
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪
;--------------------------------------------------
[StateDef 0]
Type = S
Physics = S
SprPriority = 0

[State 0, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 0, VelSet]
Type = posSet
triggerall = name = "Megalith"
Trigger1 = Time = 0
Y = 0

[State 0, VelSet]
Type = VelSet
Trigger1 = Abs(Vel X) < 2
Trigger2 = Time = 4
X = 0

[State 0, 1]
type = ChangeAnim
triggerall = name = "Megalith"
Triggerall = palno <= 6
trigger1 = Anim != 1 
trigger2 = Anim = 5 && AnimTime = 0 
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = name = "Megalith"
Triggerall = palno >= 7
trigger1 = Anim != 0 
trigger2 = Anim = 5 && AnimTime = 0 
value = 0

[State 0, ChangeState]
Type = ChangeState
Trigger1 = !Alive
Value = 5050

[State 0, ]
type = CtrlSet
trigger1 = roundstate = 1
value = 0

;---------- 堎忢僿儖僷乕嶍彍
[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)


[State]
type = LifeSet
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State]
type = PowerSet
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State]
type = SelfState
trigger1 = name != "Megalith"
trigger1 = ishelper = 0
trigger1 = time > = 0
value = 5050
ignorehitpause = 1

[State]
type = ChangeState
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = !alive
value = 5150
ignorehitpause = 1


[State 0, PlayerPush]
Type = PlayerPush
Trigger1 = 1
IgnoreHitPause = 1
Value = 1

[Statedef 7224]
anim = 7097
SprPriority = 5

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 7224
ignorehitpause = 1

[State 0]
Type = null;AngleDraw
trigger1 = 1
Value = gametime*3*(1+random%100)*0.1
Scale = (ifelse((gametime%120<=59),((gametime%60*0.01)/0.6),(1-(gametime%60*0.01)/0.6)))*0.5,0.5
ignorehitpause = 1

[State 7224]
Type = null;AngleDraw
Trigger1 = Time >= 0
Value = gametime * 0.3 * (1 + random%900) * 0.01
Scale = (ifelse((gametime%300),((gametime%10 * 0.02)  / 0.6),(1 - (gametime%10*0.02)  / 0.6))) * 0.5,0.5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Scale = 0.15,0.2

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = 1
Value = 2

[State 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 7224]
type = BindToRoot
trigger1 = 1
trigger1 = root,anim=0
trigger2 = 1
Trigger2 = root,stateno = 193
pos = 0,-50
ignorehitpause = 1

[State 7224]
type = BindToRoot
trigger1 = 1
trigger1 = root,anim!=0
pos = 0,-40
ignorehitpause = 1

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -1]
Type           = AfterImage;
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 150 , 150 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .85,.85,.85  ;巆憸偺怓偺忔嶼抣乮愒,椢,惵丒俼俧俛丒float乯

[State -2, AfterImage];僟儊乕僕帪巆憸徚嫀
Type = destroyself
Trigger1 = root,stateno = 5150
Trigger2 = Root,Anim = 7110
Trigger2 = Root,AnimElem = 6

[State 7224]
type = AssertSpecial
trigger1 = root,anim=7061
trigger2 = root,anim=1000
trigger3 = root,anim=1010
Trigger4 = root,Alive = 0
Trigger5 = root,stateno = 193
flag = invisible
ignorehitpause = 1

[Statedef 72244]
anim = 70970
SprPriority = 5

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 7224
ignorehitpause = 1

[State 0]
Type = null;AngleDraw
trigger1 = 1
Value = gametime*3*(1+random%100)*0.1
Scale = (ifelse((gametime%120<=59),((gametime%60*0.01)/0.6),(1-(gametime%60*0.01)/0.6)))*0.5,0.5
ignorehitpause = 1

[State 7224]
Type = null;AngleDraw
Trigger1 = Time >= 0
Value = gametime * 0.3 * (1 + random%900) * 0.01
Scale = (ifelse((gametime%300),((gametime%10 * 0.02)  / 0.6),(1 - (gametime%10*0.02)  / 0.6))) * 0.5,0.5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Scale = 0.15,0.2

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 0
Value = 45

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = 1
Value = -4

[State 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 7224]
type = BindToRoot
trigger1 = 1
trigger1 = root,anim=0
trigger2 = 1
Trigger2 = root,stateno = 193
pos = 0,-50
ignorehitpause = 1

[State 7224]
type = BindToRoot
trigger1 = 1
trigger1 = root,anim!=0
pos = 0,-40
ignorehitpause = 1

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -1]
Type           = AfterImage;
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 150 , 150 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .85,.85,.85  ;巆憸偺怓偺忔嶼抣乮愒,椢,惵丒俼俧俛丒float乯

[State -2, AfterImage];僟儊乕僕帪巆憸徚嫀
Type = destroyself
Trigger1 = root,stateno = 5150
Trigger2 = Root,Anim = 7110
Trigger2 = Root,AnimElem = 6

[State 7224]
type = AssertSpecial
trigger1 = root,anim=7061
trigger2 = root,anim=1000
trigger3 = root,anim=1010
Trigger4 = root,Alive = 0
Trigger5 = root,stateno = 193
flag = invisible
ignorehitpause = 1

[Statedef 7225]
anim = 7120
SprPriority = 5

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 7224
ignorehitpause = 1

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = -30
Scale = 0.50,0.35

[State 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 7224]
type = BindToRoot
trigger1 = 1
trigger1 = root,anim=0
trigger2 = 1
Trigger2 = root,stateno = 193
pos = -3,-55
ignorehitpause = 1

[State 7224]
type = BindToRoot
trigger1 = 1
trigger1 = root,anim!=0
pos = -3,-45
ignorehitpause = 1

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, AfterImage];僟儊乕僕帪巆憸徚嫀
Type = destroyself
Trigger1 = root,stateno = 5150
Trigger2 = Root,Anim = 7110
Trigger2 = Root,AnimElem = 6

[State 6300]
type = Turn
trigger1 = P2Dist X < 0

[State 7224]
type = AssertSpecial
trigger1 = root,anim !=0
flag = invisible
ignorehitpause = 1

[Statedef 7226]
anim = 7120
SprPriority = 5

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 7224
ignorehitpause = 1

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = 30
Scale = 0.525,0.325

[State 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 7224]
type = BindToRoot
trigger1 = 1
trigger1 = root,anim=0
trigger2 = 1
Trigger2 = root,stateno = 193
pos = -3,-55
ignorehitpause = 1

[State 7224]
type = BindToRoot
trigger1 = 1
trigger1 = root,anim!=0
pos = -3,-45
ignorehitpause = 1

[State 6300]
type = Turn
trigger1 = P2Dist X < 0

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, AfterImage];僟儊乕僕帪巆憸徚嫀
Type = destroyself
Trigger1 = root,stateno = 5150
Trigger2 = Root,Anim = 7110
Trigger2 = Root,AnimElem = 6

[State 7224]
type = AssertSpecial
trigger1 = root,anim !=0
flag = invisible
ignorehitpause = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]偟傖偑傓乮AI梡偵偪傚偭偲夵憿乯
;--------------------------------------------------
[StateDef 10]
Type = C
Physics = C
VelSet = 0, 0

[State 10, ChangeState]
Type = ChangeState
Trigger1 = Var(49) = 1
Value = 11

[State 10, ChangeAnim]
Type = ChangeAnim
Trigger1 = Var(49) = 0
Trigger1 = Time = 0
Value = 10

[State 10, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11

[State 10,Explod]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%5) = 0
anim = 22126;22063
sprpriority = 10
postype = p1
pos = 0,10
bindtime = 100
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

[State]
type = LifeSet
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State]
type = PowerSet
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State]
type = SelfState
trigger1 = name != "Megalith"
trigger1 = ishelper = 0
trigger1 = time > = 0
value = 5050
ignorehitpause = 1

[State]
type = ChangeState
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = !alive
value = 5150
ignorehitpause = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]偟傖偑傒乮AI梡偵偪傚偭偲夵憿乯
;--------------------------------------------------
[StateDef 11]
Type = C
Physics = C
SprPriority = 0

[State 11, ChangeAnim]
Type = ChangeAnim
Trigger1 = Var(49) = 0
Trigger1 = Time = 0
Value = 11

[State 11, ChangeAnim]
Type = ChangeAnim
Trigger1 = Var(49) = 1
Trigger1 = Anim != 0
Value = 0

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

[State]
type = LifeSet
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State]
type = PowerSet
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State]
type = SelfState
trigger1 = name != "Megalith"
trigger1 = ishelper = 0
trigger1 = time > = 0
value = 5050
ignorehitpause = 1

[State]
type = ChangeState
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = !alive
value = 5150
ignorehitpause = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偮乮AI梡偵偪傚偭偲夵憿乯
;--------------------------------------------------
[StateDef 12]
Type = S
Physics = S

[State 12, ChangeState]
Type = ChangeState
Trigger1 = Var(49) = 1
Value = 0

[State 12, ChangeAnim]
Type = ChangeAnim
Trigger1 = Var(49) = 0
Trigger1 = Time = 0
Value = 12

[State 12, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

[State]
type = LifeSet
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State]
type = PowerSet
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State]
type = SelfState
trigger1 = name != "Megalith"
trigger1 = ishelper = 0
trigger1 = time > = 0
value = 5050
ignorehitpause = 1

[State]
type = ChangeState
triggerall = name != "Megalith"
triggerall = ishelper = 0
trigger1 = !alive
value = 5150
ignorehitpause = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]曕偒乮AI梡偵偪傚偭偲夵憿乯
;--------------------------------------------------
[StateDef 20]
Type = S
Physics = S
SprPriority = 0

[State 20, VelSet]
Type = VelSet
Trigger1 = 1
X = IfElse((Command="holdback"), Const(Velocity.Walk.Back.X), Const(Velocity.Walk.Fwd.X))

[State 20, ChangeAnim]
Type = ChangeAnim
TriggerAll = Vel X > 0
Trigger1 = Anim != 20
Value = 20

[State 20, ChangeAnim]
Type = ChangeAnim
TriggerAll = Vel X < 0
Trigger1 = Anim != 21
Value = 21



[State 20, ChangeAnim]
Type = ChangeAnim
Trigger1 = Vel X = 0
Trigger1 = Anim != 0
Value = 0

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僕儍儞僾乮弨旛乯
;--------------------------------------------------
[StateDef 40]
Type = S
Physics = S
Anim = 40
Ctrl = 0
SprPriority = 1

[State 40, VarSet]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 40, VarSet]
Type = VarSet
Trigger1 = Command = "holdfwd"
sysvar(1) = 1

[State 40, VarSet]
Type = VarSet
Trigger1 = Command = "holdback"
sysvar(1) = -1

[State 40, VelSet]
Type = VelSet
Trigger1 = AnimTime = 0
X = IfElse(SysVar(1)=0, Const(Velocity.Jump.Neu.X), IfElse(SysVar(1)=1, Const(Velocity.Jump.Fwd.X), Const(Velocity.Jump.Back.X)))
Y = Const(Velocity.Jump.Y)

[State 40, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 50
Ctrl = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僕儍儞僾乮忋徃乯
;--------------------------------------------------
[StateDef 50]
Type    = A
Physics = A

[State 50, VarSet]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 50, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = IfElse((Vel X)=0, 41, IfElse((Vel X)>0, 42, 43))

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僕儍儞僾乮壓崀乯
;--------------------------------------------------
[StateDef 51]
Type    = A
Physics = A

[State 51, Null]
Type = Null
Trigger1 = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]拝抧
;--------------------------------------------------
[StateDef 52]
Type = S
Physics = S
Ctrl = 0
Anim = 47
VelSet = 0, 0

[State 52, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 52, Turn]
Type = Turn
Trigger1 = Time = 1
Trigger1 = P2Dist X < -5

[State 52, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100,19
Channel = 6

[State 52, CtrlSet]
Type = CtrlSet
Trigger1 = Time = 1
Value = 1

[State 52, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僈乕僪乮奐巒乯
;--------------------------------------------------
[StateDef 120]
Type = U
movetype = I
Physics = U

[State 120]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 120]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 120, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 120 + (StateType = C) + (StateType = A)*2

[State 120, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = S
Physics = S

[State 120, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = C
Physics = C

[State 120, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = A
Physics = A

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[State 120, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 120, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 120, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 1
Trigger1 = StateType != A
StateType = C
Physics = C

[State 120, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 0
Trigger1 = StateType != A
StateType = S
Physics = S
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

[State 120, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 130 + (StateType = C) + (StateType = A)*2

[State 120, ChangeState]
Type = ChangeState
Trigger1 = Command != "holdback"
Trigger2 = !InGuardDist
Value = 140

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪僈乕僪乮僈乕僪拞乯
;--------------------------------------------------
[StateDef 130]
Type = S
movetype = I
Physics = S

[State 130]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 130]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 130, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim != 130
Value = 130

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[State 130, Hi to Lo]
Type = ChangeState
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = Command = "holddown"
Value = 131

[State 130, Hi to Lo]
Type = ChangeState
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 1
Value = 131
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

[State 130, ChangeState]
Type = ChangeState
Trigger1 = Command != "holdback"
Trigger2 = !InGuardDist
Value = 140

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]偟傖偑傒僈乕僪乮僈乕僪拞乯
;--------------------------------------------------
[StateDef 131]
Type = C
movetype = I
Physics = C

[State 131]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 131]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 

[State 131, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim != 131
Value = 131

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[State 131, Lo to Hi]
Type = ChangeState
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = Command != "holddown"
Value = 130

[State 131, Lo to Hi]
Type = ChangeState
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 0
Value = 130
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

[State 131, ChangeState]
Type = ChangeState
Trigger1 = Command != "holdback"
Trigger2 = !InGuardDist
Value = 140

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僈乕僪乮僈乕僪拞乯
;--------------------------------------------------
[StateDef 132]
Type = A
movetype = I
Physics = N

[State 131]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 131]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 

[State 132, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim != 132
Value = 132

[State 132, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 132, VarSet]
Type = VarSet
Trigger1 = 1
sysvar(0) = (Pos Y >= 0) && (Vel Y > 0)

[State 132, VelSet]
Type = VelSet
Trigger1 = SysVar(0)
Y = 0

[State 132, PosSet]
Type = PosSet
Trigger1 = SysVar(0)
Y = 0

[State 132, ChangeState]
Type = ChangeState
Trigger1 = SysVar(0)
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Value = 130

[State 132, ChangeState]
Type = ChangeState
Trigger1 = SysVar(0)
Value = 52

[State 132, Stop Guarding]
Type = ChangeState
Trigger1 = Command != "holdback"
Trigger2 = !InGuardDist
Value = 140

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僈乕僪乮廔椆乯
;--------------------------------------------------
[StateDef 140]
Type = U
movetype = I
Physics = U
Ctrl = 1

[State 140]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 140]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 140, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 140 + (StateType = C) + (StateType = A)*2

[State 140, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = S
Physics = S

[State 140, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = C
Physics = C

[State 140, StateTypeSet]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = A
Physics = A

;[State 140]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[State 140, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 140, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 140, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 1
Trigger1 = StateType != A
StateType = C
Physics = C

[State 140, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 0
Trigger1 = StateType != A
StateType = S
Physics = S
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

;--------------------僈乕僪屻偵嬻拞偱嵞峴摦壜擻偵偡傞張棟
[State 140, ChangeAnim]
Type = ChangeAnim
Trigger1 = StateType = A
Trigger1 = Anim = 142
Trigger1 = AnimTime = 0
Value = 41
Elem = 11

[State 140, ChangeState]
Type = ChangeState
Trigger1 = Anim = 41
Value = 51
Ctrl = 1
;--------------------

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪僈乕僪乮僸僢僩峝捈拞乯
;--------------------------------------------------
[StateDef 150]
Type = S
MoveType= I
Physics = N
VelSet = 0,0

[State 150]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 150]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 150, ChangeAnim]
Type = ChangeAnim
Trigger1 = 1
Value = 150

[State 150, ChangeState]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 151 + 2*(Command = "holddown")

;[State 150]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[State 150, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 150, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 150, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 1
StateType = C
Physics = C

[State 150, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 0
StateType = S
Physics = S
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪僈乕僪乮嬄偗斀傝乯
;--------------------------------------------------
[StateDef 151]
Type = S
MoveType= I
Physics = S
Anim = 150

[State 150]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 150]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 151, HitVelSet]
Type = HitVelSet
Trigger1 = Time = 0
X = 1

[State 151, VelSet]
Type = VelSet
Trigger1 = Time = GetHitVar(SlideTime)
Trigger2 = HitOver
X = 0

;[State 151]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 151, 3]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[State 151, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 151, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 151, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 1
StateType = C
Physics = C

[State 151, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 0
StateType = S
Physics = S
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

[State 151, ChangeState]
Type = ChangeState
Trigger1 = HitOver
Value = 130
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]偟傖偑傒僈乕僪乮僸僢僩峝捈拞乯
;--------------------------------------------------
[StateDef 152]
Type = C
MoveType= I
Physics = N
VelSet = 0,0

[State 150]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 150]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 152, ChangeAnim]
Type = ChangeAnim
Trigger1 = 1
Value = 151

[State 152, ChangeState]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 151 + 2*(Command = "holddown")

;[State 152]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[State 152, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 152, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 152, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 1
StateType = C
Physics = C

[State 152, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 0
StateType = S
Physics = S
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]偟傖偑傒僈乕僪乮嬄偗斀傝乯
;--------------------------------------------------
[StateDef 153]
Type = C
MoveType= I
Physics = C
Anim = 151

[State 150]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 150]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 153, HitVelSet]
Type = HitVelSet
Trigger1 = Time = 0
X = 1

[State 153, VelSet]
Type = VelSet
Trigger1 = Time = GetHitVar(SlideTime)
Trigger2 = HitOver
X = 0

[State 153, CtrlSet]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

;[State 153]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
[State 153, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 153, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 0;		AI僗僀僢僠OFF
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 153, Hi to Lo]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 1
StateType = C
Physics = C

[State 153, Lo to Hi]
Type = StateTypeSet
Trigger1 = Var(49) = 1;		AI僗僀僢僠ON
Trigger1 = Var(28) = 0
StateType = S
Physics = S
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

[State 153, ChangeState]
Type = ChangeState
Trigger1 = HitOver
Value = 131
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僈乕僪乮僸僢僩峝捈拞乯
;--------------------------------------------------
[StateDef 154]
Type = A
MoveType= I
Physics = N
VelSet = 0,0

[State 150]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 150]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 154, ChangeAnim]
Type = ChangeAnim
Trigger1 = 1
Value = 152

[State 154, ChangeState]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 155

;[State 154]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞僈乕僪乮嬄偗斀傝乯
;--------------------------------------------------
[StateDef 155]
Type = A
MoveType= I
Physics = N
Anim = 152

[State 150]
type = statetypeset
trigger1 = palno != [11,12]
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 150]
type = statetypeset
trigger1 = palno = [11,12]
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 155, HitVelSet]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 155, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 155, CtrlSet]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

;[State 155]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------僈乕僪屻偵嬻拞偱嵞峴摦壜擻偵偡傞張棟
[State 155, ChangeAnim]
Type =ChangeAnim
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 41
Elem = 11

[State 155, ChangeState]
Type = ChangeState
Trigger1 = Anim = 41
Value = 51
Ctrl = 1
;--------------------

[State 155, VarSet]
Type = VarSet
Trigger1 = 1
sysvar(0) = (Pos Y >= 0) && (Vel Y > 0)

[State 155, VelSet]
Type = VelSet
Trigger1 = SysVar(0)
Y = 0

[State 155, PosSet]
Type = PosSet
Trigger1 = SysVar(0)
Y = 0

[State 155, ChangeState]
Type = ChangeState
Trigger1 = SysVar(0)
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Value = 130

[State 155, ChangeState]
Type = ChangeState
Trigger1 = SysVar(0)
Value = 52

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僞僀儉僆乕僶乕晧偗
;--------------------------------------------------
[StateDef 170]
Type = S
Physics = S
Ctrl = 0
VelSet = 0, 0

[State 170, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(170)
Value = 170

[State 170, ChangeAnim]
Type = posset
Trigger1 = 1
Y = 0

[State 170, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim != 0
Trigger1 = Anim != 170
Value = 0

[State 170, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 170, VarSet];攕杒敾掕僼儔僌
Type = VarSet
Trigger1 = Lose
V = 51
Value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僞僀儉僆乕僶乕堷偒暘偗
;--------------------------------------------------
[StateDef 175]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0, 0

[State 175, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 0
Value = 40003

[State 175, Helper]
Type = Helper
Trigger1 = time >= 0
SprPriority = 0
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 5
ID = 186
StateNo = 186
Name = "cirecle"

[State -2]
type = assertspecial
triggerall = time = [0,150]
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = roundState >= 3
flag = roundnotover
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 175, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]彑棙
;--------------------------------------------------
[StateDef 180]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0, 0

[State -2, VarSet]
Type = Varset
Trigger1 = time = 0
V = 57
Value = 1

[State a]
type = null;Explod
trigger1 = (GameTime%8) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = -60 + (random%120),0 - (random%40)
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-2 + (random%1)
ignorehitpause = 1
pausemovetime = 0
supermovetime = 0
trans = add

[State 180, ChangeAnim]
Type = posset
Trigger1 = time = 0
Y = 0

[State 180, ChangeAnim]
Type = ChangeAnim
Trigger1 = time = 0
Value = 40002

[State -2]
type = assertspecial
triggerall = time = [0,200]
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = roundState >= 3
flag = roundnotover
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 5126, ChangeState]
Type = ChangeState
trigger1 = roundstate = 4
trigger1 = MatchOver = 1
Value = 181

[State -1]
type = Explod
triggerall = palno <= 6
trigger1 = time = 0
anim = 7140
id = 180
scale = 0.5,0.1
sprpriority = -8
postype = p1
pos = 0,3
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = palno <= 6
trigger1 = time = 0
anim = 41001
id = 180
scale = 0.425,0.08
sprpriority = -7
postype = p1
pos = 0,3
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = palno >= 7
trigger1 = time = 0
anim = 7140
id = 180
scale = 1,0.2
sprpriority = -8
postype = p1
pos = 0,3
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = time = 0
triggerall = palno >= 7
anim = 41000
id = 180
scale = 0.85,0.16
sprpriority = -7
postype = p1
pos = 0,3
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 180, Helper]
Type = null;Helper
Trigger1 = time >= 0
SprPriority = -5
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 5
ID = 186
StateNo = 186
Name = "cirecle"

[StateDef 181]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0, 0

[state 6503,1]
type = playsnd
Trigger1 = AnimElem = 6
value = 400,38
freqmul = 2.0

[state 6503,1]
type = playsnd
Trigger1 = AnimElem = 6
value = 400,40
freqmul = 2.1

[state 6503,1]
type = playsnd
Trigger1 = AnimElem = 6
value = 400,40
freqmul = 2.0

[state 6503,1]
type = playsnd
Trigger1 = AnimElem = 6
value = 400,40
freqmul = 1.9

[State a]
type = Explod
Trigger1 = AnimElem = 6
anim = 7107
sprpriority = 16
postype = p1
pos = 0,-55
scale = 1.7,1.7
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 54
trigger1 = time <= 94
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -7 + (random%14),-7 + (random%14)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 54
trigger1 = time <= 94
trigger1 = (GameTime%2) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -7 + (random%14),-7 + (random%14)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 54
trigger1 = time <= 94
trigger1 = (GameTime%2) = 1
anim = 7102
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5 + (random%10),-5 + (random%10)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 180, ChangeAnim]
Type = posset
Trigger1 = time = 0
Y = 0

[State 180, ChangeAnim]
Type = ChangeAnim
Trigger1 = time = 0
Value = 7110

[State -2]
type = assertspecial
triggerall = time = [0,200]
triggerall = !ishelper
trigger1 = roundState >= 3
flag = roundnotover
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -1]
type = Explod
triggerall = palno <= 6
trigger1 = time = 0
anim = 7140
id = 180
scale = 0.5,0.1
sprpriority = -8
postype = p1
pos = 0,3
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = palno <= 6
trigger1 = time = 0
anim = 41001
id = 180
scale = 0.425,0.08
sprpriority = -7
postype = p1
pos = 0,3
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = palno >= 7
trigger1 = time = 0
anim = 7140
id = 180
scale = 1,0.2
sprpriority = -8
postype = p1
pos = 0,3
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = time = 0
triggerall = palno >= 7
anim = 41000
id = 180
scale = 0.85,0.16
sprpriority = -7
postype = p1
pos = 0,3
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3020, 1]
type = RemoveExplod
trigger1 = animElem = 6
ID = 180


[StateDef 182]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0, 0



[State 182, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 0
Value = 40003

[State 182, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Trigger1 = MatchOver
Trigger1 = Var(45) > 0
Value = 181

[StateDef 185]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0, 0

[State 185, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 0
Value = 40003





[State 185, Helper]
Type = Helper
Trigger1 = time >= 0
SprPriority = -5
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 5
ID = 186
StateNo = 186
Name = "cirecle"

[StateDef 186]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 41001
SprPriority = -5

[State 186, DestroySelf]
Type = DestroySelf
Trigger1 = Root,Anim = 7110
Trigger1 = Root,AnimElem = 6

[State 186, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 186, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.85, 0.16


[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,3
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 186, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僀儞僩儘慖戰
;--------------------------------------------------
[StateDef 190]
Type = S
Ctrl = 0
VelSet = 0, 0

[State 190, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 190, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6900

[State 190, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 1,100

[State 190, ChangeState]
Type = ChangeState
Trigger1 = palno != [11,12]
Trigger1 = Var(20) = [1,60]
Trigger1 = Time = 0
Value = 192

[State 190, ChangeState]
Type = ChangeState
Trigger1 = palno != [11,12]
Trigger1 = Var(20) = [61,80]
Trigger1 = Time = 0
Value = 193

[State 190, ChangeState]
Type = ChangeState
Trigger1 = palno != [11,12]
Trigger1 = Var(20) = [81,100]
Trigger1 = Time = 0
Value = 191

[State 190, ChangeState]
Type = ChangeState
Trigger1 = palno = [11,12]
Trigger1 = Var(20) = [1,60]
Trigger1 = Time = 0
Value = 191

[State 190, ChangeState]
Type = ChangeState
Trigger1 = palno = [11,12]
Trigger1 = Var(20) = [61,100]
Trigger1 = Time = 0
Value = 193

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僀儞僩儘侾丂棫偪偺傒
;--------------------------------------------------
[StateDef 191]
Type = S
Ctrl = 0
Anim = 40004

[State 191, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 191, NotHitBy]
Type = NotHitBy
Trigger1 = time >=0
Value = SCA

[State 191, ChangeState] 
Type = ChangeState
Trigger1 = Time = 220
Value = 194

[state 6500,1]
type = EnvShake
trigger1 = Time = 102
time = 20
ampl = -28
freq = 95
phase = 95


[state 191,1]
type = playsnd
trigger1 = Time = 0
value = 206,14

[state 6504,1]
type = playsnd
trigger1 = Time = 102
value = 400,6

[state 6504,1]
type = playsnd
trigger1 = Time = 102
value = 400,7

[state 6504,1]
type = playsnd
trigger1 = Time = 102
value = 400,14

[state 6504,1]
type = playsnd
trigger1 = Time = 102
value = 400,41

[state 6504,1]
type = playsnd
trigger1 = Time = 102
value = 400,32

[state 6504,1]
type = explod
trigger1 = Time = 102
anim = 7042
id = 6500
sprpriority = 999998
postype = p1
pos = -80,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state 6504,1]
type = explod
trigger1 = Time = 102
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = -70,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[state 6504,1]
type = explod
trigger1 = Time = 102
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = -90,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[state 6503,1]
type = explod
trigger1 = Time = 102
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 999998
postype = p1
scale = 0.7,0.9
pos = -80,-25
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[state 195,1]
type = explod
trigger1 = Time = 102
anim = 7028
id = 7028
sprpriority = 999999
postype = p1
pos = -80,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8

[state 6504,1]
type = playsnd
trigger1 = Time = 102
value = 400,6

[state 6504,1]
type = playsnd
trigger1 = Time = 102
value = 400,7

[state 6504,1]
type = playsnd
trigger1 = Time = 102
value = 400,14

[state 6504,1]
type = null;playsnd
trigger1 = Time = 102
value = 400,41

[state 6504,1]
type = null;playsnd
trigger1 = Time = 102
value = 400,32

[state 6504,1]
type = explod
trigger1 = Time = 102
anim = 7042
id = 6500
sprpriority = 999998
postype = p1
pos = 80,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state 6504,1]
type = explod
trigger1 = Time = 102
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = 70,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[state 6504,1]
type = explod
trigger1 = Time = 102
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 999999
postype = p1
pos = 90,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[state 6503,1]
type = explod
trigger1 = Time = 102
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 999998
postype = p1
scale = 0.7,0.9
pos = 80,-25
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[state 195,1]
type = explod
trigger1 = Time = 102
anim = 7028
id = 7028
sprpriority = 999999
postype = p1
pos = 80,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8

[State 6505]
type = AllPalFX
trigger1 = time = 102
time = 7
add = 250,250,250



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僀儞僩儘俀丂嶲擖丂昞帵柍偟
;--------------------------------------------------
[StateDef 192]
Type = S
Ctrl = 0
Anim = 7061

[State 192, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 192, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 3

[State -2]
type = Explod
triggerall = time >= 30
triggerall = time <= 150
trigger1 = (GameTime%20) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = -50,-5
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = time >= 30
triggerall = time <= 150
trigger1 = (GameTime%15) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 32,-2
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = time >= 30
triggerall = time <= 150
trigger1 = (GameTime%35) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 20,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
type = Explod
triggerall = time >= 30
triggerall = time <= 150
trigger1 = (GameTime%30) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 0,-6
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 191]
Type = Helper
trigger1 = Time = 80
ID = 6503
StateNo = 6504
postype = p1
pos = 0, 0
PauseMoveTime = 0
Persistent = 0
ownpal = 1
sprpriority = 999999
Name = " "


[State 0, Helper]
Type = Helper
Trigger1 = time = 90
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -40
ID = 3228
StateNo = 3228
Name = "bakuha"

[State 0, Helper]
Type = Helper
Trigger1 = time = 100
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 20, -60
ID = 3229
StateNo = 3229
Name = "bakuha"

[State 0, Helper]
Type = Helper
Trigger1 = time = 110
SprPriority = 99
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = -30, 40
ID = 3228
StateNo = 3228
Name = "bakuha"

[State 195, PlaySnd]
Type = PlaySnd
Trigger1 = time = 30
Value = S400, 9

[State 195, PlaySnd]
Type = null;PlaySnd
Trigger1 = time = 0
Value = S206, 14

[State 6505]
type = AllPalFX
trigger1 = time = 80
time = 10
add = 250,250,250

[State 192, ChangeState] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;
;--------------------------------------------------
[StateDef 193]
Type = S
VelSet = 0,0
ctrl = 0
anim = 7113

[State a]
type = Explod
trigger1 = time > 20
trigger1 = time <= 160
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5 + (random%10),-5 + (random%10)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time > 20
trigger1 = time <= 160
trigger1 = (GameTime%2) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5 + (random%10),-5 + (random%10)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time > 20
trigger1 = time <= 160
trigger1 = (GameTime%2) = 1
anim = 7102
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -4 + (random%8),-4 + (random%8)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 2000]
type = Explod
trigger1 = time > 20
trigger1 = time <= 150
trigger1 = (GameTime%20) = 1
anim = 7107
pos = 0,-55
ownpal = 1
scale = 1.5,1.5
trans = add

[state 6503,1]
type = playsnd
Trigger1 = AnimElem =2
value = 400,38
freqmul = 2.0

[state 6503,1]
type = playsnd
trigger1 = time > 10
trigger1 = time <= 150
trigger1 = (GameTime%45) = 1
value = 400,40
freqmul = 2.1

[state 6503,1]
type = playsnd
trigger1 = time > 10
trigger1 = time <= 150
trigger1 = (GameTime%55) = 1
value = 400,40
freqmul = 2.0

[state 6503,1]
type = playsnd
trigger1 = time > 10
trigger1 = time <= 150
trigger1 = (GameTime%65) = 1
value = 400,40
freqmul = 1.9

[State 192, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 193, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 3

[State 194, ChangeState] 
Type = ChangeState
Trigger1 = animtime = 0
Value = 0
ctrl = 1

[StateDef 194]
Type = S
Ctrl = 0
Anim = 3247

[State 194, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 194, NotHitBy]
Type = NotHitBy
Trigger1 = time >=0
Value = SCA

[State 194, ChangeState] 
Type = ChangeState
Trigger1 = animelem = 3
Value = 0

[Statedef 195]
type = S
ctrl = 0
anim = 40005
velset = 0,0
movetype = A
physics = S
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔



[State 195, 彮偟憗傔]
type = CtrlSet
trigger1 = Time = 32
value = 1

[state 6504,1]
type = playsnd
trigger1 = Time = 15
value = 400,41

[State 195, PlaySnd]
Type = PlaySnd
Trigger1 = time = 15
Value = S400, 6

[State 195, PlaySnd]
Type = PlaySnd
Trigger1 = time = 15
Value = S400, 7

[State 195, PlaySnd]
Type = PlaySnd
Trigger1 = time = 15
Value = S400, 32

[State 195, PlaySnd]
Type = PlaySnd
Trigger1 = time = 15
Value = S400, 21

[State 195]
type = Explod
trigger1 = Time = 14
anim = 7042
id = 7000
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 0
PauseMoveTime = 9999999
supermovetime = 999999

[State 195]
type = Explod
trigger1 = Time = 14
anim = 7025
id = 7025
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 195]
type = Explod
trigger1 = Time = 14
anim = 7026
id = 7026
scale = 0.7,0.7
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 195]
type = Explod
trigger1 = Time = 14
anim = 7027
id = 7027
scale = 0.7,0.7
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[state 195,1]
type = explod
trigger1 = Time = 16
anim = 7028
id = 7028
sprpriority = 1
postype = p1
pos = 0,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8
PauseMoveTime = 9999999
supermovetime = 999999

[state 6503,1]
type = explod
trigger1 = Time = 14
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 0
postype = p1
scale = 0.7,0.9
pos = 0,-25
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 195,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 5
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -100,-3
air.velocity = -100,-3
Fall.Recover = 0


[State 195, 0]
type = EnvShake
trigger1 = time = 14
time = 40
freq = 90
ampl = -4

[State 195]
type = ChangeState
trigger1 = Command = "start"
trigger1 = time >= 16
value = 195

[State 195, 栠傞]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

[statedef 196]
type = S
ctrl = 0
anim = 40005
velset = 0,0
movetype = A
physics = S
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔

[State 196, 彮偟憗傔]
type = CtrlSet
trigger1 = Time = 32
value = 1

[State 196, Helper]
Type = Helper
Trigger1 = time = 0
SprPriority = 0
persistent = 0
PauseMoveTime = 9999999
supermovetime = 999999
helpertype = player
OwnPal = 1
PosType = P2
Pos = 1,0
ID = 6329
StateNo = 6329
Name = "circle"

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "x"
trigger1 = time >= 1
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "a"
trigger1 = time >= 1
value = 207

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "y"
trigger1 = time >= 1
value = 208

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "b"
trigger1 = time >= 1
value = 209

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "x"
trigger1 = time >= 16
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "a"
trigger1 = time >= 16
value = 207

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "y"
trigger1 = time >= 16
value = 208

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "b"
trigger1 = time >= 16
value = 209

[State 196, 栠傞]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

[statedef 1966]
type = S
ctrl = 0
anim = 7043
velset = 0,0
movetype = A
physics = S
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔


[State 1966, Helper]
Type = Helper
Trigger1 = time = 0
SprPriority = 0
PauseMoveTime = 9999999
supermovetime = 999999
helpertype = player
Persistent = 0
OwnPal = 1
PosType = P2
Pos = 1,0
ID = 6329
StateNo = 6329
Name = "circle"

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "x"
trigger1 = time >= 1
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "a"
trigger1 = time >= 1
value = 207

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "y"
trigger1 = time >= 1
value = 208

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "b"
trigger1 = time >= 1
value = 209

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "x"
trigger1 = time >= 16
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "a"
trigger1 = time >= 16
value = 207

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "y"
trigger1 = time >= 16
value = 208

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "b"
trigger1 = time >= 16
value = 209


[State 1966, 栠傞]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

[StateDef 6329]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7041
SprPriority = -1

[State 3251, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 0, 0

[State 6329, DestroySelf]
Type = DestroySelf
trigger1 =  animtime = 0

[State 6329, Helper]
Type = Helper
Trigger1 = animelem = 13
SprPriority = 0
PauseMoveTime = 9999999
supermovetime = 999999
helpertype = player
Persistent = 0
PosType = P1
Pos = 1, 0
ID = 6329
StateNo = 6503
Name = "jaberin"

[State -1, BindToRoot]
Type = null;BindToRoot
Trigger1 = 1
Time = 1
Pos = -Floor(P2Dist X)-1, -Floor(P2Dist Y)-1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 6329, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1, 0.2

[State 6329, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6329, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[statedef 197]
type = S
ctrl = 0
anim = 40006
velset = 0,0
movetype = A
physics = S
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔

[State a]
type = Explod
trigger1                   = time <= 30
trigger1 = (GameTime%2) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = 320 - (random%300),10
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = 0, 0.2
vel = 0,-5.5 + (random%1)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1                   = time <= 30
trigger1 = (GameTime%2) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = -320 + (random%300),10
scale = 0.5,0.5 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = 0, 0.2
vel = 0,-5.5 + (random%1)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 197, 彮偟憗傔]
type = CtrlSet
trigger1 = Time = 110
value = 1

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 4
Value = S400, 6

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 4
Value = S400, 7

[state 6504,1]
type = null;playsnd
Trigger1 = animelem = 4
value = 400,41

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 5
Value = S400, 6

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 5
Value = S400, 7

[state 6504,1]
type = null;playsnd
Trigger1 = animelem = 5
value = 400,41

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 6
Value = S400, 6

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 6
Value = S400, 7

[state 6504,1]
type = null;playsnd
Trigger1 = animelem = 6
value = 400,41

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 7
Value = S400, 6

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 7
Value = S400, 7

[state 6504,1]
type = playsnd
Trigger1 = animelem = 7
value = 400,41

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 8
Value = S400, 6

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 8
Value = S400, 7

[state 6504,1]
type = playsnd
Trigger1 = animelem = 8
value = 400,41

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 9
Value = S400, 6

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 9
Value = S400, 7

[state 6504,1]
type = playsnd
Trigger1 = animelem = 9
value = 400,41

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 10
Value = S400, 6

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 10
Value = S400, 7

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 10
Value = S400, 14

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 10
Value = S400, 14

[state 6504,1]
type = playsnd
Trigger1 = animelem = 10
value = 400,41

[State 197, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 1
Value = S400, 9


[State 197]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = -100, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 5
anim = 7076
id = 7076
postype = p1
pos = -100, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 5
anim = 7077
id = 7077
postype = p1
pos = -100, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = 100, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 5
anim = 7076
id = 7076
postype = p1
pos = 100, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 5
anim = 7077
id = 7077
postype = p1
pos = 100, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 6
anim = 7025
id = 7025
postype = p1
pos = -200, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 6
anim = 7076
id = 7076
postype = p1
pos = -200, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 6
anim = 7077
id = 7077
postype = p1
pos = -200, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999



[State 197]
type = Explod
trigger1 = animelem = 6
anim = 7025
id = 7025
postype = p1
pos = 200, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 6
anim = 7076
id = 7076
postype = p1
pos = 200, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add

[State 197]
type = Explod
trigger1 = animelem = 6
anim = 7077
id = 7077
postype = p1
pos = 200, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 7
anim = 7025
id = 7025
postype = p1
pos = -300, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 7
anim = 7076
id = 7076
postype = p1
pos = -300, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 7
anim = 7077
id = 7077
postype = p1
pos = -300, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999





[State 197]
type = Explod
trigger1 = animelem = 7
anim = 7025
id = 7025
postype = p1
pos = 300, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 7
anim = 7076
id = 7076
postype = p1
pos = 300, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 7
anim = 7077
id = 7077
postype = p1
pos = 300, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 9
anim = 7025
id = 7025
postype = p1
pos = -150, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 9
anim = 7076
id = 7076
postype = p1
pos = -150, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 9
anim = 7077
id = 7077
postype = p1
pos = -150, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 9
anim = 7025
id = 7025
postype = p1
pos = 150, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 9
anim = 7076
id = 7076
postype = p1
pos = 150, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 9
anim = 7077
id = 7077
postype = p1
pos = 150, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999


[State 197]
type = Explod
trigger1 = animelem = 8
anim = 7025
id = 7025
postype = p1
pos = -250, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 8
anim = 7076
id = 7076
postype = p1
pos = -250, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 8
anim = 7077
id = 7077
postype = p1
pos = -250, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999


[State 197]
type = Explod
trigger1 = animelem = 8
anim = 7025
id = 7025
postype = p1
pos = 250, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 8
anim = 7076
id = 7076
postype = p1
pos = 250, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 8
anim = 7077
id = 7077
postype = p1
pos = 250, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 10
anim = 7025
id = 7025
postype = p1
pos = -50, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 10
anim = 7076
id = 7076
postype = p1
pos = -50, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 10
anim = 7077
id = 7077
postype = p1
pos = -50, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 10
anim = 7025
id = 7025
postype = p1
pos = 50, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 10
anim = 7076
id = 7076
postype = p1
pos = 50, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 197]
type = Explod
trigger1 = animelem = 10
anim = 7077
id = 7077
postype = p1
pos = 50, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999



[State 197,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 4
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-3
air.velocity = -10,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
[State 197,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 5
Attr                       = A, HP
projanim                   = 10003
ProjID                     = 10003
projhitanim                = 10003
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-3
air.velocity = -10,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
[State 197,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 6
Attr                       = A, HP
projanim                   = 10004
ProjID                     = 10004
projhitanim                = 10004
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-3
air.velocity = -10,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
[State 197,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 7
Attr                       = A, HP
projanim                   = 10005
ProjID                     = 10005
projhitanim                = 10005
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-3
air.velocity = -10,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
[State 197,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 9
Attr                       = A, HP
projanim                   = 10003
ProjID                     = 10003
projhitanim                = 10003
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-3
air.velocity = -10,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
[State 197,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 8
Attr                       = A, HP
projanim                   = 10004
ProjID                     = 10004
projhitanim                = 10004
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 5,-3
air.velocity =  5,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
[State 197,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 10
Attr                       = A, HP
projanim                   = 10003
ProjID                     = 10003
projhitanim                = 10003
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 80
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 5,-3
air.velocity = 5,-3
Fall.Recover = 0
Fall = 1
Air.Fall = 1
[State 197, 0]
type = EnvShake
trigger1 = animelem = 5
time = 60
freq = 950
ampl = -18

[State 197]
type = ChangeState
trigger1 = Command = "y"
trigger1 = time >= 95
value = 197

[State 197, 栠傞]
type = ChangeState
trigger1 =  animelem = 19
value = 0
ctrl = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

[statedef 198]
type = S
ctrl = 0
anim = 40005
velset = 0,0
movetype = A
physics = S
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔

[State 198, 彮偟憗傔]
type = CtrlSet
trigger1 = Time = 30
value = 1

[State 198, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 5
Value = S400, 6

[State 198, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 5
Value = S400, 7

[State 198, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 5
Value = S400, 7

[State 198, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 5
Value = S400, 6

[state 6504,1]
type = playsnd
Trigger1 = animelem = 5
value = 400,41

[state 6504,1]
type = playsnd
Trigger1 = animelem = 5
value = 400,41

[State 198, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 5
Value = S400, 7

[State 198, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 5
Value = S400, 14

[State 198, PlaySnd]
Type = null;PlaySnd
Trigger1 = animelem = 5
Value = S400, 14

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = -100, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = null;Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = -100, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = null;Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = -100, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = 100, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = null;Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = 100, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = null;Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = 100, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = -200, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = -200, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = -200, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = 200, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = 200, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = 200, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = -300, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = -300, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = -300, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = 300, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7077;7026
id = 7026
postype = p1
pos = 300, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = 300, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = -150, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = null;Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = -150, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = null;Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = -150, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = 150, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = null;Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = 150, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = null;Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = 150, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = -250, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = -250, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = -250, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7025
id = 7025
postype = p1
pos = 250, 20
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7076;7026
id = 7026
postype = p1
pos = 250, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198]
type = Explod
trigger1 = animelem = 5
anim = 7077;7027
id = 7027
postype = p1
pos = 250, 0
bindtime = 1
ownpal = 1
sprpriority = 999999
trans = add
PauseMoveTime = 9999999
supermovetime = 999999

[State 198,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 5
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 70
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,-27
air.velocity = 0,-27
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7050

[State 198,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 5
Attr                       = A, HP
projanim                   = 10003
ProjID                     = 10003
projhitanim                = 10003
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 70
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,-27
air.velocity = 0,-27
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7050
[State 198,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 5
Attr                       = A, HP
projanim                   = 10004
ProjID                     = 10004
projhitanim                = 10004
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 70
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,-27
air.velocity = 0,-27
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7050
[State 198,~僸僢僩掕媊~]
Type                       = projectile
trigger1                   = animelem = 5
Attr                       = A, HP
projanim                   = 10005
ProjID                     = 10005
projhitanim                = 10005
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
GuardFlag = M
Guard.Dist = 90
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 70
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,-27
air.velocity = 0,-27
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7050

[State 198, 0]
type = EnvShake
trigger1 = animelem = 5
time = 40
freq = 95
ampl = -18

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

[State 198]
type = ChangeState
trigger1 = Command = "y"
trigger1 = time >= 18
value = 198

[State 198, 栠傞]
type = ChangeState
trigger1 =  animelem = 11
value = 0
ctrl = 1

[statedef 199]
type = S
ctrl = 0
anim = 40007
velset = 0,0
movetype = A
physics = S
sprpriority = 1
facep2 = 1      ;憡庤偺曽傪岦偔

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

[State 199, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 198, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 4
Value = S400, 10

[State 199]
type = Explod
trigger1 = animelem = 4
anim = 7006
id = 7006
postype = left
pos = 0, 0
sprpriority = 999999999
ontop = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

[State 199, HitDef]
type = Projectile
Trigger1 = palno != [11,12]
Trigger1 = time >= 52
;Attr = S, HA
attr = S, HP
AnimType  = Hard
;Air.AnimType = Back
projanim = 10001
projhitanim = -1
projid = 10001
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 1
projremovetime = 2
Damage = 1
;GuardFlag = MA
;Guard.Dist = 0
;Priority = 6, Hit
;SprPriority = 10
GetPower = 0, 0
;GivePower = -100000
;PauseTime = 0, 4
;Guard.PauseTime = 0, 0
SparkXY = 0, Floor((P2Dist Y)-40)
;Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = -4,-6
;Guard.Velocity = -8
Air.Velocity = -4,-6
;AirGuard.Velocity = -6,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
;GivePower = -1000000

[State 199, HitDef]
type = Projectile
Trigger1 = palno = [11,12]
Trigger1 = time >= 52
trigger1 = (GameTime%5) = 1
;Attr = S, HA
attr = S, HP
AnimType  = Hard
;Air.AnimType = Back
projanim = 10001
projhitanim = -1
projid = 10001
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 1
projremovetime = 2
Damage = 3
;GuardFlag = MA
;Guard.Dist = 0
;Priority = 6, Hit
;SprPriority = 10
GetPower = 0, 0
;GivePower = -100000
;PauseTime = 0, 4
;Guard.PauseTime = 0, 0
SparkXY = 0, Floor((P2Dist Y)-40)
;Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = -4,-6
;Guard.Velocity = -8
Air.Velocity = -4,-6
;AirGuard.Velocity = -6,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
;GivePower = -1000000

[State 199]
type = null;Helper
trigger1 = numhelper(100000) = 0
Trigger1 = time = 79
Trigger1 = palno = [11,12]
helpertype = player
stateno = 100000
id = 100000
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 199, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7146
sprpriority = -10
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7038
sprpriority = 10
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7145
sprpriority = 11
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7147;7145
sprpriority = 11
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 199, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4


[State 3240, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 199, 栠傞]
type = ChangeState
trigger1 =  animelem = 30
value = 0
ctrl = 1

[statedef 202]
type = A
ctrl = 0
anim = 3020
velset = 0,0
movetype = A
physics = N
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔

[State 202, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 202, Helper];堧晞僄僼僃僋僩
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, -45
ID = 30200
StateNo = 30200
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "


[State 202, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4

[State 202, 栠傞]
type = ChangeState
trigger1 = animelem = 6
value = 203
ctrl = 1

[statedef 203]
type = A
ctrl = 0
anim = 3021
velset = 0,0
movetype = A
physics = N
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔

[State 198, PlaySnd]
Type = PlaySnd
Trigger1 = time = 0
Value = S400, 10

[State 199]
type = Explod
trigger1 = time = 0
anim = 7006
id = 7006
postype = back
pos = 0, 0
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 199, HitDef]
;Type = HitDef
type = Projectile
Trigger1 = time >= 0
Trigger1 = time <= 65
;Attr = S, HA
attr = S, HT
AnimType  = Hard
;Air.AnimType = Back
projanim = 10001
projhitanim = -1
projid = 10001
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 1
projremovetime = 2
Damage = 8
;GuardFlag = MA
;Guard.Dist = 0
;Priority = 6, Hit
;SprPriority = 10
GetPower = 0, 0
;GivePower = -100000
;PauseTime = 0, 4
;Guard.PauseTime = 0, 0
SparkXY = 0, Floor((P2Dist Y)-40)
;Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = -4,-6
;Guard.Velocity = -8
Air.Velocity = -4,-6
;AirGuard.Velocity = -6,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
;GivePower = -1000000


[State 203, 栠傞]
type = ChangeState
trigger1 = time = 85
value = 50
ctrl = 1

[Statedef 205]
type    = S
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 7020
sprpriority = 2

[State 205]
type = PlaySnd
trigger1 = animelem = 6
value = 206, 19

[State 1000, 0]
type = VelSet
trigger1 = animelem = 9
x = (p2dist x + 5)
y = 0

[State 1000, 0]
type = VelSet
trigger1 = time = 1
x = 0
y = 0

[State 1000, 0]
type = Turn
trigger1 = animelem = 12

[State 205, 栠傞]
type = ChangeState
trigger1 = animelem = 13
value = 0
ctrl = 1

[Statedef 206]
type    = S
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 7021
sprpriority = 2

[State 206]
type = PlaySnd
trigger1 = animelem = 6
value = 206, 19

[State 1001, 0]
type = VelSet
trigger1 = animelem = 9
x = -100
y = 0

[State 1001, 0]
type = VelSet
trigger1 = time = 1
x = 0
y = 0


[State 206, 栠傞]
type = ChangeState
trigger1 = animelem = 13
value = 0
ctrl = 1

[statedef 207]
type = S
MoveType = A
Physics = S
ctrl = 0
anim = 7043
velset = 0,0
physics = S
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔


[State 207, Helper]
Type = Helper
Trigger1 = time = 0
SprPriority = 0
PauseMoveTime = 9999999
supermovetime = 999999
helpertype = player
Persistent = 0
scale = 1.5,1.5
OwnPal = 1
PosType = P2
Pos = 80,0
ID = 6329
StateNo = 6329
Name = "circle"

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "x"
trigger1 = time >= 1
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "a"
trigger1 = time >= 1
value = 207

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "y"
trigger1 = time >= 1
value = 208

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "b"
trigger1 = time >= 1
value = 209

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "x"
trigger1 = time >= 16
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "a"
trigger1 = time >= 16
value = 207

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "y"
trigger1 = time >= 16
value = 208

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "b"
trigger1 = time >= 16
value = 209


[State 207, 栠傞]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

[statedef 208]
type = S
MoveType = A
Physics = S
ctrl = 0
anim = 7043
velset = 0,0
physics = S
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔


[State 208, Helper]
Type = Helper
Trigger1 = time = 0
SprPriority = 0
PauseMoveTime = 9999999
supermovetime = 999999
helpertype = player
Persistent = 0
scale = 1.5,1.5
OwnPal = 1
PosType = P2
Pos = 160,0
ID = 6329
StateNo = 6329
Name = "circle"

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "x"
trigger1 = time >= 1
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "a"
trigger1 = time >= 1
value = 207

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "y"
trigger1 = time >= 1
value = 208

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "b"
trigger1 = time >= 1
value = 209

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "x"
trigger1 = time >= 16
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "a"
trigger1 = time >= 16
value = 207

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "y"
trigger1 = time >= 16
value = 208

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "b"
trigger1 = time >= 16
value = 209


[State 208, 栠傞]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

[statedef 209]
type = S
MoveType = A
Physics = S
ctrl = 0
anim = 7043
velset = 0,0
physics = S
sprpriority = 2
facep2 = 1      ;憡庤偺曽傪岦偔


[State 209, Helper]
Type = Helper
Trigger1 = time = 0
SprPriority = 0
PauseMoveTime = 9999999
supermovetime = 999999
helpertype = player
Persistent = 0
scale = 1.5,1.5
OwnPal = 1
PosType = P2
Pos = -80,0
ID = 6329
StateNo = 6329
Name = "circle"

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "x"
trigger1 = time >= 1
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "a"
trigger1 = time >= 1
value = 207

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "y"
trigger1 = time >= 1
value = 208

[State 196]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Command = "b"
trigger1 = time >= 1
value = 209

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "x"
trigger1 = time >= 16
value = 1966


[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "a"
trigger1 = time >= 16
value = 207

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "y"
trigger1 = time >= 16
value = 208

[State 196]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Command = "b"
trigger1 = time >= 16
value = 209


[State 209, 栠傞]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

[statedef 213]
type = S
MoveType = I
Physics = S
ctrl = 0
anim = 7072
velset = 0,0
sprpriority = 2
facep2 = 1 

[State 301, ChangeState]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
ctrl = 1

[StateDef 214]
Type = S
MoveType = I
Physics = S
Ctrl = 0
SprPriority = 1

[State 3242, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 214

[State 301, ChangeState]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
ctrl = 1

[StateDef 5050]
Type = A
MoveType= H
Physics = N

[State 5050, ChangeAnim]
Type = ChangeAnim
Trigger1 = Anim = 5035
Trigger1 = AnimTime = 0
Trigger2 = Anim != 5035
Trigger2 = Time = 0
Value = 5050

[State 5050, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)


[State 5050, ChangeState];暅婣傊
Type = ChangeState
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = Var(49) = 0
Trigger1 = (Command = "holdfwd") || (Command = "holdback")
Trigger1 = (Command = "a") || (Command = "b") || (Command = "c")
Value = 5210

[State 5050, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Trigger2 = time >= 100
Trigger2 = palno = [7,12]
Value = 5100

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]抧柺偵徴撍
;--------------------------------------------------
[StateDef 5100]
Type = L
MoveType= H
Physics = N

[State 13121]
type = lifeset
trigger1 = prevstateno = 1116
ignorehitpause = 1
value = 0
kill = 1

[State 5100, VelSet]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = 0
Trigger1 = Vel X > 1
X = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)



[State 5100, FallEnvShake]
Type = FallEnvShake
Trigger1 = Time = 0

[State 5100, VarSet]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = Floor(Vel Y)

[State 5100, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5100

[State 5100, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 5100, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 5100, VelMul]
Type = VelMul
Trigger1 = Time = 0
X = 0.3

[State 5100, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = 0
Value = 5110

[State 5100, 9]
Type = HitFallDamage
Trigger1 = Time = 3

[State 5100, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 11
Channel = 6

[State 5100, EnvShake]
Type = EnvShake
Trigger1 = Time = 0
Time = 12
Freq = 100
Ampl = 3

[State 5100, PosFreeze]
Type = PosFreeze
Trigger1 = 1

[State 5100, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 5101

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]徴撍屻偺挼偹忋偑傝
;--------------------------------------------------
[StateDef 5101]
Type = L
MoveType= H
Physics = N

[State 5101, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5160

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)


[State 5101, HitFallVel]
Type = HitFallVel
Trigger1 = Time = 0

[State 5101, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 5101, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = -2.94

[State 5101, VelAdd]
Type = VelAdd
Trigger1 = Time > 0
Y = .42

[State 5101, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5110

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]墶偨傢傞
;--------------------------------------------------
[StateDef 5110]
Type = L
MoveType= H
Physics = N

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

[State 5110, FallEnvShake]
Type = FallEnvShake
Trigger1 = Time = 0

[State 5110, ChangeAnim]
Type = ChangeAnim
TriggerAll = Time = 0
Trigger1 = Anim != 5110
Value = 5170

[State 5110, HitFallDamage]
Type = HitFallDamage
Trigger1 = Time = 0

[State 5110, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 5110, VarSet]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) != 0
sysvar(1) = Floor(Vel Y)

[State 5110, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 5110, ChangeAnim]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger2 = SysVar(0)
Value = 5110
Persistent = 0

[State 5110, ChangeState]
Type = ChangeState
TriggerAll = !Alive
Trigger1 = AnimTime = 0
Trigger2 = SysVar(0)
Trigger3 = Anim = 5110
Value = 5150


[State 5111, ChangeState]
Type = ChangeState
TriggerAll = life = 0
trigger1 = roundstate >= 3
Trigger1 = AnimTime = 0
Value = 5150

[State 5110, VarSet]
Type = VarSet
Trigger1 = SysVar(0)
Trigger1 = Time = 0
sysvar(0) = 0

[State 5110, VelSet]
Type = VelSet
Trigger1 = 1
X = 0

[State 5110, ChangeState];墶偨傢傝偦偺俀傊
Type = ChangeState
Trigger1 = animTime = 0
Value = 5111

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]墶偨傢傞乮婲偒忋偑傝傑偱乯
;--------------------------------------------------
[StateDef 5111]
Type = L
MoveType= H
Physics = N

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)


[State 5111, ChangeAnim]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger2 = SysVar(0)
Value = 5110
Persistent = 0

[State 5111, ChangeState]
Type = ChangeState
TriggerAll = life = 0
Trigger1 = AnimTime = 0
Value = 5150

[State 5111, VarAdd];婲偒忋偑傝抶墑帪娫偺尭彮
Type = VarAdd
Trigger1 = 1
V = 9
Value = -1

[State 5111, VarAdd];婲偒忋偑傝抶墑帪娫偺抁弅
Type = VarAdd
Trigger1 = Command = "a"
Trigger2 = Command = "b"
Trigger3 = Command = "c"
V = 9
Value = -10

[State 5111, ChangeState];婲偒忋偑傝傊
Type = ChangeState
Trigger1 = Var(9) <= 0
Value = 5120

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]婲偒忋偑傝
;--------------------------------------------------
[StateDef 5120]
Type = L
MoveType= I
Physics = N
Anim = 5120

[State 5120, ChangeState]
Type = ChangeState
TriggerAll = Time = 0
Trigger1 = (Command = "holdfwd") || (Command = "holdback")
Trigger1 = (Command = "holda") || (Command = "holdb") || (Command = "holdc")
Trigger2 = Var(49) = 1
Value = 5125

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)


[State 5120, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0

[State 5120, HitFallSet]
Type = HitFallSet
Trigger1 = AnimTime = 0
Value = 1

[State 5120, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]堏摦婲偒忋偑傝乮挼桇乯
;--------------------------------------------------
[StateDef 5125]
Type = L
MoveType= I
Physics = N
Anim = 5125
VelSet = 0, 0

[State 5125, VelSet]
Type = VelSet
Trigger1 = AnimElem = 4
Y = -4

;[State 5125]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;--------------------僾儗僀儎乕憖嶌偱偺堏摦曽岦寛掕
[State 5125, VelSet]
Type = VelSet
Trigger1 = AnimElem = 4
Trigger1 = Var(49) = 0
X = IfElse((Command = "holdfwd"), 15, -15)

;--------------------CPU憖嶌偱偺堏摦曽岦寛掕
[State 5125, VelSet]
Type = VelSet
TriggerAll = AnimElem = 4
TriggerAll = Var(49) = 1
TriggerAll = Vel X = 0
Trigger1 = P2Dist X = [0,60]
X = IfElse((BackEdgeDist>100), -8, 8)

[State 5125, VelSet]
Type = VelSet
TriggerAll = AnimElem = 4
TriggerAll = Var(49) = 1
TriggerAll = Vel X = 0
Trigger1 = P2Dist X > 0
X = -8

[State 5125, VelSet]
Type = VelSet
TriggerAll = AnimElem = 4
TriggerAll = Var(49) = 1
TriggerAll = Vel X = 0
Trigger1 = P2Dist X <= 0
X = 8
;--------------------

[State 5125, VelAdd]
Type = VelAdd
Trigger1 = Pos Y < 0
Y = 0.38


[State 5125, PlayerPush]
Type = PlayerPush
Trigger1 = Pos Y < 0
Value = 0

[State 5125, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5126
Ctrl = 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]堏摦婲偒忋偑傝乮拝抧乯
;--------------------------------------------------
[StateDef 5126]
Type = L
MoveType= I
Physics = N
Anim = 5126
VelSet = 0, 0

;[State 5126]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 5126, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 5126, HitFallSet]
Type = HitFallSet
Trigger1 = AnimTime = 0
Value = 1

[State 5126, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]墶偨傢傞乮攕杒乯
;--------------------------------------------------
[StateDef 5150]
Type = L
MoveType= H
Physics = N
SprPriority = -3

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)

[State 9997, 1]
type = Lifeset
triggerall = name !="Megalith"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9997, 1]
type = Lifeadd
triggerall = name !="Megalith"
trigger1 = 1
value = -99999999999999999
ignorehitpause = 1
Absolute = 1

[State a]
type = PosSet
triggerall = name !="Megalith"
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5150

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5150, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 5126, ChangeState]
Type = ChangeState
trigger1 = roundstate = 4
trigger1 = MatchOver = 1
Value = 1008

[State 5150, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 0, 0

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞暅婣乮掅崅搙乯
;--------------------------------------------------
[StateDef 5201]
Type = A
MoveType= H
Physics = A

[State 5201, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 5210

;[State 5201]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞暅婣乮拞崅搙乯
;--------------------------------------------------
[StateDef 5210]
Type = A
MoveType= I
Physics = A
Ctrl = 0

[State 5210, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = IfElse((Command = "holdfwd"), 4, -4 )
Y = -5

;[State 5210]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 5210, Turn]
Type = Turn
Trigger1 = Time = 0
Trigger1 = P2Dist X < -5

[State 5210, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = IfElse((Vel X >=0), 42, 43 )

[State 5210, PalFX]
Type = PalFX
Trigger1 = Time = 0
Time = 3
Add = 128,128,128

[State 5210, Helper];崅懍僕儍儞僾僄僼僃僋僩
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30000
StateNo = 30000
Name = " "

;[State 5210, NotHitBy]
Type = NotHitBy
Trigger1 = Time = 0
Value = , AA, AT
Time = 13

[State 5210, PlayerPush]
Type = PlayerPush
Trigger1 = Time < 14
Value = 0

[State 5210, CtrlSet]
Type = CtrlSet
Trigger1 = Time = 15
Value = 1

[State 5210, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儔僂儞僪奐巒慜
;--------------------------------------------------
[StateDef 5900]
Type = S

[State 5900, VarRangeSet]
Type = VarRangeSet
Trigger1 = RoundSexisted = 0
Value = 0

[State 5900, VarRangeSet]
Type = VarRangeSet
Trigger1 = RoundSexisted = 0
FValue = 0

[State 5900, VarSet];攕杒敾掕僼儔僌儕僙僢僩
Type = VarSet
Trigger1 = RoundsExisted = 0;弶弌応帪
Trigger1 = Time = 0
V = 51
Value = 0

[State 5900, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 56
Value = 0

[State 5900, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 39
Value = 0

[State 5900, PowerSet]
Type = null;PowerSet
Trigger1 = RoundNo = 1      ;儔僂儞僪侾偱
Trigger1 = RoundsExisted = 0;弶弌応帪
Trigger1 = Power < 1000
Value = 1000

[State 5900, ChangeState]
Type = ChangeState
Trigger1 = RoundNo != 1      
Trigger1 = time = 1
Value = 0
ctrl = 1

[State 5900, ChangeState]
Type = ChangeState
Trigger1 = RoundNo = 1      ;儔僂儞僪侾偱
Trigger1 = RoundsExisted = 0;弶弌応帪
Value = 190

[State 5900, ChangeState]
Type = ChangeState
Trigger1 = RoundNo > 1      ;儔僂儞僪俀埲崀偱
Trigger1 = RoundsExisted = 0;弶弌応帪
Value = 192

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 != ishelper(100)



