
;仭儕僐僀儖僈乕僪仭
[Statedef 160]
type = U
movetype = I
physics = N
anim = 150 + (statetype = C) + (statetype = A)*2
ctrl = 0
poweradd = 50

[State 125, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 160, Time_Stop]
type = Pause
trigger1 = time = 0
time = 20-var(10)
movetime = 20-var(10)
ignorehitpause = 1

[State 4100, Explod]
type = Explod
trigger1 = Time = 0
anim = 6050
pos = (((statetype=S)*22)+((statetype=C)*28)+((statetype=A)*31)), -(((statetype=S)*40)+((statetype=C)*29)+((statetype=A)*37))
postype = p1
supermovetime = 9999
pausemovetime = 9999
bindtime = -1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 2, 11
ignorehitpause = 1

[State 701, VarSet]
type = NULL
trigger1 = StateType = A
trigger1 = time = 0
trigger1 = fvar(2) := Vel X || 1
trigger1 = fvar(3) := Vel Y || 1
IgnoreHitPause = 1

[State 125, VelSet]
type = VelSet
trigger1 = Time = (StateType = A)
x = 0
y = 0
ignorehitpause = 1

[State 701, VelSet]
type = VelSet
triggerall = StateType = A
trigger1 = Time = 20
x = fvar(2)
y = fvar(3)
ignorehitpause = 1

[State 125, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 20
trigger1 = StateType = A
physics = A
ignorehitpause = 1

[State 701, ChangeState]
type = ChangeState
trigger1 = Time >= 20
value = 161
ignorehitpause = 1

;仭儕僐僀儖僈乕僪峝捈仭
[Statedef 161]
type = U
movetype = I
physics = U
velset = ifelse(StateType = A,Vel X,0),Vel Y
ctrl = 0

[State 125, varset]
type = varset
trigger1 = time = ifelse(statetype=S,1,2)
var(7) = 1

[State 125, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = ifelse(statetype=S,1,2)

[State 40, HitBy]
type = HitBy
trigger1 = time >= ifelse(statetype=S,1,2)
value = SCA, AA, AP

[State 140, 5]
type = ChangeState
trigger1 = time = ifelse(statetype=S,20,22)
value = (statetype = C)*11 + (statetype = A)*51
ctrl = 1


;仭夞傝崬傒仭
[Statedef 500]
type = S
movetype = I
physics = N
anim = 500
velset = 0, 0
ctrl = 0

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 810, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 5.6

[State 810, Velocity]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 810, HitBy]
type = HitBy
trigger1 = time <= 20
value = SCA, AT

[State 810, Push]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 700, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;仭旔偗仭
[Statedef 550]
type = S
movetype = I
physics = S
anim = 550
velset = 0, 0
ctrl = 0

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

[State 900, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 700, HitBy]
type = HitBy
trigger1 = 1
value = SCA, AT

[State 700, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;仭僇僂儞僞乕峌寕庛仭
[Statedef 560]
type = S
movetype= A
physics = S
anim = 560
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = Back
priority = 4, Hit
damage = ceil(ifelse((25*fvar(1))<7,7,(25*fvar(1)))), 0
pausetime = 11, 12
sparkno = s6010
guard.sparkno = s6060
sparkxy = -10, -39
hitsound = s2, 1
guardsound = s2, 10
ground.type = Low
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.ctrltime = 14
yaccel = .5
ground.velocity = -8
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 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;仭僇僂儞僞乕峌寕嫮仭
[Statedef 570]
type = S
movetype= A
physics = S
anim = 570
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = Back
priority = 4, Hit
damage = ceil(ifelse((50*fvar(1))<7,7,(50*fvar(1)))), 0
pausetime = 11, 12
sparkno = s6010
guard.sparkno = s6060
sparkxy = -10, -28
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 = -8, -5
air.velocity = -8, -5
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 = 6
movetype = I

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


;仭嶍傝KO仭
[Statedef 5950]
type = U
movetype = H
physics = S
velset = 0, 0
ctrl = 0

[State 860, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190, 4]
type = ChangeAnim
trigger1 = !HitOver
value = ifelse(!var(9),5010,5020)

[State 190, 4]
type = ChangeAnim
trigger1 = HitOver
value = 5950
persistent = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0, 10

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 1
value = 5150


;仭偁偗傏偺KO僿儖僷乕仭
[Statedef 6000]
anim = 9999
ctrl = 0

[State 9020, PlaySnd]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = [3000,3420]
trigger1 = root,movetype != H
var(1) = 1

[State 9000, Assert]
type = AssertSpecial
trigger1 = var(1)
flag = nomusic

[State 9020, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 2
value = 0, 7
abspan = 0

[State 9020, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 1
trigger3 = time = 3
trigger4 = time = 7
value = 0, 6
freqmul = .5
abspan = 0

[State -2, VarSet]
Type = VarSet
trigger1 = var(1)
var(0) = 500*GameTime/100

[State -2, BGPalFX]
Type = BGPalFX
trigger1 = var(1)
Time = 1
Mul = 700+Ceil(800*Sin((Var(0)+100)%300*PI/200)*((Var(0)+100)%300<200)),700+Ceil(800*Sin(Var(0)%300*PI/200)*(Var(0)%300<200)),700+Ceil(800*Sin((Var(0)+200)%300*PI/200)*((Var(0)+200)%300<200))

[State 10000, DestroySelf]
Type = DestroySelf
trigger1 = time = 60


;仭埫揮僿儖僷乕仭
[Statedef 6010]
anim = 9999
ctrl = 0

[State 3001, VarSet]
type = NULL
triggerall = time = 0
trigger1 = var(1) := parent,var(1) || 1
trigger1 = var(13) := parent,var(13) || 1
trigger1 = var(14) := parent,var(14) || 1

[State 1, 18]
type = BindToParent
trigger1 = 1
time = -1
pos = var(13), var(14)

[State 2000]
type = AssertSpecial
trigger1 = Time <= 24+(var(1)*10)
flag = NoFG
flag2 = NOBG
flag3 = NoShadow

[State 820, Spark]
type = Explod
trigger1 = time = 0
anim = ifelse(!var(1), 6070, ifelse(var(1) = 1, 6080, 6090))
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
ontop = 1
supermovetime = 9999

[State 1, 18]
type = PlaySnd
triggerall = !var(1)
trigger1 = time = 0
value = 3, 2

[State 1, 18]
type = PlaySnd
triggerall = var(1) = 1
trigger1 = time = 0
value = 3, 0

[State 1, 18]
type = PlaySnd
triggerall = var(1) = 2
trigger1 = time = 0
value = 3, 4

[State 1, 18]
type = PlaySnd
triggerall = var(1) = 2
trigger1 = time = 0
value = 3, 3

[State 8500, End]
type = destroyself
trigger1 = Time = 25+(var(1)*10)


;仭揹寕傗傜傟仭
[Statedef 6020]
type = A
movetype = H
physics = N
velset = 0, 0

[State -2, VelSet]
Type = VelSet
Trigger1 = time = 0
x = -1
y = -2

[State 45030, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 5030

[State 45030, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(7696)
trigger1 = time = 0
value = 7696

[State 45030, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(9010)
triggerall = time = 0
trigger1 = Name = "Mayu Shiina" && AuthorName = "BF"
trigger2 = Name = "Makoto Sawatari" && AuthorName = "BF"
value = 9010

[State 45030, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5056)
triggerall = time = 0
trigger1 = Name = "Ayu Tukimiya" && AuthorName = "shikkoku"
trigger2 = Name = "Mai Kawasumi" && AuthorName = "586"
value = 5056

[State 45030, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5710)
triggerall = time = 0
trigger1 = Name = "Nayuki Minase" && AuthorName = "EL"
value = 5710

[State 45030, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(3590)
triggerall = time = 0
trigger1 = Name = "Makoto Sawatari" && AuthorName = "EL"
value = 3590

[State 0, PalFXWiz]
type = PalFX
trigger1 = anim = 5030
trigger1 = time = 0
time = 60
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0

[State 40, Position]
type = PosAdd
trigger1 = anim = 5030
x = ifelse(time%2,5,-5)

[State 45031, SelfState]
type = SelfState
trigger1 = Time = 35
value = 5000
