;=====================================================================
; especiales  :)
;=====================================================================

;---------------------------------------------------------------------
; Dōh !!!!!!!!!!!!!!!!!!!
;------------------------mmmmm
[Statedef 1000]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1000 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 1000, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -20

[State 1000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9,=1
value = 0,60

[State 1000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11,=1
value = 0,61;ifelse(Var(39)=1,0,61)
channel = 0

[State 1000, 2]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 1001
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 11
attr = S, SP
damage = 63,8
animtype = Medium
getpower = 144,36
givepower = 36
guardflag = M
hitflag = MA
pausetime = 0,11
sparkno = 12
;guard.sparkno = S2015
sparkxy = 35,-58
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4
air.velocity = -4,-5
projid = 1005 
projanim = 1005 + Var(39)*10000
projhitanim = -1
velocity = 6,0
offset = 40,0
palfx.time = 8
palfx.add = 32,16,50
palfx.mul = 164,32,50
palfx.color = 100
afterimage.time = -1
afterimage.trans   =  add
afterimage.framegap = 2
afterimage.PalBright   =  30, 0,  0
afterimage.PalContrast =  70, 20, 20
afterimage.PalAdd      = -3,-3,-3
afterimage.PalMul      = .85,.50,.50



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

;------------------------­
[Statedef 1010]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1002 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -20

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9,=1
value = 0,60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11,=1
value = 0,61;ifelse(Var(39)=1,0,61)
channel = 0

[State 193, 1]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 1001
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1


[State 1090, 1]
type = Projectile
trigger1 = AnimElem = 11
attr = S, SP
damage = 63,8
animtype = Medium
getpower = 144,36
givepower = 36
guardflag = M
hitflag = MA
pausetime = 0,11
sparkno = 12
guard.sparkno = S2015
sparkxy = 35,-80
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4
air.velocity = -4,-5
projid = 1006
projanim = 1006 + Var(39)*10000
projhitanim = -1
velocity = 6,0
offset = 40,0
palfx.time = 8
palfx.add = 32,16,50
palfx.mul = 164,32,50
palfx.color = 100
afterimage.time = -1
afterimage.trans   =  add
afterimage.framegap = 2
afterimage.PalBright   =  30, 0,  0
afterimage.PalContrast =  70, 20, 20
afterimage.PalAdd      = -3,-3,-3
afterimage.PalMul      = .85,.50,.50

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

;------------------------­
[Statedef 1011]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1003 ;+ Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 1011, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -20

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
value = 0,60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
value = 0,61;ifelse(Var(39)=1,0,61)
channel = 0

[State 193, 1]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 1001
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1


[State 1011, hit1]
type = Projectile
trigger1 = AnimElem = 11
trigger2 = AnimElem = 18
attr = S, SP
damage = 63,8
animtype = Medium
getpower = 144,36
givepower = 36
guardflag = M
hitflag = MA
pausetime = 0,11
sparkno = 12;S2010
guard.sparkno = S2015
sparkxy = 35,-80
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4
air.velocity = -4,-5
projid = 1006
projanim = 1006 
projhitanim = -1
velocity = 6,0
offset = 40,0
palfx.time = 8
palfx.add = 32,16,50
palfx.mul = 164,32,50
palfx.color = 100
afterimage.time = -1
afterimage.trans   =  add
afterimage.framegap = 4
afterimage.PalBright   =  30, 0,  0
afterimage.PalContrast =  70, 20, 20
afterimage.PalAdd      = -3,-3,-3
afterimage.PalMul      = .85,.50,.50

[State 1011, hit2]
type = Projectile
trigger1 = AnimElem = 14
attr = S, SP
damage = 63,8
animtype = Medium
getpower = 144,36
givepower = 36
guardflag = M
hitflag = MA
pausetime = 0,11
sparkno = 12
guard.sparkno = S2015
sparkxy = 35,-64
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4
air.velocity = -4,-5
projid = 1007
projanim = 1007 
projhitanim = -1
velocity = 6,-2.2
offset = 0,0
palfx.time = 8
palfx.add = 32,16,50
palfx.mul = 164,32,50
palfx.color = 100
afterimage.time = -1
afterimage.trans   =  add
afterimage.framegap = 4
afterimage.PalBright   =  30, 0,  0
afterimage.PalContrast =  70, 20, 20
afterimage.PalAdd      = -3,-3,-3
afterimage.PalMul      = .85,.50,.50

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


;------------------------ GtFNg
[Statedef 1006]
type = A
movetype = I
physics = N
ctrl = 0
anim = 20000
velset = IfElse((IsHelper(1006)=1),3,5),0
ownpal = 1

[State 4110, Explod]
type = Explod
trigger1 = Time = 0 && NumExplod(1006) = 0
anim = 1006
id = 1006
pos = 0,0
postype = P1
sprpriority = 5
removetime = 999999999
bindtime = -1
ownpal = 0

[State 4110, Varset]
type = Varset
trigger1= Time = 0
ignorehitpause = 1
var(1) = 0
persistent = 0

[State 4110, Varadd]
type = Varadd
trigger1= IsHelper(1006)=1 || IsHelper(1007)=1
trigger1= Parent,NumProjID(1005) = 0
ignorehitpause = 1
var(1) = -16

[State 4110, PalFX]
type = PalFX
trigger1= Time > 0
add = Var(1)-1,Var(1)-1,Var(1)-1
time = 1

[State 105,VelSet]
type = VelSet
trigger1= IsHelper(1006)=1 || IsHelper(1007)=1
trigger1 = Parent,NumProjID(1005) = 0
x = 0

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = Time > 0
triggerall= var(1) <= -255
trigger1= IsHelper(1006)=1 || IsHelper(1007)=1
trigger1= Parent,NumProjID(1005) = 0
id = 1006

[State 4110, DestroySelf]
type = DestroySelf
triggerall = Time > 0
triggerall= var(1) <= -255
trigger1= IsHelper(1006)=1 || IsHelper(1007)=1
trigger1= Parent,NumProjID(1005) = 0

;---------------------------------------------------------------------
;------------------------aremolinado
[Statedef 1100]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1100 + Var(39)*10000
ctrl = 0
velset = 0,0
sprpriority = 2
juggle = 15

[State 4050,0]
type = NotHitBy
trigger1 = Time < 6
value = SCA

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 1,11

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 69,3;0,ifelse(Var(39)=1,180,14)
channel = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 2,=2 || AnimElem = 3,=0
x = 13

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=1
persistent = 0
id = 1105
name = "Oniyaki"
pos = 0,0
postype = P1
stateno = 1105
helpertype = normal
keyctrl = 0
facing = 1

[State -2, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
var(13) = 1
ignorehitpause = 1



[State 440, HitDef]
type = HitDef
trigger1 = var(13) = 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = A, SA
damage    = 40,8
getpower = 40,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = 2
sparkxy = 0,-ifelse((AnimElem = 3),65,75)
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8,-8
air.hittime = 13
air.velocity = -1.8,-8
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .55


[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact
var(12) = 1
ignorehitpause = 1

[State -2, MoveGuarded]
type = VarSet
trigger1 = MoveGuarded
var(30) = 1
ignorehitpause = 1

[State 1065, 1]
type = VarSet
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
var(31) = -ifelse((AnimElem = 2),25,ifelse((AnimElem = 3),65,75))
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4,=1 && NumHelper(2100) = 0
id = 2100
name = "jump Effect"
pos =0,0
postype = P1
stateno = 2100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 4,=0
x = 2
y = -9

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4,=1
x = 1
y = -5

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 1
y = .55

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .80

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1101

;------------------------ n
[Statedef 1101]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1101 + Var(39)*10000
velset = 0, 0

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 52, Explod]
type = Explod
trigger1 = Time = 0
anim = 2050
id = 2050
pos = 0,0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
removetime = 12
facing = 1
persistent = 0

[State 52, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,4

[State 1102, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
;------------------------aremolinado 2
[Statedef 1110]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1110 + Var(39)*10000
ctrl = 0
velset = 0,0
sprpriority = 2
juggle = 15

[State 4050,0]
type = NotHitBy
trigger1 = Time < 5
value = SCA

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 1,11

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 69,3;0,ifelse(Var(39)=1,180,14)
channel = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 2,=2 || AnimElem = 3,=0
x = 13

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=1
persistent = 0
id = 1105
name = "Oniyaki"
pos = 0,0
postype = P1
stateno = 1105
helpertype = normal
keyctrl = 0
facing = 1

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 30,5
getpower = 30,25
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 13,12
sparkno = 2; S2000
sparkxy = 0,-35
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8,-8
air.hittime = 13
air.velocity = -1.8,-8
guard.velocity = -7


[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = A, SA
damage    = ifelse((AnimElem = 3),50,70),7
getpower = 85,16
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 13,12
sparkno = 3; S2000
sparkxy = 0,-ifelse((AnimElem = 3),65,75)
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8,-11
air.hittime = 13
air.velocity = -1.8,-11
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .55


[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact
var(12) = 1
ignorehitpause = 1

[State -2, MoveGuarded]
type = VarSet
trigger1 = MoveGuarded
var(30) = 1
ignorehitpause = 1

[State 1065, 1]
type = VarSet
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
var(31) = -ifelse((AnimElem = 2),25,ifelse((AnimElem = 3),65,75))
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4,=1 && NumHelper(2100) = 0
id = 2100
name = "jump Effect"
pos =0,0
postype = P1
stateno = 2100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 4,=0
x = 2
y = -9

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4,=1
x = 2
y = -9.5

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 1
y = .52

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .85

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1101

;-------------------------------------------------------------------------------
; û
;------------------------ JnŽė
[Statedef 1200]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 1200
velset = 0, 0

[State 800,HitDef]
type = Hitdef
trigger1 = AnimElem = 4
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, ST
priority = 3,Miss
getpower = 144,36
givepower = 36
hitflag = M-
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1210
p2stateno = 1220
p2getp1state = 1
hitsound = -1

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 800,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ûiŦ÷j
[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1210
velset = 0, 0
poweradd = 0
sprpriority = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 69,15;0,15
channel = 0

[State 4150,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810,Width]
type = Width
triggerall = AnimElem = 1
trigger1 = FrontEdgeDist < 60
edge = 60,0

[State 810,Width]
type = Width
triggerall = AnimElem = 5
trigger1 = BackEdgeDist < 35
edge = 0,35

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,=0
pos = 55,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,=4
pos = 40,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,=0
pos = 30,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,=8
pos = 22,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,=0
pos = 18,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4,=0
pos = 5,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4,=4
pos = -10,0

[State 210, 3]
type = SprPriority
trigger1 = AnimElem = 4,=4
value = -1

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5,=0
pos = -15,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6,=0
pos = -35,0

[State 210, 3]
type = SprPriority
trigger1 = AnimElem = 6
value = 3

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElem = 6,=0
value = 1221

[State 820,Turn]
type = Turn
trigger1 = AnimElem = 6,=1

[State 105,VelSet]
type = VelSet
trigger1 = FrontEdgeDist < 60
trigger1 = AnimElem = 6,=1
x = -5

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

;-------------------------------------------------------------------------------
; ûi°įę¤j
;------------------------ 1
[Statedef 1220]
type = A
movetype = H
physics = N
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 820,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1220

[State 820,Turn]
type = Turn
trigger1 = AnimElem = 6

;------------------------ 2
[Statedef 1221]
type = S
movetype = H
physics = S
velset = -5,0
ctrl = 0

[State 820,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 5002
persistent = 0

[State 820,ChangeAnim2]
type = ChangeAnim
trigger1 = Time >= 7
value = 5007
persistent = 0

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1509, SelfState]
type = SelfState
trigger1 = Time >= 26
value = 0
ctrl = 1

;---------------------------------------------------------------------
; SķEĩŽE¨Ô
;------------------------PiÚ
[Statedef 1300]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1300 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 69,10;0,ifelse(Var(39)=1,102,4)
channel = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = ifelse(Var(39)=1,42,35),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 13,13
sparkno = 1 ;S2000
guard.sparkno = S2015
sparkxy = 0,-60
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.hittime = 13
air.velocity = -3,-5
guard.velocity = -7
air.fall = 1
fall.recover = 0
yaccel = .4

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

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

;------------------------ņiÚ
[Statedef 1301]
type = S
movetype = A
physics = N
poweradd= 0
anim = 1301 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 69,11;0,ifelse(Var(39)=1,103,5)
channel = 0

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = ifelse(Var(39)=1,42,35),4
getpower = 72,18
givepower = 36
animtype = Up
hitflag = MAF
guardflag = M
pausetime = ifelse(Var(39)=1,6,13),13
sparkno = 2; S2000
guard.sparkno = S2015
sparkxy = 0,-60
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.75,-7.5
air.hittime = 13
air.velocity = -3.75,-7.5
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .5

[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact && Var(39)
var(28) = 1
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

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

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

;------------------------OiÚ
[Statedef 1302]
type = A
movetype = A
physics = N
poweradd= 0
anim = 1302 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 0

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -55

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 69,11;0,ifelse(Var(39)=1,104,15)
channel = 0

[State 3001, Super]
type = Helper
trigger1 = Time = 0
id = 2100
name = "jump Effect"
pos =0,0
postype = P1
stateno = 2100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 105,VelSet]
type = VelSet
trigger1 = Time = 0
x = 5
y = -6

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105, Veladd]
type = Veladd
trigger1 = Time > 0
y = .6

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = ifelse(Var(39)=1,63,70),8
getpower = 72,18
givepower = 36
animtype = Up
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = 3 ; S2000
guard.sparkno = S2015
sparkxy = 0,-55
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4,-8
air.hittime = 13
air.velocity = -4,-8
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .5

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1303

;------------------------ â~
[Statedef 1303]
type = S
movetype = I
physics = S
anim = 1303 + Var(39)*10000
velset = 0, 0

[State 52, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,4

[State 106, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ķSEķŽEÕ@z
;------------------------ JnŽėEã
[Statedef 1400]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1400 + Var(39)*10000
ctrl = 0
velset = 0, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 69,7;0,ifelse(Var(39)=1,109,16)
channel = 0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2,= 0
trigger2 = AnimElem = 5,= 0
value = 1, 0

[State 1501, VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6.5

[State 1501, NoWalk]
type = AssertSpecial
trigger1 = AnimElem = 2,>=1
flag = NoWalk

[State 1501,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2,> 1
trigger1 = P2bodydist X < 30
value = 1402

[State 1501, End]
type = ChangeState
trigger1 = Time >= 29
value = 1401

[State 300, Explosion]
type = Explod
trigger1 = animelem = 2
anim = 2152
postype = P1
pos = 0,3
sprpriority = 3
ownpal = 1
scale = .8, .6


;------------------------ JnŽėEã
[Statedef 1410]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1400 + Var(39)*10000
ctrl = 0
velset = 0, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 69,7;0,ifelse(Var(39)=1,109,16)
channel = 0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2,= 0
trigger2 = AnimElem = 5,= 0
value = 1, 0

[State 1501, VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6.5

[State 1501, NoWalk]
type = AssertSpecial
trigger1 = AnimElem = 2,>=1
flag = NoWalk

[State 1501,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2,> 1
trigger1 = P2bodydist X < 30
value = 1402

[State 1501, End]
type = ChangeState
trigger1 = Time >= 50
value = 1401

[State 300, Explosion]
type = Explod
trigger1 = animelem = 2
anim = 2152
postype = P1
pos = 5,3
sprpriority = 3
ownpal = 1
scale = .8, .6

;------------------------ â~
[Statedef 1401]
type = S
movetype = I
physics = N
anim = 1401 + Var(39)*10000
velset = 0, 0

[State 1502, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ IÅŋ
[Statedef 1402]
type = S
movetype = A
physics = N
anim = 1402 + Var(39)*10000
ctrl = 0
velset = 0, 0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 1505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 1505, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 28,4
getpower = 144,36
givepower = 36
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 5,0
sparkxy = 0,-60
sparkno = 1 ;S2000
guard.sparkno = S2015
hitsound   = s3,4
guardsound = s4,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = 0
guard.velocity = -5
air.hittime = 13
air.velocity = -4,-4
yaccel = .4
p1stateno = 1404
p2stateno = 1406
p2getp1state = 1
Kill = 0

[State 1505, End]
type = ChangeState
trigger1 = MoveGuarded
value = 1403
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1505, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ IÅŋ
[Statedef 1403]
type = S
movetype = A
physics = N
anim = 1403 + Var(39)*10000
ctrl = 0
velset = 0, 0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 1505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 1505, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 28,4
getpower = 144,36
givepower = 36
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 5,0
sparkxy = 0,-60
sparkno = 2;S2000
guard.sparkno = S2015
hitsound   = s5,0
guardsound = s4,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -5
guard.velocity = -5
air.hittime = 13
air.velocity = -3,-4
yaccel = .4
p1stateno = 1405
p2stateno = 1406
p2getp1state = 1
Kill = 0

[State 1505, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ķSEķŽEÕ@AiŦ÷j
;------------------------ 1
[Statedef 1404]
type = S
movetype = A
physics = N
anim = 1404 + Var(39)*10000
velset = 0, 0
poweradd = 0

[State 1506, TargetState]
type = TargetState
trigger1 = Time = 0
value = 1407

[State 1507, Width]
type = Width
trigger1 = AnimElem = 1 && FrontEdgeDist < 80
edge = 80,0

[State 1507, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1507, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50,0

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 75,-90

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 1507, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1405

;------------------------ 2
[Statedef 1405]
type = S
movetype = A
physics = N
anim = 1405 + Var(39)*10000
velset = 0, 0
poweradd = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 69,12;0,ifelse(Var(39)=1,110,17)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=12
trigger2 = AnimElem = 4,=0
trigger3 = AnimElem = 5,=0
value = 1,12

[State 1506, TargetState]
type = TargetState
trigger1 = Time = 0
value = 1408

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 80,-50

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 75,-10

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 65,-5

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,=12
pos = 40,-5



[State 300, Explosion]
type = Explod
trigger1 = animelem = 5
anim = F2
postype = P1
pos = 75,-63
sprpriority = 3
ownpal = 1
scale = 1.2, 1.2


[State 1507, EnvShake] 
type = EnvShake
trigger1 = AnimElem = 5,=12
time = 15


[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=12
id = 2020
name = "Fire"
pos = 0,0
postype = P2
stateno = 2020
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1507, TargetState]
type = TargetState
trigger1 = AnimElem = 3,=12
value = 1409

[State 1507, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3,=12
value = -112

[State 3030,HitAdd]
type = HitAdd
trigger1 = AnimElem = 3,=12
value = 1

[State 1507, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ķSEķŽEÕ@zi°įę¤j
;------------------------ 1
[Statedef 1406]
type = A
movetype = H
physics = N
ctrl = 0

[State 1505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5000

[State 0, 1]
type = CtrlSet
trigger1 = Time = 100
value = 1

[State 5110, 11]
type = SelfState
trigger1 = Time = 100
value = 0

;------------------------ 2
[Statedef 1407]
type = A
movetype = H
physics = N
ctrl = 0

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1406

;------------------------ 3
[Statedef 1408]
type = A
movetype = H
physics = N
ctrl = 0

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1407

;------------------------ 4
[Statedef 1409]
type = A
movetype = H
physics = N
velset = -5,-4.5
ctrl = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5030 && AnimTime = 0
value = 5050


[State 1509, veladd]
type = veladd
trigger1 = 1
y = .45

[State 1509, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100
