄悢]
[State 2921, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2921, 6]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State 2921, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "y"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2922
ignorehitpause = 1

[State 2921, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2921
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2921
persistent = 0
ignorehitpause = 1

[State 2921, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(6) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2921, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 儖乕僩俙俁
[Statedef 2922]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2922
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2922, 1]
type = HitDef
trigger1 = animelem = 3
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7007
sparkxy = -21,-83
hitsound = s207,random%6
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2922

;---------------------[岠壥壒]
[State 2922, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 2922, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230,0

;---------------------[僄僼僃僋僩]
[State 2922, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2922, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2922, 4]
type = VelSet
trigger1 = time = 0
x = 4

[State 2922, 4]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 2922, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 3
x = 16

[State 2922, 4]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 9
x = -8

[State 2922, 4]
type = PosAdd
trigger1 = animelem = 10
x = -16

;---------------------[曄悢]
[State 2922, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2922, 6]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State 2922, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "x"
trigger2 = var(59) = [1,4]
trigger2 = random <= (var(59) * 2) * 100
value = 2930
ignorehitpause = 1

[State 2922, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "y"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2932
ignorehitpause = 1

[State 2922, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2922
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2922
persistent = 0
ignorehitpause = 1

[State 2922, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(5) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2922, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 儖乕僩俙俙侾
[Statedef 2930]
type    = C
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2930
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2930, 1]
type = HitDef
trigger1 = animelem = 5
attr = C,HA
damage = floor(ceil(ifelse(var(2)=1,9,11)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7002
sparkxy = -20,-15
hitsound = s235,random%4
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2930

[State 2930, 1]
type = HitDef
trigger1 = animelem = 8
attr = C,HA
damage = floor(ceil(ifelse(var(2)=1,16,19)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(2*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7009
sparkxy = -10,-65
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2930

;---------------------[岠壥壒]
[State 2930, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,2+random%4

[State 2930, 2];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2930, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2930, 3];寱
type = Explod
trigger1 = animelem = 8
anim = 411
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2930, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 5, >= 0 && animelem = 6, < 0
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,-60
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2930, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 7, >= 0
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2930, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
trigger1 = animelem = 5, >= 0 && animelem = 6, < 0
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

[State 2930, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
trigger1 = animelem = 7, >= 0
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2930, 4]
type = VelSet
trigger1 = animelem = 3
x = 4

[State 2930, 4]
type = VelSet
trigger1 = animelem = 9
x = 0

;---------------------[曄悢]
[State 2930, 5]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 5, >= 0 && animelem = 7, < 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 2930, 5]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 8, >= 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2930, 6]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 2930, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "a"
trigger2 = var(59) = [1,7]
trigger2 = random <= (var(59) * 2) * 100
trigger3 = var(59) = [8,10]
trigger3 = animelemtime(8) > 0
trigger3 = random <= (var(59) * 2) * 100
value = 2931
ignorehitpause = 1

[State 2930, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2930
trigger1 = movehit = 1 && p2statetype = A
trigger1 = animelem = 5, >= 0 && animelem = 7, < 0
value = 2904
id = 2930
persistent = 0
ignorehitpause = 1

[State 2930, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2930
trigger1 = movehit = 1 && p2statetype = A
trigger1 = animelem = 9, >= 0
value = 2903
id = 2930
persistent = 0
ignorehitpause = 1

[State 2930, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(9) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2930, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 儖乕僩俙俙俀
[Statedef 2931]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2931
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2931, 1]
type = HitDef
trigger1 = animelem = 7
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,16,19)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(2*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7002
sparkxy = -32,-66
hitsound = s235,random%4
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2931

;---------------------[岠壥壒]
[State 2931, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,2+random%4

[State 2931, 2];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2931, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2931, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2931, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2931, 4]
type = VelSet
trigger1 = animelem = 7
x = 2

[State 2931, 4]
type = VelSet
trigger1 = animelem = 11
x = 0

[State 2931, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 7
x = 8

[State 2931, 4]
type = PosAdd
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 16

[State 2931, 4]
type = PosAdd
trigger1 = animelem = 10
trigger2 = animelem = 12
trigger3 = animelem = 13
trigger4 = animelem = 17
x = -8

[State 2931, 4]
type = PosAdd
trigger1 = animelem = 11
x = -24

;---------------------[曄悢]
[State 2931, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2931, 6]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 2931, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "棎晳墱媊僼傿僯僢僔儏俛"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2940
ignorehitpause = 1

[State 2931, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2931
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2931
persistent = 0
ignorehitpause = 1

[State 2931, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(9) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 200, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;儖乕僩俙俛侾
[Statedef 2932]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 2932
sprpriority = 1

;---------------------[峌寕]
[State 2932, 1]
type = HitDef
trigger1 = animelem = 4
attr = A,HA
damage = floor(ceil(ifelse(var(2)=1,23,27)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,2,3)*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7003
sparkxy = -15,-56
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2932

;---------------------[岠壥壒]
[State 2932, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 200,2+random%4

[State 2932, 2];怳傝
type = PlaySnd
trigger1 = animelem = 5
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2932, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2932, 3];寱
type = Explod
trigger1 = animelem = 3
anim = 611
id = 4000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2932, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2932, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2932, 4]
type = PosAdd
trigger1 = time = 0
y = -10

[State 2932, 4]
type = VelSet
trigger1 = time = 0
x = 4
y = -5.75

[State 2932, 4];16F
type = VelAdd
trigger1 = 1
y = 0.75

;---------------------[曄悢]
[State 2932, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2932, 6]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State 2932, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "棎晳墱媊僼傿僯僢僔儏俠"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2942
ignorehitpause = 1

[State 2932, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2932
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2932
persistent = 0
ignorehitpause = 1

[State 2932, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(6) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2932, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2933

;---------------------------------------------------------------------------
; 儖乕僩俙俛俀
[Statedef 2933]
type    = S
movetype= I
physics = N
anim = 2933
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2933, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 2933, 2]
type = PlaySnd
trigger1 = time = 0
value = 47,0

[State 2933, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2933, 4]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2933, 5]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2933, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 儖乕僩俛侾
[Statedef 2923]
type    = C
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2923
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2923, 1]
type = HitDef
trigger1 = animelem = 5
attr = C,HA
damage = floor(ceil(ifelse(var(2)=1,9,11)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7002
sparkxy = -20,-15
hitsound = s235,random%4
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2923

[State 2923, 1]
type = HitDef
trigger1 = animelem = 8
attr = C,HA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7009
sparkxy = -10,-65
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2923

;---------------------[岠壥壒]
[State 2923, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,2+random%4

[State 2923, 2];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2923, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2923, 3];寱
type = Explod
trigger1 = animelem = 8
anim = 411
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2923, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 5, >= 0 && animelem = 6, < 0
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,-60
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2923, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 7, >= 0
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2923, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
trigger1 = animelem = 5, >= 0 && animelem = 6, < 0
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

[State 2923, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
trigger1 = animelem = 7, >= 0
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2923, 4]
type = PosAdd
trigger1 = time = 0
x = 12

[State 2923, 4]
type = VelSet
trigger1 = animelem = 3
x = 4

[State 2923, 4]
type = VelSet
trigger1 = animelem = 10
x = 0

;---------------------[曄悢]
[State 2923, 5]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 5, >= 0 && animelem = 7, < 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 2923, 5]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 9, >= 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2923, 6]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 2923, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "y" && command = "holddown"
trigger2 = var(59) = [1,7]
trigger2 = random <= (var(59) * 2) * 100
value = 2934
ignorehitpause = 1

[State 2923, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "a" && command = "y" || command = "z"
trigger2 = var(59) = [8,10]
trigger2 = animelemtime(9) > 0
trigger2 = random <= (var(59) * 2) * 100
value = 2935
ignorehitpause = 1

[State 2923, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2930
trigger1 = movehit = 1 && p2statetype = A
trigger1 = animelem = 5, >= 0 && animelem = 7, < 0
value = 2904
id = 2930
persistent = 0
ignorehitpause = 1

[State 2923, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2930
trigger1 = movehit = 1 && p2statetype = A
trigger1 = animelem = 9, >= 0
value = 2903
id = 2930
persistent = 0
ignorehitpause = 1

[State 2923, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(10) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2923, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 儖乕僩俛俙侾
[Statedef 2934]
type    = C
movetype= A
physics = N
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 2934
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2934, 1]
type = HitDef
trigger1 = animelem = 7
attr = C,NA
damage = floor(ceil(ifelse(var(2)=1,14,16)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,1,2)*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7006
sparkxy = 10,-22
hitsound = s235,random%4
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2934

;---------------------[岠壥壒]
[State 2934, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 2934, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2934, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2934, 3];寱
type = Explod
trigger1 = animelem = 5
anim = 401
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2934, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,-60
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2934, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2934, 4]
type = VelSet
trigger1 = animelem = 4
x = 3

[State 2934, 4]
type = VelSet
trigger1 = animelem = 8
x = 0

[State 2934, 4]
type = PosAdd
trigger1 = time = 0
x = 8

[State 2934, 4]
type = PosAdd
trigger1 = animtime = 0
x = -8

;---------------------[曄悢]
[State 2934, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2934, 6]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 2934, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
trigger1 = command = "a" && command = "y" || command = "z"
trigger2 = var(59) = [1,10]
trigger2 = random <= (var(59) * 2) * 100
value = 2943
ignorehitpause = 1

[State 2934, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2934
trigger1 = movehit = 1 && p2statetype = A
value = 2904
id = 2934
persistent = 0
ignorehitpause = 1

[State 2934, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(8) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2934, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;儖乕僩俛俛侾
[Statedef 2935]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 2935
sprpriority = 1

;---------------------[峌寕]
[State 2935, 1]
type = HitDef
trigger1 = animelem = 3
attr = A,HA
damage = floor(ceil(ifelse(var(2)=1,38,44)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,4,5)*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 8,Hit
pausetime = 10,10
sparkno = s7012
sparkxy = -12,-40
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2935

;---------------------[岠壥壒]
[State 2935, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 2935, 2];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2935, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2935, 3];寱
type = Explod
trigger1 = animelem = 3
anim = 601
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2935, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2935, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2935, 4]
type = null;PosAdd
trigger1 = time = 0
y = -10

[State 2935, 4]
type = VelSet
trigger1 = time = 0
x = 4
y = -4.25

[State 2935, 4];16F
type = VelAdd
trigger1 = 1
y = 0.4

;---------------------[曄悢]
[State 2935, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2935, 6]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State 2935, 6]
type = ChangeState
triggerall = time > 0
triggerall = movetype = A && movecontact
trigger1 = var(59) = 0
trigger1 = command = "棎晳墱媊僼傿僯僢僔儏俠"
trigger2 = var(59) = [1,7]
trigger2 = random <= (var(59) * 2) * 100
value = 2944
ignorehitpause = 1

[State 2935, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2935
trigger1 = movehit = 1 && p2statetype = A
value = 2903
id = 2935
persistent = 0
ignorehitpause = 1

[State 2935, 6]
type = TargetState
trigger1 = numtarget
trigger1 = animelemtime(4) >= 0
trigger1 = movehit && hitpausetime = 0 && target,life < 4
value = 2951
persistent = 0

[State 2935, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2936

;---------------------------------------------------------------------------
; 儖乕僩俛俛俀
[Statedef 2936]
type    = S
movetype= I
physics = N
anim = 2936
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2936, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 2936, 2]
type = PlaySnd
trigger1 = time = 0
value = 47,0

[State 2936, 3]
type = CtrlSet
trigger1 = time = 0
value = 1

[State 2936, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2936, 5]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2936, 6]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2936, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僼傿僯僢僔儏俙侾
[Statedef 2940]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2940
ctrl = 0
sprpriority = 1

;---------------------[岠壥壒]
[State 2940, 1];偼偘傢偟偂偂両
type = null;PlaySnd
trigger1 = animelem = 7
value = 1000, 0

[State 2940, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 201,0

[State 2940, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 1000,2

;---------------------[僄僼僃僋僩]
[State 2940, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[堏摦]
[State 2940, 3]
type = PosAdd
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 8

;---------------------[僿儖僷乕]
[State 2940, 4]
type = Helper
trigger1 = animelem = 7
stateno = 2945
id = 1000
name = "hagewashi"
helpertype = normal
pos = 68,-55
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[僗僥乕僩僠僃儞僕]
[State 2940, 5]
type = ChangeState
trigger1 = animelem = 7, >= 0
trigger1 = numhelper(1000) = 0
value = 2941

;---------------------------------------------------------------------------
; 僼傿僯僢僔儏俙俀
[Statedef 2941]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2941
ctrl = 0
sprpriority = 1

;---------------------[岠壥壒]
[State 2940, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1000, 3

;---------------------[堏摦]
[State 2940, 2]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = -8

;---------------------[僄僼僃僋僩]
[State 2940, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[僗僥乕僩曄峏]
[State 2940, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僼傿僯僢僔儏俛
[Statedef 2942]
type    = C
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2942
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2942, 1]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 12
trigger3 = animelem = 16
trigger4 = animelem = 21
trigger5 = animelem = 25
trigger6 = animelem = 30
trigger7 = animelem = 34
attr = C,HA
damage = floor(ceil(ifelse(var(2)=1,7,8)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 8,Hit
pausetime = 2,2
sparkno = s7006
sparkxy = -12,-22
hitsound = s235,random%4
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2942

[State 2942, 1]
type = HitDef
trigger1 = AnimElem = 45
attr = S, HA
damage = floor(ceil(ifelse(var(2)=1,40,47)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(5*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Back
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 20,20
sparkno = s7009
sparkxy = -17,-79
hitsound = s1400,2
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 10
guard.velocity = -3.2
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -3,-12
air.type = High
air.velocity = ifelse(var(8)=0,-3,3*(facing*enemynear,facing)),-12
air.hittime = 20
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
kill = 1
fall = 1
fall.recover = 1
fall.recovertime = 54
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.7
id = 2942

;---------------------[岠壥壒]
[State 2942, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 18
trigger4 = AnimElem = 27
trigger5 = AnimElem = 36
trigger6 = animelem = 42
value = 200,random%4

[State 2942, 2];怳傝
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 18
trigger4 = AnimElem = 27
trigger5 = AnimElem = 36
trigger6 = animelem = 43
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2942, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2942, 3]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7050
ignorehitpause = 1

[State 2942, 3];寱
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
trigger3 = AnimElem = 23
trigger4 = AnimElem = 32
anim = 401
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2942, 3];寱
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 19
trigger3 = AnimElem = 28
trigger4 = AnimElem = 37
anim = 481
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2942, 3];寱
type = Explod
trigger1 = animelem = 44
anim = 211
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2942, 3];寣
type = Explod
trigger1 = numexplod(7050) = 0
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(35) < 0
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,-60
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 2942, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(45) >= 0
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2942, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(36) < 0
time = 3
value = 255,0,0
under = 1
persistent = 5
ignorehitpause = 1

[State 2942, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(45) >= 0
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2942, 4]
type = PosSet
trigger1 = time = 0
y = 0

[State 2942, 4]
type = PosAdd
trigger1 = time = 0
x = 8

[State 2942, 4]
type = VelSet
trigger1 = time = 0
x = 1

[State 2942, 4]
type = VelSet
trigger1 = animelem = 42
x = 2

[State 2942, 4]
type = VelSet
trigger1 = animelem = 34
trigger2 = animelem = 47
x = 0

;---------------------[曄悢]
[State 2942, 5]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(36) < 0
v = 4
value = 1
persistent = 5
ignorehitpause = 1

[State 2942, 5]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(45) >= 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2942, 6]
type = StateTypeSet
trigger1 = animelem = 47
movetype = I

[State 2942, 6]
type = TargetState
trigger1 = numtarget
trigger1 = anim = 2942
trigger1 = animelemtime(36) < 0
trigger1 = movehit = 1 && p2statetype = A
value = 2904
id = 2942
persistent = 0
ignorehitpause = 1

[State 2942, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僼傿僯僢僔儏俠
[Statedef 2943]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2943
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2943, 1]
type = HitDef
trigger1 = animelem = 7
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,23,27)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,2,3)*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Up
guardflag = H
hitflag = MAF
priority = 8,Hit
pausetime = 20,20
sparkno = s7005
sparkxy = 5,-50
hitsound = s1400,2
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 10
guard.velocity = -3.2
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1,-13.5
air.type = High
air.velocity = ifelse(var(8)=0,-1,1*(facing*enemynear,facing)),-13.5
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill = 1
fall = 1
fall.recover = 1
fall.recovertime = 74
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.5
id = 2943

;---------------------[岠壥壒]
[State 2943, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 5
value = 200,random%4

[State 2943, 2];怳傝
type = PlaySnd
trigger1 = animelem = 5
value = 260,0

;---------------------[僄僼僃僋僩]
[State 2943, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2943, 3];寱
type = Explod
trigger1 = animelem = 6
anim = 2907
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 2943, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 5,enemy,const(size.mid.pos.y) - 20
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2943, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2943, 4]
type = VelSet
trigger1 = animelem = 5
x = 7.5

[State 2943, 4]
type = VelSet
trigger1 = animelemtime(8) > 1
x = 0

;---------------------[曄悢]
[State 2943, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2943, 6]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 2943, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僼傿僯僢僔儏俢
[Statedef 2944]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2944
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 2944, 1]
type = HitDef
trigger1 = animelem = 11
trigger2 = animelem = 23
trigger3 = animelem = 36
trigger4 = animelem = 48
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,7,8)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 4,4
sparkno = s7003
sparkxy = 0,-85
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8
fall = 0
fall.recover = 0
yaccel = 0.47
kill = 0
p2facing = 1
id = 2944

[State 2944, 1]
type = HitDef
trigger1 = animelem = 65
attr = S,HA
damage = floor(ceil(ifelse(var(2)=1,67,78)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,8,9)*fvar(3))
getpower = 0,0
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 8,Hit
pausetime = 26,26
sparkno = s7011
sparkxy = 25,-80
hitsound = s1400,2
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 10
guard.velocity = -3.2
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6.5,-6.5
air.type = High
air.velocity = ifelse(var(8)=0,-6.5,6.5*(facing*enemynear,facing)),-6.5
air.hittime = 20
ground.cornerpush.veloff = -19.5
air.cornerpush.veloff = -19.5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
kill = 1
fall = 1
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.7
id = 2945

;---------------------[岠壥壒]
[State 2944, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 200,2+random%4

[State 2944, 2];怳傝
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 21
trigger3 = animelem = 34
trigger4 = animelem = 46
trigger5 = animelem = 63
value = 201,0

;---------------------[僄僼僃僋僩]
[State 2944, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 2944, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(51) < 0
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 4
ignorehitpause = 1

[State 2944, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(65) >= 0
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 5,enemy,const(size.mid.pos.y) - 20
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 2944, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
trigger1 = animelemtime(51) < 0
time = 3
value = 255,0,0
under = 1
persistent = 4
ignorehitpause = 1

[State 2944, 3];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
trigger1 = animelemtime(65) > 0
time = 3
value = 255,0,0
under = 1
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 2944, 4]
type = PosSet
trigger1 = time = 0
y = 0

[State 2944, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 17
trigger3 = animelem = 30
trigger4 = animelem = 42
trigger5 = animelem = 54
x = 8

[State 2944, 4]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 19
trigger3 = animelem = 32
trigger4 = animelem = 44
trigger5 = animelem = 56
x = -8

[State 2944, 4]
type = PosAdd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
trigger4 = animelem = 21
trigger5 = animelem = 22
trigger6 = animelem = 23
trigger7 = animelem = 34
trigger8 = animelem = 35
trigger9 = animelem = 36
trigger10= animelem = 46
trigger11= animelem = 47
trigger12= animelem = 48
trigger13= animelem = 63
trigger14= animelem = 64
trigger15= animelem = 65
x = 16

[State 2944, 4]
type = PosAdd
trigger1 = animelem = 15
trigger2 = animelem = 27
trigger3 = animelem = 40
trigger4 = animelem = 52
trigger5 = animelem = 71
trigger6 = animtime = 0
x = -8

[State 2944, 4]
type = PosAdd
trigger1 = animelem = 16
trigger2 = animelem = 28
trigger3 = animelem = 41
trigger4 = animelem = 53
trigger5 = animelem = 72
trigger6 = animelem = 73
x = -16

[State 2944, 4]
type = PosAdd
trigger1 = animelem = 17
trigger2 = animelem = 29
trigger3 = animelem = 42
trigger4 = animelem = 54
;trigger5 = animelem = 73
x = -16

;---------------------[曄悢]
[State 2944, 5]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(51) < 0
v = 4
value = 1
persistent = 4
ignorehitpause = 1

[State 2944, 5]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelemtime(65) >= 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 2944, 6]
type = StateTypeSet
trigger1 = animelem = 67
movetype = I

[State 2944, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 懪偪忋偘儖乕僩傗傜傟
[Statedef 2950]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 2950, 1]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 2950, 2]
type = AfterImage
trigger1 = time = 0
time = 60
timegap = 1
framegap = 2
length = 6
palcolor = 32
palcontrast = 128,96,256
paladd = 3,3,3
palmul = 1,1,1
trans = add1
ignorehitpause = 1

[State 2950, 3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = selfanimexist(5035) = 1
value = 5035

[State 2950, 4]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5051) = 1
value = 5051

[State 2950, 5]
type = ChangeAnim
trigger1 = time = 4
trigger1 = anim != 5051
trigger1 = selfanimexist(5061) = 0
trigger2 = anim = 5035
trigger2 = animtime = 0
value = 5050

[State 2950, 6]
type = ChangeAnim
triggerall = (anim = 5030) || (anim = 5051)
triggerall = selfanimexist(5061) = 1
trigger1 = vel y != 0
trigger1 = vel y > -5.0
value = 5061

[State 2950, 7]
type = VelAdd
trigger1 = time > 0
y = .50

[State 2950, 8]
type = VelAdd
trigger1 = time = 0
x = -1.0
y = -13.25

[State 2950, 9]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100

;---------------------------------------------------------------------------
; 棎晳廔椆悂偒旘傃侾
[Statedef 2951]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 2951, 1]
type = LifeSet
trigger1 = 1
value = 0

[State 2951, 2]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 2951, 3]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 2951, 4]
type = VelSet
trigger1 = time = 0
x = -2.5
y = -8.5

[State 2951, 5]
type = VelAdd
trigger1 = time >= 0
y = 0.47

[State 2951, 6]
type = ChangeAnim
trigger1 = anim != 5050
trigger1 = vel y > 0
value = 5050

[State 2951, 7]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 2952

;---------------------------------------------------------------------------
; 棎晳廔椆悂偒旘傃俀
[Statedef 2952]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 2952, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2952, shake]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 2952, 1]
type = ChangeAnim
triggerall = selfanimexist(5100)
triggerall = selfanimexist(5110)
triggerall = selfanimexist(5160)
triggerall = selfanimexist(5170)
trigger1 = time = 0
value = 5100

[State 2952, 2]
type = ChangeAnim
triggerall = selfanimexist(5100)
triggerall = selfanimexist(5110)
triggerall = selfanimexist(5160)
triggerall = selfanimexist(5170)
trigger1 = anim = 5100
trigger1 = animtime = 0
trigger2 = time >= 10
value = 5160

[State 2952, 3]
type = ChangeAnim
triggerall = selfanimexist(5100)
triggerall = selfanimexist(5110)
triggerall = selfanimexist(5160)
triggerall = selfanimexist(5170)
trigger1 = anim = 5160
trigger1 = animtime = 0
value = 5170

[State 2952, 4]
type = ChangeAnim
triggerall = selfanimexist(5100)
triggerall = selfanimexist(5110)
triggerall = selfanimexist(5160)
triggerall = selfanimexist(5170)
trigger1 = anim = 5170
trigger1 = animtime = 0
value = 5110

[State 2952, 5]
type = PosSet
trigger1 = time = 0
y = 0

[State 2952, 6]
type = VelSet
trigger1 = time = 9
x = -2
y = -3

[State 2952, 7]
type = VelAdd
trigger1 = time >= 10
y = 0.45

[State 2952, 9]
type = SelfState
trigger1 = time = 120
value = 5120

[State 2952, 10]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2953

;---------------------------------------------------------------------------
; 棎晳廔椆悂偒旘傃俁
[Statedef 2953]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 2953, 1]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 2953, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 2953, 3]
type = VelSet
trigger1 = time = 0
y = 0

[State 2953, 4]
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State 2953, 5]
type = SelfState
trigger1 = time = 5
trigger1 = life = 0 || !alive
value = 5150

[State 2953, 6]
type = SelfState
trigger1 = time = 25
value = 5120
