
;仭帪娫愗傟晧偗摦嶌仭 
[Statedef 170]
type = S
anim = 170
velset = 0, 0
ctrl = 0

[State 181, 1]
type = null
trigger1 = 1


;仭僀儞僩儘暘婒仭
[Statedef 190]
type = S
velset = 0, 0
ctrl = 0

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

[State 190, ChangeState]
type = ChangeState
value = 4100
trigger1 = enemy(0),authorname = "epigon"&& enemy(0),name = "moraler&uraler"
trigger1 = enemy(0),palno = [1,6]
trigger2 = numenemy = 2
trigger2 = enemy(1),authorname = "epigon"&& enemy(1),name = "moraler&uraler"
trigger2 = enemy(1),palno = [1,6]

[State 190, ChangeState]
type = ChangeState
value = 4110
trigger1 = enemy(0),authorname = "2chneler"&& enemy(0),name = "GIKO"
trigger2 = numenemy = 2
trigger2 = enemy(1),authorname = "2chneler"&& enemy(1),name = "GIKO"

[State 190, ChangeState]
type = ChangeState
value = 4000+(random%4*10)
trigger1 = time  = 0

;仭塇怐乮僀儞僩儘乯仭
[Statedef 4000]
type = S
anim = 4000
velset = 0, 0
ctrl = 0

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

[State 191, 2] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 3

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 8
anim = 4001
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -1

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仭惓嵗乮僀儞僩儘乯仭
[Statedef 4010]
type = S
anim = 4010
velset = 0, 0
ctrl = 0

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

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仭憡庤傪巜嵎偡乮僀儞僩儘乯仭
[Statedef 4020]
type = S
anim = 4020
velset = 0, 0
ctrl = 0

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

[State 191, 2] 
type = PlaySnd
trigger1 = AnimElem = 14
value = 2, 5

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 14
anim = 6000
pos = 21, -36
postype = p1
ownpal = 1
scale = .5, .5
sprpriority = 3

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仭屟乮僀儞僩儘乯仭
[Statedef 4030]
type = S
anim = 4030
velset = 0, 0
ctrl = 0

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

[State 191, 2] 
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = 1, 0

[State 191, 2] 
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 28

[State 191, 2] 
type = PlaySnd
trigger1 = AnimElem = 10
value = 6, 3

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 10
anim = 4031
pos = 21, -36
postype = p1
vel = .5, -2
accel = .02, .09
ownpal = 1
sprpriority = 3

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 18
anim = 4032
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仭懳儌儔儔乕乮僀儞僩儘乯仭
[Statedef 4100]
type = S
anim = 4100
velset = 0, 0
ctrl = 0

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

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仭懳僊僐擫乮僀儞僩儘乯仭
[Statedef 4110]
type = S
anim = 4110
velset = 0, 0
ctrl = 0

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

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;仭彑棙億乕僘暘婒仭 
[Statedef 180]
type = S
velset = 0, 0
ctrl = 0

[State 190, ChangeState]
type = ChangeState
value = 4500+(random%3*10)
trigger1 = time  = 0

;仭僊僐僴僴僴乮彑棙億乕僘乯仭
[Statedef 4500]
type = S
anim = 4500
velset = 0, 0
ctrl = 0

[State 181, 1]
type = null
trigger1 = 1

;仭榬慻傒乮彑棙億乕僘乯仭 
[Statedef 4510]
type = S
anim = 4510
velset = 0, 0
ctrl = 0

[State 181, 1]
type = null
trigger1 = 1

;仭榬傪慜偵慻傓乮彑棙億乕僘乯仭 
[Statedef 4520]
type = S
anim = 4520+random%2
velset = 0, 0
ctrl = 0

[State 181, 1]
type = null
trigger1 = 1


;仭棫偪庛峌寕仭
[Statedef 200]
type = S
movetype= A
physics = S
anim = 200
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = Back
priority = 3, Hit
damage = ceil(ifelse((25*fvar(1))<7,7,(25*fvar(1)))), 0
pausetime = 9, 9
sparkno = s6000
guard.sparkno = s6060
sparkxy = -10, -37
hitsound = s2, 0
guardsound = s2, 10
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 10
yaccel = .5
ground.velocity = -6
air.velocity = -4, -5
air.fall = 1
fall.recover = 1
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255,255,255
palfx.mul = 128,128,128

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

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


;仭棫偪嫮峌寕仭
[Statedef 210]
type = S
movetype= A
physics = S
anim = 210
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 1
x = 17

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

[State 210, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = Up
priority = 4, Hit
damage = ceil(ifelse((50*fvar(1))<7,7,(50*fvar(1)))), 0
pausetime = 13, 13
sparkno = s6010
guard.sparkno = s6060
sparkxy = -10, -24
hitsound = s2, 1
guardsound = s2, 10
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 17
yaccel = .5
ground.velocity = -10
air.velocity = -4, -5
air.fall = 1
fall.recover = 1
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255,255,255
palfx.mul = 128,128,128

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

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


;仭偟傖偑傒庛峌寕仭
[Statedef 400]
type = C
movetype= A
physics = C
anim = 400
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

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

[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = Back
priority = 3, Hit
damage = ceil(ifelse((25*fvar(1))<7,7,(25*fvar(1)))), 0
pausetime = 9, 9
sparkno = s6000
guard.sparkno = s6060
sparkxy = -10, -25
hitsound = s2, 0
guardsound = s2, 10
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 10
yaccel = .5
ground.velocity = -6
air.velocity = -6, -5
air.fall = 1
fall.recover = 1
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255,255,255
palfx.mul = 128,128,128

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

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


;仭偟傖偑傒嫮峌寕仭
[Statedef 410]
type = C
movetype= A
physics = C
anim = 410
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

[State 610, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 1

[State 440, 3]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
hitflag = MAF
guardflag = L
animtype = Medium
air.animtype = Back
priority = 4, Hit
damage = ceil(ifelse((50*fvar(1))<7,7,(50*fvar(1)))), 0
pausetime = 13, 13
sparkno = s6010
guard.sparkno = s6060
sparkxy = -10, -11
hitsound = s2, 1
guardsound = s2, 10
ground.type = Trip
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = 0, -6
air.velocity = 0, -6
fall = 1
fall.recover = 1
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255,255,255
palfx.mul = 128,128,128

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

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


;仭嬻拞庛峌寕仭
[Statedef 600]
type = A
movetype= A
physics = A
anim = 600
ctrl = 0
poweradd = 0
juggle = 11

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 5
value = 1, 0

[State 600, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 6
attr = A, NA
hitflag = MAF
guardflag = HA
animtype  = Light
air.animtype = Back
priority = 3, Hit
damage = ceil(ifelse((25*fvar(1))<7,7,(25*fvar(1)))), 0
pausetime = 13, 13
sparkno = s6000
guard.sparkno = s6060
sparkxy = -10, -21
hitsound = s2, 0
guardsound = s2, 10
ground.type = High
ground.slidetime = 12
ground.hittime = 12
air.hittime = 12
guard.ctrltime = 12
yaccel = .5
ground.velocity = -5
air.velocity = -6, -5
air.fall = 1
fall.recover = 1
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255,255,255
palfx.mul = 128,128,128

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I


;仭嬻拞嫮峌寕仭
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610
ctrl = 0
poweradd = 0
juggle = 11

[State 610, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 1, 1

[State 610, 3]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = Back
priority = 4, Hit
damage = ceil(ifelse((50*fvar(1))<7,7,(50*fvar(1)))), 0
pausetime = 15, 15
sparkno = s6010
guard.sparkno = s6060
sparkxy = -10, -18
hitsound = s2,1
guardsound = s2,10
ground.type = High
ground.slidetime = 12
ground.hittime = 12
air.hittime = 12
guard.ctrltime = 12
yaccel = .5
ground.velocity = -4
air.velocity = -4, -5
air.fall = 1
fall.recover = 1
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255,255,255
palfx.mul = 128,128,128

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I


;仭搳偘仭
[Statedef 800]
type = S
movetype= A
physics = S
anim = 800
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 0

[State 800, attackdist]
type = attackdist
trigger1 = 1
value = 0

[State 800, HitDef]
type = HitDef
trigger1 = P2bodydist X = [-10,20]
trigger1 = animelem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = s2, 4
guard.dist = 0
p1facing = ifelse(command = "holdback", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 1
numhits = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

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

;仭搳偘惉岟仭
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
velset = 0, 0
ctrl = 0

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 830

[State 3001, Width]
type = Width
trigger1 = 1
edge = 60, 0

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = -20, 0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = -16, -53
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = 6, -78
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 4
pos = 34, -88
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 5
pos = 44, -98
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelemtime(5) = 2
pos = 53, -78
time = 1

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 5
var(3) = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = ceil(ifelse((-100*fvar(1))>-7,-7,(-100*fvar(1))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 5
value = 35

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1, 1

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

;仭搳偘憡庤晄嬶崌杊巭仭
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

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

;仭搳偘憡庤仭
[Statedef 830]
type = A
movetype= H
physics = N
velset = 0, 0
ctrl = 0

[State 1201, screenbound]
type = screenbound
trigger1 = AnimElemTime(6) < 0
value = 0

[State 826, Camera]
type = screenbound
trigger1 = AnimElemTime(6) >= 0
value = 1
movecamera = 1, 0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 903, Vel]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = -4
y = -8

[State 903, Vel]
type = veladd
trigger1 = AnimElemTime(6) >= 0
y = .5

[State 821, 2]
type = SelfState
triggerall = AnimElemTime(6) >= 0
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 20

[State 1300,Turn]
type = Turn
trigger1 = Vel Y > 0 && Pos Y >= 0

[State 903, 2]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
