
;仭儗僀僕儞僌僗僩乕儉仭
[Statedef 3000]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(1) = ifelse(Command = "儗儀儖侾儗僀僕儞僌僗僩乕儉", 0, ifelse(Command = "儗儀儖俀儗僀僕儞僌僗僩乕儉", 1, 2))

[State 1100, VarSet]
type = NULL
triggerall = var(59) || fvar(39)
triggerall = Time = 0
trigger1 = var(1) := 0 && 0
trigger2 = power <= 3000
trigger2 = var(1) := random%floor(power*.001) && 0
trigger3 = power >= 2000
trigger3 = p2movetype = A
trigger3 = var(1) := 1 && 0

[State 1200, ChangeState]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(1), 3000, ifelse(var(1) = 1, 3010, 3020))

[State -1, NotHitBy]
Type = NotHitBy
Trigger1 = time = 0
time = ifelse(!var(1), 28, ifelse(var(1) = 1, 42, 55))
Value = SAC

[State 3000, 1]
type = SuperPause
trigger1 = Time = 3
pos = 0, 0
anim = -1
sound = -1
movetime = 25+(var(1)*10)
time = 25+(var(1)*10)
poweradd = -(1000+(var(1)*1000))
draken = 0
p2defmul = 1

[State 191, Helper]
type = Helper
trigger1 = time = 3
stateno = 6010
postype = p1
pos = (var(13):=1), (var(14):=-66)
ownpal = 1
supermovetime = 9999

;---------------------------------------------------------------------------
;儗僀僕儞僌僗僩乕儉
[State 1, 18]
type = PlaySnd
triggerall = var(1) != 2
trigger1 = animelem = 5
value = 6, 11

[State 1000, Spark]
type = Explod
triggerall = var(1) != 2
trigger1 = AnimElem = 5
ID = 3000
anim = ifelse(!var(1), 8100, 8130)
pos = 0, 0
postype = p1
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 4
removeongethit = 1

[State 1000, Spark]
type = Explod
triggerall = var(1) != 2
trigger1 = AnimElemTime(6) = 2
ID = 3000
anim = ifelse(!var(1), 8110, 8140)
pos = 0, 0
postype = p1
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = -4
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = !var(1) && animelemtime(6) = 20
trigger2 = var(1) = 1 && animelemtime(6) = 28
ID = 3000

[State 1000, Spark]
type = Explod
trigger1 = !var(1) && animelemtime(6) = 20
trigger2 = var(1) = 1 && animelemtime(6) = 28
ID = 3001
anim = ifelse(!var(1), 8101, 8131)
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
sprpriority = 4
removeongethit = 1

[State 640, Projectile]
type = Projectile
trigger1 = AnimElem = 5 && var(1) != 2
trigger2 = AnimElemTime(6) = 6 && var(1) != 2
trigger3 = AnimElemTime(6) = 14 && var(1) != 2
trigger4 = AnimElemTime(6) = 22 && var(1) = 1
projID = 3030
projanim = 3030
projhitanim = -1
projremovetime = 6
velocity = 0, 0
projpriority = 7
offset = 0, 0
postype = p1
attr = S, HP
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse(((35+(var(1)*7))*fvar(1))<7,7,((35+(var(1)*7))*fvar(1)))),ceil(ifelse(((35+(var(1)*7))*fvar(1)/8)<7,7,((35+(var(1)*7))*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6030
guard.sparkno = s6060
sparkxy = ceil(P2Dist X-10), ceil(P2Dist Y-60)
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
yaccel = .5
ground.velocity = -4, -7
air.velocity = -4, -7
air.juggle = ifelse((!fvar(20)&&P2MoveType=H&&P2StateType=A),11,(ifelse((fvar(20)=[!(P2MoveType=H&&P2StateType=A),2+var(1)]),0,11)))
forcestand = 1
fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

;---------------------------------------------------------------------------
;僒儞僟乕僽儗僀僋
[State 1, 18]
type = PlaySnd
triggerall = var(1) = 2
trigger1 = AnimElem = 5
trigger2 = AnimElemTime(6) = 4
trigger3 = AnimElemTime(6) = 10
trigger4 = AnimElemTime(6) = 16
trigger5 = AnimElemTime(6) = 22
trigger6 = AnimElemTime(6) = 28
trigger7 = AnimElemTime(6) = 34
trigger8 = AnimElemTime(6) = 40
trigger9 = AnimElemTime(6) = 46
trigger10 = AnimElemTime(6) = 52
trigger11 = AnimElemTime(6) = 58
trigger12 = AnimElemTime(6) = 64
value = 6, 2

[State 1, 18]
type = EnvShake
triggerall = var(1) = 2
trigger1 = AnimElem = 5
trigger2 = AnimElemTime(6) = 4
trigger3 = AnimElemTime(6) = 10
trigger4 = AnimElemTime(6) = 16
trigger5 = AnimElemTime(6) = 22
trigger6 = AnimElemTime(6) = 28
trigger7 = AnimElemTime(6) = 34
trigger8 = AnimElemTime(6) = 40
trigger9 = AnimElemTime(6) = 46
trigger10 = AnimElemTime(6) = 52
trigger11 = AnimElemTime(6) = 58
trigger12 = AnimElemTime(6) = 64
time = 15
ampl = 4

[State 640, Projectile]
type = Projectile
triggerall = var(1) = 2
trigger1 = AnimElem = 5
trigger2 = AnimElemTime(6) = 4
trigger3 = AnimElemTime(6) = 10
trigger4 = AnimElemTime(6) = 16
trigger5 = AnimElemTime(6) = 22
trigger6 = AnimElemTime(6) = 28
trigger7 = AnimElemTime(6) = 34
trigger8 = AnimElemTime(6) = 40
trigger9 = AnimElemTime(6) = 46
trigger10 = AnimElemTime(6) = 52
trigger11 = AnimElemTime(6) = 58
trigger12 = AnimElemTime(6) = 64
projID = 3000
projanim = 8120
projhitanim = -1
projscale = 1, 1.5
projremove = 0
projremovetime = 18
projpriority = 7
projsprpriority = 4*ifelse(random%2,1,-1)
velocity = 0, 0
offset = -48+random%124, -10+random%21
postype = p1
attr = S, HP
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage=ceil(ifelse((180*fvar(1))<7,7,(180*fvar(1)))),ceil(ifelse((60*fvar(1)/8)<7,7,(60*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6030
guard.sparkno = s6060
sparkxy = 0, ceil(P2Dist Y-60)
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
yaccel = .5
ground.velocity = -4, -7
air.velocity = -4, -7
air.juggle = 11
forcestand = 1
fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

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


;仭梾惗栧仭
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
velset = 0, 0
ctrl = 0

[State 800, varset]
type = varset
trigger1 = time = 0
var(1) = 2

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

[State -1, NotHitBy]
Type = NotHitBy
Trigger1 = time = 0
time = 49
Value = SAC

[State 3000, 1]
type = SuperPause
trigger1 = Time = 3
pos = 0, 0
anim = -1
sound = -1
movetime = 25+(var(1)*10)
time = 25+(var(1)*10)
poweradd = -(1000+(var(1)*1000))
draken = 0
p2defmul = 1

[State 191, Helper]
type = Helper
trigger1 = time = 3
stateno = 6010
postype = p1
pos = (var(13):=22), (var(14):=-28)
ownpal = 1
supermovetime = 9999

[State 800, HitDef]
type = HitDef
Trigger1 = animelem = 3
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = s2, 4
guard.dist = 0
p1facing = 1
p2facing = 1
p1stateno = 3110
p2stateno = 820
fall = 1
fall.recover = 0
numhits = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 1

[State 3250, Type]
type = statetypeset
trigger1 = animelem = 4
movetype = I

[State 3250, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;仭梾惗栧惉岟仭
[Statedef 3110]
type = S
movetype = A
physics = S
anim = 3110
velset = 0, 0
ctrl = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 50, 0

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 3120

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = 35, 0
time = 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
value = 1, 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2, 14

[State 3260, Shake]
type = envshake
trigger1 = animelem = 14
time = 18
ampl = -6
freq = 120

[State 901, Throw]
type = TargetState
trigger1 = animelem = 14
value = 3130

[State 3001, Add Hits!]
type = HitAdd
trigger1 = animelem = 14
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = animelem = 14
var(3) = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = ceil(ifelse((-190*fvar(1))>-7,-7,(-190*fvar(1))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 14
value = 35

[State 2000]
type = AssertSpecial
trigger1 = !winko
trigger1 = animelemtime(14) >= 1
trigger1 = animelemtime(15) < 23
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 1000, Spark]
type = Explod
trigger1 = !winko
trigger1 = animelemtime(14) = 1
anim = 10000
pos = 160, 120
postype = left
ownpal = 1
removetime = 30
scale = .9, .9
bindtime = -1
under = 1

[State 1000, Spark]
type = Explod
trigger1 = animelem = 14
anim = 6030
pos = 51, -29
postype = p1
ownpal = 1
sprpriority = 4

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 21
value = 6, 6

[State 3260, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;仭梾惗栧憡庤仭
[Statedef 3120]
type = A
movetype= H
physics = N
velset = 0, 0
ctrl = 0

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

[State 170, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 0

[State 902, 1]
type = ChangeAnim
trigger1 = time < 4
value = 5012

[State 902, 1]
type = ChangeAnim2
trigger1 = time = 4
value = 5051

[State 903, Vel]
type = VelSet
trigger1 = time = 4
y = -19.9

[State 903, Vel]
type = veladd
trigger1 = time >= 4
y = .6

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

;仭梾惗栧憡庤悂偭旘傇仭
[Statedef 3130]
type = A
movetype= H
physics = N
velset = 0, 0
ctrl = 0

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

[State 170, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 5000, 4]
type = ChangeAnim
trigger1 = Time < 25
value = 5012

[State 40, Position]
type = PosAdd
trigger1 = anim = 5012
x = ifelse(time%2,1,-1)

[State 5000, 4]
type = ChangeAnim2
trigger1 = Time = 25
value = 5051

[State 903, Vel]
type = VelSet
trigger1 = Time = 25
x = -10
y = -4

[State 903, Vel]
type = veladd
trigger1 = Time >= 25
y = .5

[State 903, 2]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 20

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


;仭嫊嬻楏晽巃仭
[Statedef 3200]
type = S
movetype = A
physics = N
velset = 0, 0
ctrl = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(1) = ifelse(Command = "嫊嬻楏晽巃", 0, 1)

[State 1100, VarSet]
type = NULL
triggerall = var(59) || fvar(39)
triggerall = Time = 0
trigger1 = var(1) := 0 && 0
trigger2 = power >= 2000
trigger2 = var(1) := random%2 && 0
trigger3 = power >= 2000
trigger3 = p2movetype = A
trigger3 = var(1) := 1 && 0

[State 1200, ChangeState]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(1), 3200, 3210)

[State -1, NotHitBy]
Type = NotHitBy
Trigger1 = time = 0
time = ifelse(!var(1), 32, 45)
Value = SAC

[State 3000, 1]
type = SuperPause
trigger1 = Time = 4
pos = 0, 0
anim = -1
sound = -1
movetime = 25+(var(1)*10)
time = 25+(var(1)*10)
poweradd = -(1000+(var(1)*1000))
draken = 0
p2defmul = 1

[State 191, Helper]
type = Helper
trigger1 = time = 4
stateno = 6010
postype = p1
pos = (var(13):=-15), (var(14):=-66)
ownpal = 1
supermovetime = 9999

[State 640, Projectile]
type = Projectile
trigger1 = AnimElem = 3
projID = 3200
projanim = 8060
projhitanim = -1
projscale = .6, .8
projremove = 0
projremovetime = 16
projpriority = 7
projsprpriority = 4
velocity = 5, 0
accel = -.31, 0
offset = -10, 0
postype = p1
attr = S, HP
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage=ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))),ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6030
guard.sparkno = s6060
sparkxy = ceil(P2Dist X-10), -32
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -2, 0
air.velocity = -4, -5
air.juggle = 11
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 640, Projectile]
type = Projectile
trigger1 = AnimElem = 9
projID = 3201
projanim = 8020
projhitanim = -1
projscale = .8, .8
projremove = 0
projremovetime = 16
projpriority = 7
projsprpriority = -1
velocity = 5, 0
accel = -.31, 0
offset = -10, 0
postype = p1
attr = S, HP
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage=ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))),ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6030
guard.sparkno = s6060
sparkxy = ceil(P2Dist X-10), -32
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -2, 0
air.velocity = -4, -5
air.juggle = 11
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 640, Projectile]
type = Projectile
trigger1 = !var(1)
trigger1 = AnimElem = 18
projID = 3202
projanim = 8170
projhitanim = -1
projscale = .8, .8
projremove = 0
projremovetime = 24
projpriority = 7
projsprpriority = 4
velocity = 0, 0
offset = 15, -34
postype = p1
attr = S, HP
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((30*fvar(1))<7,7,(30*fvar(1)))),ceil(ifelse((30*fvar(1)/8)<7,7,(30*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6030
guard.sparkno = s6060
sparkxy = ceil(P2Dist X-10), 0
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -8, -4
air.velocity = -8, -4
air.juggle = 11
forcestand = 1
fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 200, HitDef]
type = HitDef
trigger1 = var(1)
trigger1 = AnimElem = 18
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))), ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 10, 10
sparkno = s6030
guard.sparkno = s6060
sparkxy = -10, -32
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -6, -2
air.velocity = -6, -2
forcestand = 1
fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 3300, Vel]
type = veladd
trigger1 = animelemtime(3) >= 0
trigger1 = vel x >= .5
x = -.5

[State 3300, Vel]
type = velset
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
x = 5

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
value = 6, 0

[State 901, Effect]
type = PlaySnd
trigger1 = !var(1)
trigger1 = AnimElem = 18
value = 6, 26

[State 901, Effect]
type = PlaySnd
trigger1 = var(1)
trigger1 = AnimElem = 17
value = 1, 1

[State 3350, Type]
type = statetypeset
trigger1 = var(1)
trigger1 = animelem = 20
movetype = I

[State 901,1]
type = TargetBind
trigger1 = time > 1 && var(0) = 1 && numtarget
pos = 45, 0
postype = p1
time = 1
ignorehitpause = 1

[State 1200, 2]
type = ChangeState
trigger1 = var(1)
trigger1 = time > 1 && var(0) = 1 && numtarget
value = 3210
ignorehitpause = 1

[State 3250, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;仭垻廋梾幘晽対仭
[Statedef 3210]
type = S
movetype= A
physics = N
anim = 3220
velset = 0, 0
ctrl = 0

[State 3351, Width]
type = width
trigger1 = 1
edge = 65, 0

[State 1000, 0]
type = TargetFacing
trigger1 = numtarget
trigger1 = time = 0
value = -1

[State 901, Throw]
type = TargetState
trigger1 = numtarget
trigger1 = time = 0
value = 3230

[State 3351, Snd]
type = playsnd
trigger1 = animelem = 4
value = 0, 3

[State 1400, Type]
type = statetypeset
trigger1= animelem = 4
statetype = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = animelem = 4
x = 6
y = -8

[State 3100, VelAdd]
type = veladd
trigger1 = animelemtime(4) >= 0 && animelemtime(8) < 0
y = .5

[State 820, Spark]
type = Explod
trigger1 = animelem = 44
anim = 8060
pos = -23, -42
ownpal = 1
bindtime = -1
scale = 0.7, -.2
sprpriority = 3
removeongethit = 1

[State 3351, Snd]
type = playsnd
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
trigger4 = animelem = 21
trigger5 = animelem = 25
trigger6 = animelem = 29
trigger7 = animelem = 33
trigger8 = animelem = 37
trigger9 = animelem = 41
trigger10 = animelem = 46
value = 6, 2

[State 640, Projectile]
type = Projectile
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
trigger4 = animelem = 21
trigger5 = animelem = 25
trigger6 = animelem = 29
trigger7 = animelem = 33
trigger8 = animelem = 37
trigger9 = animelem = 41
trigger10 = animelem = 46
projID = 3210
projanim = 8070
projremanim = 8080
projhitanim = 8090
projpriority = 7
projsprpriority = 4
projedgebound = 70
projstagebound = 70
velocity = 6, 6
offset = 48, -8
postype = p1
attr = A, HP
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((10*fvar(1))<7,7,(10*fvar(1)))), ceil(ifelse((10*fvar(1)/8)<7,7,(10*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6030
guard.sparkno = s6060
sparkxy = 0, 0
hitsound = s2, 2
guardsound = s2, 10
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -10
air.velocity = -4, -7
air.juggle = 0
forcestand = 1
air.fall = 1
down.velocity = 0, 0
down.hittime = 18
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 3351, Vel]
type = velset
trigger1 = animelemtime(8) = 0
x = 0
y = 0

[State 3351, Vel]
type = velset
trigger1 = animelemtime(46) = 1
x = -4
y = -8

[State 3351, Vel]
type = veladd
trigger1 = animelemtime(46) >= 1
y = .6

[State 1510,1]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3220

;仭垻廋梾幘晽対拝抧仭
[Statedef 3220]
type = S
movetype = I
physics = S
anim = 3230
velset = 0, 0
ctrl = 0

[State 1301, Pos]
type = posset
trigger1 = time = 0
y = 0

[State 1301, Snd]
type = playsnd
trigger1 = time = 0
value = 0, 0

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

;仭垻廋梾幘晽対憡庤峝捈仭
[Statedef 3230]
type = A
movetype = H
physics = N
velset = 0, 0

[State 3370, Anim]
type = changeanim
trigger1 = 1
value = 5030

[State 3370, End]
type = changestate
trigger1 = hitshakeover
value = 3240

;仭垻廋梾幘晽対憡庤悂偭旘傇仭
[Statedef 3240]
type = A
movetype = H
physics = N
velset = 0, 0

[State 3371, Vel]
type = velset
trigger1 = time = 0
x = -7
y = -2

[State 3371, Vel]
type = veladd
trigger1 = 1
y = .58

[State 3371, Anim]
type = changeanim
trigger1 = anim = 5030 && animtime = 0
value = 5050

[State 3371, End]
type = changestate
trigger1 = vel y > 0 && pos y >= 25
value = 3250

;仭垻廋梾幘晽対憡庤拝抧仭
[Statedef 3250]
type = L
movetype = H
physics = N
velset = 0, 0

[State 3372, Pos]
type = posset
trigger1 = 1
y = 0

[State 3372, Anim]
type = changeanim
trigger1 = time = 0
value = 5100

[State 3372, Anim]
type = changeanim
trigger1 = anim = 5100 && animtime = 0
value = 5170

[State 3372, Anim]
type=changeanim
trigger1 = anim = 5170 && animtime = 0
trigger2 = time = 16
value = 5110

[State 3372, FX]
type = playsnd
trigger1 = time = 0
value = f7, 0

[State 3372, FX]
type = explod
trigger1 = time = 0
anim = f60
postype = p1
pos = 0, 0
sprpriority = -3

[State 3372, End]
type = selfstate
trigger1 = time >= 32
value = ifelse(alive, 5120, 5150)


;仭僨僢僪儕乕儗僀僽仭
[Statedef 3300]
type = S
movetype = A
physics = N
anim = 3300
velset = 0, 0
ctrl = 0
juggle = 11

[State 800, varset]
type = varset
trigger1 = time = 0
var(1) = 2

[State -1, varset]
Type = varset
Trigger1 = time = 0
var(31) = 0

[State -1, NotHitBy]
Type = NotHitBy
Trigger1 = time = 0
time = 55
Value = SAC

[State 3000, 1]
type = SuperPause
trigger1 = Time = 2
pos = 0, 0
anim = -1
sound = -1
movetime = 25+(var(1)*10)
time = 25+(var(1)*10)
poweradd = -(1000+(var(1)*1000))
draken = 0
p2defmul = 1

[State 191, Helper]
type = Helper
trigger1 = time = 2
stateno = 6010
postype = p1
pos = (var(13):=-8), (var(14):=-28)
ownpal = 1
supermovetime = 9999

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 4

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 6, 27

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 10

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 5
ID = 3300
anim = 8161
pos = 12, -27
postype = p1
ownpal = 1
bindtime = -1
sprpriority = 3
scale = .75, .75
removeongethit = 1
removetime = -1

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))), ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 6, 7
sparkno = s6030
guard.sparkno = s6060
sparkxy = -10, -28
hitsound = s2, 2
guardsound = s2, 10
ground.type = High
ground.slidetime = 36
ground.hittime = 36
air.hittime = 36
guard.ctrltime = 36
yaccel = .5
ground.velocity = 0
air.velocity = -5, -8
ground.cornerpush.veloff = 0
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 0

[State 52, Ora Remove]
type = RemoveExplod
trigger1 = AnimElem = 6
ID = 3300
ignorehitpause = 1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 1100, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = var(0) = [1,2]
value = 3301

[State 1100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仭僨僢僪儕乕儗僀僽堦抜栚仭
[Statedef 3301]
type = S
movetype = A
physics = N
velset = 3, 0
ctrl = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20, 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1100, ChangeState]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command = "x"
Trigger2 = var(59) || fvar(39)
Trigger2 = P2statetype != A
value = 3302

[State 1100, ChangeState]
type = ChangeState
trigger1 = time = 9
value = 0
ctrl = 1

;仭僨僢僪儕乕儗僀僽棎晳仭
[Statedef 3302]
type = S
movetype = A
physics = N
velset = 3, 0
ctrl = 0
juggle = 11

[State -2, 1]
type = NULL
trigger1 = time = 0
trigger1 = var(30) := 0 || 1
trigger1 = var(31) := var(31)+1 || 1
trigger1 = var(57) := random%2 || 1
ignorehitpause = 1

[State -2, 1]
type = ChangeAnim
trigger1 = time = 0
value = 3300+var(31)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20, 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2 && var(31) = 1
trigger2 = AnimElem = 5 && var(31) = 2
trigger3 = AnimElem = 3 && var(31) = 3
trigger4 = AnimElem = 4 && var(31) = 4
trigger5 = AnimElem = 4 && var(31) = 5
trigger6 = AnimElem = 3 && var(31) = 6
trigger7 = AnimElem = 2 && var(31) = 7
trigger8 = AnimElem = 7 && var(31) = 8
value = 1, random%2

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 2 && var(31) = 1
trigger2 = AnimElem = 5 && var(31) = 2
trigger3 = AnimElem = 3 && var(31) = 3
trigger4 = AnimElem = 4 && var(31) = 4
trigger5 = AnimElem = 4 && var(31) = 5
trigger6 = AnimElem = 3 && var(31) = 6
trigger7 = AnimElem = 2 && var(31) = 7
trigger8 = AnimElem = 7 && var(31) = 8
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))), ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 8, 9
sparkno = s6030
guard.sparkno = s6060
sparkxy = -10, -(((var(31)=1)*36)+((var(31)=2)*31)+((var(31)=3)*13)+((var(31)=4)*13)+((var(31)=5)*56)+((var(31)=6)*25)+((var(31)=7)*20)+((var(31)=8)*36))
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
air.hittime = 36
guard.ctrltime = 36
yaccel = .5
ground.velocity = 0
guard.velocity = -8
air.velocity = -5, -8
ground.cornerpush.veloff = 0
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 820, Spark]
type = Explod
trigger1 = var(31) = 9
trigger1 = AnimElem = 4
anim = 8170
pos = 15, -22
postype = p1
ownpal = 1
bindtime = -1
sprpriority = 3
removeongethit = 1

[State 420, Voice]
type = PlaySnd
trigger1 = var(31) = 9
trigger1 = AnimElem = 4
value = 6, 26

[State 200, HitDef]
type = HitDef
trigger1 = var(31) = 9
trigger1 = AnimElem = 4
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))), ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 11, 12
sparkno = s6030
guard.sparkno = s6060
sparkxy = -10, -22
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .5
ground.velocity = -6, -6
air.velocity = -6, -6
ground.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4 && var(31) = 1
trigger2 = AnimElem = 6 && var(31) = 2
trigger3 = AnimElem = 5 && var(31) = 3
trigger4 = AnimElem = 5 && var(31) = 4
trigger5 = AnimElem = 6 && var(31) = 5
trigger6 = AnimElem = 5 && var(31) = 6
trigger7 = AnimElem = 4 && var(31) = 7
trigger8 = AnimElem = 9 && var(31) = 8
trigger9 = AnimElem = 5 && var(31) = 9
movetype = I

[State -2, 1]
type = VarSet
triggerall = !var(59)
triggerall = var(0) = [1,2]
triggerall = !var(30)
triggerall = var(31) <= 8
triggerall = animelemtime(((var(31)=1)*2)+((var(31)=2)*5)+((var(31)=3)*3)+((var(31)=4)*4)+((var(31)=5)*4)+((var(31)=6)*3)+((var(31)=7)*2)+((var(31)=8)*7)) >= 0
trigger1 = command = "x" && var(31) = 1 || command = "y" && (var(31) = [2,3]) || command = "a" && (var(31) = [4,5]) || command = "b" && (var(31) = [6,7]) || command = "幘晽対" && var(31) = 8
var(30) = 1
ignorehitpause = 1

[State -2, 1]
type = VarSet
triggerall = var(59) || fvar(39)
triggerall = var(0) = 1 || var(0) = 2 && enemynear(var(58)),backedgebodydist <= 30
triggerall = !var(30)
triggerall = var(31) <= 8
triggerall = animelemtime(((var(31)=1)*2)+((var(31)=2)*5)+((var(31)=3)*3)+((var(31)=4)*4)+((var(31)=5)*4)+((var(31)=6)*3)+((var(31)=7)*2)+((var(31)=8)*7)) >= 0
triggerall = p2statetype != A
trigger1 = var(31) <= 7
trigger2 = var(31) = 8
trigger2 = var(57)
var(30) = 1
ignorehitpause = 1

[State 1100, ChangeState]
type = ChangeState
triggerall = var(30)
triggerall = var(31) <= 8
trigger1 = animelemtime((((var(31)=1)*2)+((var(31)=2)*5)+((var(31)=3)*3)+((var(31)=4)*4)+((var(31)=5)*4)+((var(31)=6)*3)+((var(31)=7)*2)+((var(31)=8)*7))+1) > 0
value = 3302

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;仭儗僀僕儞僌僨僢僪僄儞僪仭
[Statedef 3400]
type = S
movetype = A
physics = S
anim = 3400
velset = 0, 0
ctrl = 0

[State 800, varset]
type = varset
trigger1 = time = 0
var(1) = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var(32) = 1

[State -1, NotHitBy]
Type = NotHitBy
Trigger1 = time = 0
time = 53
Value = SAC

[State 3000, 1]
type = SuperPause
trigger1 = Time = 4
pos = 0, 0
anim = -1
sound = -1
movetime = 25+(var(1)*10)
time = 25+(var(1)*10)
poweradd = -(1000+(var(1)*1000))
draken = 0
p2defmul = 1

[State 191, Helper]
type = Helper
trigger1 = time = 4
stateno = 6010
postype = p1
pos = (var(13):=-6), (var(14):=-29)
ownpal = 1
supermovetime = 9999

[State 3250, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;仭儗僀僕儞僌僨僢僪僄儞僪摉偰恎仭
[Statedef 3410]
type = S
movetype = A
physics = S
anim = 1600
velset = 0, 0
ctrl = 0
poweradd = 0

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

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 800, HitDef]
type = ReversalDef
trigger1 = animelem = 1
reversal.attr = SCA, AA
attr = S, HA
priority = 1, Miss
pausetime = 0, 0
sparkno = -1
hitsound = s2, 4
guard.dist = 0
sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = 3420
p2stateno = 1520
fall = 1
fall.recover = 0
numhits = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 2
movetype = I

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭儗僀僕儞僌僨僢僪僄儞僪惉岟仭
[Statedef 3420]
type = S
movetype = A
physics = S
anim = 3410
velset = 0, 0
ctrl = 0

[State 800, varset]
type = varset
trigger1 = time = 0
var(1) = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var(32) = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8190
pos = 14, -32
postype = p1
bindtime = 12
removetime = 12
sprpriority = 4
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8190
pos = 20, -29
postype = p1
bindtime = 12
removetime = 12
sprpriority = 4
ownpal = 1

;---------------------------------------------------------------------------
;塤撿塀偟
[State 3001, SprPriority]
type = SprPriority
trigger1 = animelem = 2
value = 1

[State 3001, Width]
type = Width
trigger1 = animelem >= 2
edge = 60, 120

[State 1031, TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 3430

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = -5, 0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = -15, 0
time = 1

[State 191, 2] 
type = PlaySnd
trigger1 = AnimElem = 13
value = 6, 3

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 3430
pos = 0, 0
postype = p1
accel = 0, .03
sprpriority = 3
supermovetime = 45
ownpal = 1

;---------------------------------------------------------------------------
;楏晽対
[State 3000, 1]
type = SuperPause
trigger1 = animelem = 15
pos = 0, 0
anim = -1
sound = -1
movetime = 25+(var(1)*10)
time = 25+(var(1)*10)
poweradd = 0
draken = 0
p2defmul = 1

[State 191, Helper]
type = Helper
trigger1 = animelem = 15
stateno = 6010
postype = p1
pos = (var(13):=1), (var(14):=-30)
ownpal = 1
supermovetime = 9999

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 22
trigger2 = AnimElem = 36
trigger3 = AnimElem = 50
trigger4 = AnimElem = 64
trigger5 = AnimElem = 78
trigger6 = AnimElem = 92
trigger7 = AnimElem = 106
trigger8 = AnimElem = 120
trigger9 = AnimElem = 134
trigger10 = AnimElem = 148
anim = 8060
pos = 0, 0
ownpal = 1
facing = -1
bindtime = -1
scale = .6, .6
sprpriority = 3
removeongethit = 1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 27
trigger2 = AnimElem = 41
trigger3 = AnimElem = 55
trigger4 = AnimElem = 69
trigger5 = AnimElem = 83
trigger6 = AnimElem = 97
trigger7 = AnimElem = 111
trigger8 = AnimElem = 125
trigger9 = AnimElem = 139
trigger10 = AnimElem = 153
anim = 8020
pos = 10, 0
ownpal = 1
facing = -1
bindtime = -1
scale = .6, .6
sprpriority = -1
removeongethit = 1

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 23
trigger2 = AnimElem = 28
trigger3 = AnimElem = 37
trigger4 = AnimElem = 42
trigger5 = AnimElem = 51
trigger6 = AnimElem = 56
trigger7 = AnimElem = 65
trigger8 = AnimElem = 70
trigger9 = AnimElem = 79
trigger10 = AnimElem = 84
trigger11 = AnimElem = 93
trigger12 = AnimElem = 98
trigger13 = AnimElem = 107
trigger14 = AnimElem = 112
trigger15 = AnimElem = 121
trigger16 = AnimElem = 126
trigger17 = AnimElem = 135
trigger18 = AnimElem = 140
trigger19 = AnimElem = 149
trigger20 = AnimElem = 154
value = 6, 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 163
value = 6, 26

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 23
trigger2 = AnimElem = 28
trigger3 = AnimElem = 37
trigger4 = AnimElem = 42
trigger5 = AnimElem = 51
trigger6 = AnimElem = 56
trigger7 = AnimElem = 65
trigger8 = AnimElem = 70
trigger9 = AnimElem = 79
trigger10 = AnimElem = 84
trigger11 = AnimElem = 93
trigger12 = AnimElem = 98
trigger13 = AnimElem = 107
trigger14 = AnimElem = 112
trigger15 = AnimElem = 121
trigger16 = AnimElem = 126
trigger17 = AnimElem = 135
trigger18 = AnimElem = 140
trigger19 = AnimElem = 149
trigger20 = AnimElem = 154
trigger21 = AnimElem = 163
value = 2, 2

[State 0, Helper]
type = Explod
trigger1 = AnimElem = 23
trigger2 = AnimElem = 28
trigger3 = AnimElem = 37
trigger4 = AnimElem = 42
trigger5 = AnimElem = 51
trigger6 = AnimElem = 56
trigger7 = AnimElem = 65
trigger8 = AnimElem = 70
trigger9 = AnimElem = 79
trigger10 = AnimElem = 84
trigger11 = AnimElem = 93
trigger12 = AnimElem = 98
trigger13 = AnimElem = 107
trigger14 = AnimElem = 112
trigger15 = AnimElem = 121
trigger16 = AnimElem = 126
trigger17 = AnimElem = 135
trigger18 = AnimElem = 140
trigger19 = AnimElem = 149
trigger20 = AnimElem = 154
trigger21 = AnimElem = 163
anim = 6030
pos = -90-((animelemtime(65)>=0)*15)-((animelemtime(98)>=0)*15)-((animelemtime(135)>=0)*15), -45
postype = p1
facing = -1
bindtime = -1
sprpriority = 4
ownpal = 1

[State 3001, HitAdd]
type = HitAdd
trigger1 = AnimElem = 23
trigger2 = AnimElem = 28
trigger3 = AnimElem = 37
trigger4 = AnimElem = 42
trigger5 = AnimElem = 51
trigger6 = AnimElem = 56
trigger7 = AnimElem = 65
trigger8 = AnimElem = 70
trigger9 = AnimElem = 79
trigger10 = AnimElem = 84
trigger11 = AnimElem = 93
trigger12 = AnimElem = 98
trigger13 = AnimElem = 107
trigger14 = AnimElem = 112
trigger15 = AnimElem = 121
trigger16 = AnimElem = 126
trigger17 = AnimElem = 135
trigger18 = AnimElem = 140
trigger19 = AnimElem = 149
trigger20 = AnimElem = 154
trigger21 = AnimElem = 163
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 23
trigger2 = AnimElem = 28
trigger3 = AnimElem = 37
trigger4 = AnimElem = 42
trigger5 = AnimElem = 51
trigger6 = AnimElem = 56
trigger7 = AnimElem = 65
trigger8 = AnimElem = 70
trigger9 = AnimElem = 79
trigger10 = AnimElem = 84
trigger11 = AnimElem = 93
trigger12 = AnimElem = 98
trigger13 = AnimElem = 107
trigger14 = AnimElem = 112
trigger15 = AnimElem = 121
trigger16 = AnimElem = 126
trigger17 = AnimElem = 135
trigger18 = AnimElem = 140
trigger19 = AnimElem = 149
trigger20 = AnimElem = 154
trigger21 = AnimElem = 163
var(3) = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 23
trigger2 = AnimElem = 28
trigger3 = AnimElem = 37
trigger4 = AnimElem = 42
trigger5 = AnimElem = 51
trigger6 = AnimElem = 56
trigger7 = AnimElem = 65
trigger8 = AnimElem = 70
trigger9 = AnimElem = 79
trigger10 = AnimElem = 84
trigger11 = AnimElem = 93
trigger12 = AnimElem = 98
trigger13 = AnimElem = 107
trigger14 = AnimElem = 112
trigger15 = AnimElem = 121
trigger16 = AnimElem = 126
trigger17 = AnimElem = 135
trigger18 = AnimElem = 140
trigger19 = AnimElem = 149
trigger20 = AnimElem = 154
value = ceil(ifelse((-7*fvar(1))>-7,-7,(-7*fvar(1))))
kill = 0

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 163
value = ceil(ifelse((-70*fvar(1))>-7,-7,(-70*fvar(1))))
kill = 1

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 23
trigger2 = AnimElem = 28
trigger3 = AnimElem = 37
trigger4 = AnimElem = 42
trigger5 = AnimElem = 51
trigger6 = AnimElem = 56
trigger7 = AnimElem = 65
trigger8 = AnimElem = 70
trigger9 = AnimElem = 79
trigger10 = AnimElem = 84
trigger11 = AnimElem = 93
trigger12 = AnimElem = 98
trigger13 = AnimElem = 107
trigger14 = AnimElem = 112
trigger15 = AnimElem = 121
trigger16 = AnimElem = 126
trigger17 = AnimElem = 135
trigger18 = AnimElem = 140
trigger19 = AnimElem = 149
trigger20 = AnimElem = 154
trigger21 = AnimElem = 163
value = 35

[State 5110, Envshake]
type = EnvShake
trigger1 = AnimElem = 23
trigger2 = AnimElem = 28
trigger3 = AnimElem = 37
trigger4 = AnimElem = 42
trigger5 = AnimElem = 51
trigger6 = AnimElem = 56
trigger7 = AnimElem = 65
trigger8 = AnimElem = 70
trigger9 = AnimElem = 79
trigger10 = AnimElem = 84
trigger11 = AnimElem = 93
trigger12 = AnimElem = 98
trigger13 = AnimElem = 107
trigger14 = AnimElem = 112
trigger15 = AnimElem = 121
trigger16 = AnimElem = 126
trigger17 = AnimElem = 135
trigger18 = AnimElem = 140
trigger19 = AnimElem = 149
trigger20 = AnimElem = 154
time = 14
ampl = 4
freq = 120

[State 0, Helper]
type = Explod
trigger1 = animelem = 23
ID = 3420
anim = 8030
pos = -90, 0
postype = p1
facing = -1
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 1

[State 0, Helper]
type = RemoveExplod
trigger1 = animelem = 28
ID = 3420

[State 0, Helper]
type = Explod
trigger1 = animelem = 28
ID = 3421
anim = 8040
pos = -90, 0
postype = p1
facing = -1
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = animelemtime(28) >= 0 && animelemtime(163) < 0
ID = 3421
pos = -90-((animelemtime(65)>=0)*15)-((animelemtime(98)>=0)*15)-((animelemtime(135)>=0)*15), 0
postype = p1
facing = -1
vel = 0, 0
bindtime = -1
removetime = -1
sprpriority = 4
scale = ((animelemtime(1)>=0)+(animelemtime(65)>=0)*.25)+((animelemtime(98)>=0)*.25)+((animelemtime(135)>=0)*.25), ((animelemtime(1)>=0)+(animelemtime(65)>=0)*.25)+((animelemtime(98)>=0)*.25)+((animelemtime(135)>=0)*.25)
ownpal = 1

[State 0, Helper]
type = RemoveExplod
trigger1 = animelem = 163
ID = 3421

[State 0, Helper]
type = Explod
trigger1 = animelem = 163
ID = 3422
anim = 8040
pos = -105, 0
postype = p1
vel = -14, 0
facing = -1
removetime = -1
sprpriority = 4
scale = 1.75, 1.75
ownpal = 1

[State 0, Helper]
type = Explod
trigger1 = animelem = 163
anim = 8170
pos = -16, -34
postype = p1
facing = -1
bindtime = -1
sprpriority = 4
ownpal = 1

[State 5110, Envshake]
type = EnvShake
trigger1 = animelem = 163
time = 18
ampl = 6
freq = 120

[State 0, Helper]
type = RemoveExplod
trigger1 = AnimTime = 0
ID = 3422

[State 1300,Turn]
type = Turn
trigger1 = AnimTime = 0

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭儗僀僕儞僌僨僢僪憡庤仭
[Statedef 3430]
type = S
movetype = H
physics = N
velset = 0, 0
sprpriority = -1

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

[State 1300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1300,Turn]
type = Turn
trigger1 = Time = 0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3420

[State 1100, Velocity]
type = VelSet
trigger1 = time = 5
x = -12

[State 1100, Velocity]
type = VelMul
trigger1 = anim = 3420
trigger2 = anim = 3421
x = .9

[State 902, 1]
type = VelSet
trigger1 = time = 177
trigger2 = time = 245
trigger3 = time = 322
x = -1

[State 902, 1]
type = ChangeAnim2
trigger1 = time = 91
trigger2 = time = 101
trigger3 = time = 119
trigger4 = time = 129
trigger5 = time = 148
trigger6 = time = 158
trigger7 = time = 177
trigger8 = time = 187
trigger9 = time = 206
trigger10 = time = 216
trigger11 = time = 235
trigger12 = time = 245
trigger13 = time = 264
trigger14 = time = 274
trigger15 = time = 293
trigger16 = time = 303
trigger17 = time = 322
trigger18 = time = 332
trigger19 = time = 351
trigger20 = time = 361
value = 3421

[State 902, 1]
type = ChangeAnim2
trigger1 = time = 385
value = 5051
elem = 2

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 385
trigger1 = SelfAnimExist(5052)
value = 5052

[State 902, 1]
type = VelSet
trigger1 = time = 385
x = -2
y = -14

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = 5052
trigger1 = Vel Y >= -2
trigger1 = SelfAnimExist(5062)
value = 5062
persistent = 0

[State 902, 1]
type = VelAdd
trigger1 = time >= 385
y = .6

[State 903, 2]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 20

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