;=====================================================================
; Definition of the Super Arts
;=====================================================================

;---------------------------------------------------------------------
; 揝怱曵乮LV.1乯
;------------------------奐巒摦嶌
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
PowerAdd = -1000



;[State 1000, 0]
;type = PowerAdd
;triggerall = time = 0
;trigger1 = Var(30) = 1 || (Var(30) = 2 && !fvar(8)) || Var(30) ;= 3 || (Var(30) = 5 && !fvar(8))
;value = -1000 ;-ifelse(Var(30)=2,1500,1000)

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(30) = 2 && Fvar(8)
fvar(7) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = Var(30) = 5 && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 43

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 0,23
channel = 0



[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2,=1
pos = -13, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

[State 100,0]
type = VelSet
trigger1 = AnimElem = 4,>0
x = Const(velocity.run.fwd.x)

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 1, 2
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6,=1
value = 1, 3
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9,=1
value = 1, 4
channel = 5

[State 100,4]
type = ChangeState
triggerall = Time > 44
trigger1 = Command = "a" || Command = "b" || Command = "c"
value = 3005
ctrl = 0

[State 100,4]
type = ChangeState
trigger1 = Time >= 88
value = 3001
ctrl = 0

[State 100,6]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;------------------------ 掆巭
[Statedef 3001]
type = S
movetype = I
physics = N
anim = 3001

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0



[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 捛壛
[Statedef 3005]
type = S
movetype = A
physics = N
anim = 3005
juggle  = 8

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,20
channel = 0

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

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 9

[State 4110, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3050
id = 3050
pos = 0,0
postype = P1
sprpriority = 2
bindtime = -1
removetime = -2
ownpal = 0
persistent = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15
[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
air.animtype = UP
animtype = Hard
damage    = 40,7
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.5,-7
yaccel = .4
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
air.animtype = UP
animtype = Hard
damage    = 40,7
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.5,-7
yaccel = .4
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype = UP
damage    = 33,7
getpower = 0
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


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

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
movetype = I

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3006

;------------------------ 掆巭
[Statedef 3006]
type = S
movetype = I
physics = N
anim = 3006

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2,>0
x = .8

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0

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

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 揝怱曵乮LV.2乯
;------------------------奐巒摦嶌
[Statedef 3010]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
poweradd = -2000



[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 49

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 0,23
channel = 0



[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2,=1
pos = -13, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 100,0]
type = VelSet
trigger1 = AnimElem = 4,>0
x = Const(velocity.run.fwd.x)

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 1, 2
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6,=1
value = 1, 3
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9,=1
value = 1, 4
channel = 5

[State 100,4]
type = ChangeState
triggerall = Time > 44
trigger1 = Command = "a" || Command = "b" || Command = "c"
value = 3015
ctrl = 0

[State 100,4]
type = ChangeState
trigger1 = Time >= 88
value = 3001
ctrl = 0

[State 100,6]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;------------------------ 捛壛
[Statedef 3015]
type = S
movetype = A
physics = N
anim = 3005
juggle  = 8

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,20
channel = 0

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 9

[State 4110, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3050
id = 3050
pos = 0,0
postype = P1
sprpriority = 2
bindtime = -1
removetime = -2
ownpal = 0
persistent = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15
[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 7
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = 35,10
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.5,-7
yaccel = .4
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = 35,10
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.5,-7
yaccel = .4
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype = UP
damage    = 25,10
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

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

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
movetype = I

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3006

;---------------------------------------------------------------------
; 揝怱曵乮LV.3乯
;------------------------奐巒摦嶌
[Statedef 3020]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
PowerAdd = -3000



;[State 1000, 0]
;type = PowerAdd
;triggerall = time = 0
;trigger1 = Var(30) = 1 || Var(30) = 2 || Var(30) = 3 || Var(30) ;= 5
;value = -1000 ;-ifelse(Var(30)=5,1000,3000)

[State 4100,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(7) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = Var(30) = 5 && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 0,23
channel = 0


[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2,=1
pos = -13, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 100,0]
type = VelSet
trigger1 = AnimElem = 4,>0
x = Const(velocity.run.fwd.x)

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 1, 2
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6,=1
value = 1, 3
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9,=1
value = 1, 4
channel = 5

[State 100,4]
type = ChangeState
triggerall = Time > 44
trigger1 = Command = "a" || Command = "b" || Command = "c"
value = 3025
ctrl = 0

[State 100,4]
type = ChangeState
trigger1 = Time >= 88
value = 3001
ctrl = 0

[State 100,6]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;------------------------ 捛壛
[Statedef 3025]
type = S
movetype = A
physics = N
anim = 3005
juggle  = 8

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,20
channel = 0

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 9

[State 4110, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3050
id = 3050
pos = 0,0
postype = P1
sprpriority = 2
bindtime = -1
removetime = -2
ownpal = 0
persistent = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15
[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = 27,15
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.5,-7
yaccel = .4
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 6 || AnimElem = 8
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = 20,15
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.5,-7
yaccel = .4
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


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

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3026

;------------------------ 対僐
[Statedef 3026]
type    = S
movetype= A
physics = N
anim = 3026
ctrl = 0
poweradd = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -25
[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 24
channel = 0

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2,>0
x = .82

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype = UP
damage    = 20,15
getpower = 0
guardflag = HA
hitflag = MAF
hitsound = S5,2
guardsound = S6, 0
pausetime = 10,10
sparkno = 3
guard.sparkno = 41
sparkxy = -25,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 4110, Explod]
type = Explod
trigger1 = Time = 0
anim = 3055
id = 3055
pos = 0,0
postype = P1
sprpriority = 2
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
removeongethit = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = AnimElem = 4
id = 3055

[State 4110, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 3056
pos = 0,0
postype = P1
sprpriority = 1
bindtime = -1
ownpal = 0
persistent = 0
removeongethit = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

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

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

;---------------------------------------------------------------------
; 晲恄崉棆攋乮LV.1乯
;------------------------奐巒摦嶌
[Statedef 3100]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3100
juggle  = 8
PowerAdd = -1000



;[State 1000, 0]
;type = PowerAdd
;triggerall = time = 0
;trigger1 = Var(30) = 1 || (Var(30) = 2 && !fvar(8)) || Var(30) ;= 3 || (Var(30) = 5 && !fvar(8))
;value = -1000 ;-ifelse(Var(30)=2,1500,1000)

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(30) = 2 && Fvar(8)
fvar(7) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = Var(30) = 5 && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 43

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,25
channel = 0



[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 3,=0
pos = 4, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

[State 100,0]
type = PosAdd
trigger1 = AnimElem =  4 || AnimElem = 10 || AnimElem = 11 || AnimElem = 12 || AnimElem = 15 || AnimElem = 16
trigger2 = AnimElem = 17 || AnimElem = 21 || AnimElem = 22 || AnimElem = 23 || AnimElem = 24
x = 13

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = 4,0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 8,=0 || AnimElem = 14,=0
value = 4,1

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 19,=0
value = 4,2

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 26,=0
value = 4,5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = 0,8
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = 0,9
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14,=0
value = 0,10
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19,=0
value = 0,13
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 26,=0
value = 0,26
channel = 0

[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 4 || AnimElem = 20
var(20) = -15
[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 4 || AnimElem = 20
var(21) = -75

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 21
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = 20, 4
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-75
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4
air.velocity = -4.5,-7
yaccel = .4
air.juggle = 8
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0


[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 9 || AnimElem = 14 || AnimElem = 28
var(20) = -15
[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 9 || AnimElem = 14 || AnimElem = 28
var(21) = -55

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 10 || AnimElem = 15
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = 20, 7
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4
air.velocity = -4.5,-7
yaccel = .4
air.juggle = 8
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0


[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 29
attr = A, HA
animtype = UP
damage    = 24,7
getpower = 0
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6, 0
pausetime = 2,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0


[State 100,0]
type = VelSet
trigger1 = AnimElem = 29
y = -4

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 29
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 29,>0
y = .48

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 30
movetype = I

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 35,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3105

;------------------------ 拝抧
[Statedef 3105]
type = S
movetype = I
physics = S
anim = 3105
velset = 0,0

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 晲恄崉棆攋乮LV.2乯
;------------------------奐巒摦嶌
[Statedef 3110]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3110
poweradd = -2000
juggle  = 8


[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 49

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,25
channel = 0


[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 3,=0
pos = 4, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 100,0]
type = PosAdd
trigger1 = AnimElem =  4 || AnimElem = 10 || AnimElem = 11 || AnimElem = 12 || AnimElem = 15 || AnimElem = 16 || AnimElem = 17 
trigger2 = AnimElem = 21 || AnimElem = 22 || AnimElem = 23 || AnimElem = 24
trigger3 = AnimElem = 27 || AnimElem = 28 || AnimElem = 33 || AnimElem = 34
x = 13

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = 4,0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 8,=0 || AnimElem = 14,=0
value = 4,1

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 19,=0
value = 4,2

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 26,=0
value = 4,8

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 35,=0
value = 4,5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = 0,8
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = 0,9
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14,=0
value = 0,10
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19,=0
value = 0,13
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 26,=0
value = 0,22
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 35,=0
value = 0,26
channel = 0

[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 4 || AnimElem = 20
var(20) = -15
[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 4 || AnimElem = 20
var(21) = -75

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 21
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = 20, 10
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-75
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4
air.velocity = -4.5,-7
yaccel = .4
air.juggle = 8
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0


[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 9 || AnimElem = 14 || AnimElem = 27 || AnimElem = 37
var(20) = -15
[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 9 || AnimElem = 14 || AnimElem = 27 || AnimElem = 37
var(21) = -55

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 10 || AnimElem = 15 || AnimElem = 28
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = 20, 10
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4
air.velocity = -4.5,-7
yaccel = .4
air.juggle = 8
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0

[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 38
attr = A, HA
animtype = UP
damage    = 24,10
getpower = 0
guardflag = MA
hitflag = MAF
hitsound = S5, 5
guardsound = S6,0
pausetime = 2,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0

[State 100,0]
type = VelSet
trigger1 = AnimElem = 38
y = -8

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 38
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 38,>0
y = .58

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 39
movetype = I

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 44,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3105

;---------------------------------------------------------------------
; 晲恄崉棆攋乮LV.3乯
;------------------------奐巒摦嶌
[Statedef 3120]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3120
juggle  = 8
PowerAdd = -3000


;[State 1000, 0]
;type = PowerAdd
;triggerall = time = 0
;trigger1 = Var(30) = 1 || Var(30) = 2 || Var(30) = 3 || Var(30) ;= 5
;value = -1000 ;-ifelse(Var(30)=5,1000,3000)

[State 4100,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(7) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = Var(30) = 5 && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,25
channel = 0



[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 3,=0
pos = 4, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 100,0]
type = PosAdd
trigger1 = AnimElem =  4 || AnimElem = 10 || AnimElem = 11 || AnimElem = 12 || AnimElem = 15 || AnimElem = 16 || AnimElem = 17
trigger2 = AnimElem = 20 || AnimElem = 21 || AnimElem = 22 || AnimElem = 27 || AnimElem = 28
trigger3 = AnimElem = 31 || AnimElem = 32 || AnimElem = 37 || AnimElem = 38
x = 13

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = 4,0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 8,=0 || AnimElem = 14,=0
value = 4,1

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 19,=0 || AnimElem = 30,=0
value = 4,8

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 26,=0
value = 4,7

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 39,=0
value = 4,5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = 0,8
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = 0,9
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14,=0
value = 0,10
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19,=0
value = 0,13
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 26,=0
value = 0,22
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 39,=0
value = 0,26
channel = 0

[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 4 || AnimElem = 19 || AnimElem = 21
var(20) = -20
[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 4 || AnimElem = 19 || AnimElem = 21
var(21) = -ifelse((AnimElem = 4),55,85)

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 20 || AnimElem = 22
attr = S, HA
animtype = Hard
damage    = 20,15
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
sparkxy = -20,-ifelse((AnimElem = 5),55,85)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4
air.velocity = -4.5,-7
yaccel = .4
air.juggle = 8
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0


[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 9 || AnimElem = 14 || AnimElem = 27 || AnimElem = 31 || AnimElem = 41
var(20) = -20
[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 9 || AnimElem = 14 || AnimElem = 27 || AnimElem = 31 || AnimElem = 41
var(21) = -55

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 10 || AnimElem = 15 || AnimElem = 28 || AnimElem = 32
attr = S, HA
animtype = Hard
damage    = 20,15
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4
air.velocity = -4.5,-7
yaccel = .4
air.juggle = 8
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0


[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 42
attr = A, HA
animtype = UP
damage    = 25,15
getpower = 0
guardflag = MA
hitflag = MAF
hitsound = S5, 5
guardsound = S6,0
pausetime = 2,5
sparkno = 3
guard.sparkno = 41
sparkxy = -15,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 100,0]
type = VelSet
trigger1 = AnimElem = 41
y = -10

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 41
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 41,>0
y = .61

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 43
movetype = I

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 47,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3105

;-------------------------------------------------------------------------------
; 媃揤嬬乮抧忋斉乯
;------------------------ Lv.1
[Statedef 3200]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3200
VelSet = 0,0
juggle  = 8+(P2StateType = A)*8
PowerAdd = -1000

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(30) = 2 && Fvar(8)
fvar(7) = 0.00001

;[State 1000, 0]
;type = PowerAdd
;triggerall = time = 0
;trigger1 = Var(30) = 1 || (Var(30) = 2 && !fvar(8)) || Var(30) ;= 3 || (Var(30) = 5 && !fvar(8))
;value = -1000 ;-ifelse(Var(30)=2,1500,1000)

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20



[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = Var(30) = 5 && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 43

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 0,27
channel = 0


[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2,=0
pos = -15, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

;[State 810,Explod]
;type = Explod
;trigger1 = AnimElem = 10
;anim = F2
;pos = -80,-55
;postype = P2
;sprpriority = 3
;bindtime = 1
;ownpal = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(14) = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 1500,HitDef]
type = Hitdef
triggerall = Var(30) = 2 && Fvar(8)
trigger1 = Time = 0
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = S, HT
priority = 7,Miss
hitflag = MF
numhits = 0
sparkno = 144427
guard.sparkno = 40664
p1facing = 1
p2facing = 1
p1stateno = 3230
p2stateno = 3250
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1500,HitDef]
type = Hitdef
triggerall = Time = 0
triggerall = P2StateNo != 150
triggerall = P2StateNo != 152
triggerall = P2StateNo != 154
trigger1 = Var(30) != 2
trigger2 = Var(30) = 2 && !Fvar(8)
attr = S, HT
priority = 7,Miss
hitflag = MF-
numhits = 0
sparkno = 144427
guard.sparkno = 40664
p1facing = 1
p2facing = 1
p1stateno = 3230
p2stateno = 3250
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1500,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 11
channel = 0

[State 1500,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

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

;------------------------ Lv.2
[Statedef 3210]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3200
poweradd = -2000
VelSet = 0,0
juggle  = 8+(P2StateType = A)*8



[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 49

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 0,27
channel = 0

;[State 810,Explod]
;type = Explod
;trigger1 = AnimElem = 10
;anim = F2
;pos = -80,-55
;postype = P2
;sprpriority = 3
;bindtime = 1
;ownpal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2,=0
pos = -15, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(14) = 2

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 1500,HitDef]
type = Hitdef
triggerall = Var(30) = 2 && Fvar(8)
trigger1 = Time = 0
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = S, HT
priority = 7,Miss
hitflag = MF
numhits = 0
sparkno = 144427
guard.sparkno = 40664
p1facing = 1
p2facing = 1
p1stateno = 3230
p2stateno = 3250
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1500,HitDef]
type = Hitdef
triggerall = Time = 0
triggerall = P2StateNo != 150
triggerall = P2StateNo != 152
triggerall = P2StateNo != 154
trigger1 = Var(30) != 2
trigger2 = Var(30) = 2 && !Fvar(8)
attr = S, HT
priority = 7,Miss
hitflag = MF-
numhits = 0
sparkno = 144427
guard.sparkno = 40664
p1facing = 1
p2facing = 1
p1stateno = 3230
p2stateno = 3250
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1510,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 11
channel = 0

[State 1510,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

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

;------------------------ Lv.3
[Statedef 3220]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3200
VelSet = 0,0
juggle  = 8+(P2StateType = A)*8
PowerAdd = -3000



;[State 1000, 0]
;type = PowerAdd
;triggerall = time = 0
;trigger1 = Var(30) = 1 || Var(30) = 2 || Var(30) = 3 || Var(30) ;= 5
;value = -1000 ;-ifelse(Var(30)=5,1000,3000)

[State 4100,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(7) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = Var(30) = 5 && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 0,27
channel = 0



[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2,=0
pos = -15, -55
anim = 100
sound = S3, 1
darken = 1
time = 40
movetime = 40

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(14) = 3

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 1500,HitDef]
type = Hitdef
triggerall = Var(30) = 2 && Fvar(8)
trigger1 = Time = 0
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = S, HT
priority = 7,Miss
hitflag = MF
numhits = 0
sparkno = 144427
guard.sparkno = 40664
p1facing = 1
p2facing = 1
p1stateno = 3230
p2stateno = 3250
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1500,HitDef]
type = Hitdef
triggerall = Time = 0
triggerall = P2StateNo != 150
triggerall = P2StateNo != 152
triggerall = P2StateNo != 154
trigger1 = Var(30) != 2
trigger2 = Var(30) = 2 && !Fvar(8)
attr = S, HT
priority = 7,Miss
hitflag = MF-
numhits = 0
sparkno = 144427
guard.sparkno = 40664
p1facing = 1
p2facing = 1
p1stateno = 3230
p2stateno = 3250
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1520,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 11
channel = 0

[State 1520,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

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



;-------------------------------------------------------------------------------
; 媃揤嬬乮奐巒摦嶌乯
;------------------------ 抧忋
[Statedef 3230]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3230
velset = 0,0



[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0



[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 860,TargetBind]
type = BindToTarget
trigger1 = AnimElemNo(0) = 1
pos = 0,0

[State 810, Width]
type = Width
trigger1 = Time = 0
trigger1 = Backedgebodydist < Target,const(Size.ground.Back)
edge = Target,const(Size.ground.Back)+10,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 6
edge = 25,0

[State 810,TargetBind]
type = BindtoTarget
trigger1 = AnimElemNo(0) = [2,3]
pos = -Target,const(Size.ground.Back), 0

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -30,-85

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 0,-85

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 15,-70

[State 1000, 0]
type = TargetFacing
trigger1 = AnimElem = 4
value = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,1

[State 40,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = ((320-(ifelse(Facing=1,0,320)+ScreenPos X))/15)*Facing
y = -5

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 0
y = .5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = 0,28
channel = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 101,End]
type = ChangeState
trigger1 = AnimElem = 4,> 0
trigger1 = Frontedgebodydist < 1
value = 3231

;------------------------ 嬻拞
[Statedef 3330]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 1530
velset = 0,0


[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1540

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = [1,2]
edge = 50,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 3
edge = 20,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 4
edge = 25,0

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 40,-55

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 0,-55

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 10,-75

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 15,-70

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

[State 40,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ((320-(ifelse(Facing=1,0,320)+ScreenPos X))/15)*Facing
y = -5

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,> 0
y = .5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=0
value = 0,28
channel = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 101,End]
type = ChangeState
trigger1 = AnimElem = 3,> 0
trigger1 = Frontedgebodydist < 1
value = 3231

;-------------------------------------------------------------------------------
; 媃揤嬬乮斈梡僗僥乕僩乯
;------------------------ 1
[Statedef 3231]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3231
velset = 0,0


[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 3251

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -77 ;-Ceil(ifelse((fvar(10)>.1),66*fvar(10),7))
Kill = 0

[State 911, 2]
type = EnvShake
trigger1 = Time = 0
time = 15

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 15,-70

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 25,-55

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 20,-35

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -15,-30

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -10,-30

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 5,-55

[State 1000, 0]
type = Turn
trigger1 = AnimElem = 4

[State 1000, 0]
type = TargetFacing
trigger1 = AnimElem = 4
value = 1

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (320-(Pos x-ScreenPos x))*Facing

;[State 1005, Explod]
;type = Explod
;trigger1 = Time = 0
;anim = 2065
;id = 2065
;pos =0,Ceil(240-(240-ScreenPos Y)-50)
;scale = .5,.5
;postype = Front
;sprpriority = -2
;facing = 1
;bindtime = 1
;ownpal = 1
;persistent = 0
;ignorehitpause = 1

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 7, 1

[State 40, 1]
type = VarAdd
trigger1 = Time = 0
var(15) = 1

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3232

;------------------------ 2
[Statedef 3232]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3232
velset = 14.5,-7

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 0,28+var(15)
channel = 0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 3252

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 1
edge = 20,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 2
edge = 25,0

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 10,-70

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 15,-70

[State 1201,VelAdd]
type = VelAdd
trigger1 = 1
y = .5-(Pos Y*0.0005)

[State 1201,End]
type = ChangeState
trigger1 = Frontedgebodydist < 1
value = ifelse(var(15)!=3&&(var(14)=3||var(14)=6),3231,3240)

;-------------------------------------------------------------------------------
; 媃揤嬬乮僼傿僯僢僔儏乯
;------------------------ 1
[Statedef 3240]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3231
velset = 0,0

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0



[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 3251

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -20 ;-Ceil(ifelse((fvar(10)>.1),66*fvar(10),7))
Kill = 0

[State 911, 2]
type = EnvShake
trigger1 = Time = 0
time = 15

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 15,-70

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 25,-55

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 20,-35

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -15,-30

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -10,-30

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 5,-55

[State 1000, 0]
type = Turn
trigger1 = AnimElem = 4

[State 1000, 0]
type = TargetFacing
trigger1 = AnimElem = 4
value = 1

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (320-(Pos x-ScreenPos x))*Facing

;[State 1005, Explod]
;type = Explod
;trigger1 = Time = 0
;anim = F40
;;id = 2065
;pos =0,Ceil(240-(240-ScreenPos Y)-50)
;scale = .5,.5
;postype = Front
;sprpriority = 6
;facing = 1
;bindtime = 1
;ownpal = 1
;persistent = 0
;ignorehitpause = 1

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 7, 1

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse((var(14)=1||var(14)=4),3241,3242)

;------------------------ 2-1
[Statedef 3241]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3241
velset = ((160-(ifelse(Facing=1,0,160)+(ScreenPos X/2)))/25)*Facing,-15

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 3261

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 10,-65

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,24
channel = 0

[State 40,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0
y = 8

[State 40,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,>0
y = .5

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 20,-35

[State 1000, 0]
type = TargetFacing
trigger1 = Vel Y > 0 && Pos Y >= 0
value = -1

[State 1201,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3243

;------------------------ 2-2
[Statedef 3242]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3242
velset = ((160-(ifelse(Facing=1,0,160)+(ScreenPos X/2)))/25)*Facing,-10

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 3261

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 10,-65

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,ifelse(var(14)=3,32,24)
channel = 0

[State 40,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0
y = 8

[State 40,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,>0
y = .5

[State 210, 4]
type = SprPriority
trigger1 = AnimElemNo(0) = 3
value = -1

[State 210, 4]
type = SprPriority
trigger1 = AnimElemNo(0) = 4
value = 1

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 20,-35

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 10,-35

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -25,-35

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 0,-35

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4
value = 4,5

[State 1201,End]
type = Null;ChangeState
trigger1 = Frontedgebodydist < 1
value = 3231

[State 1000, 0]
type = TargetFacing
trigger1 = Vel Y > 0 && Pos Y >= 0
value = -1

;[State 4110, Explod]
;type = Explod
;trigger1 = AnimElemNo(0) >= 2
;trigger1 = Pos Y > -160 
;anim = F40
;;id = 3290
;pos = Floor(ScreenPos X),0
;postype = Left
;sprpriority = 3
;bindtime = -1
;removetime = -2
;ownpal = 0
;persistent = 0

[State 1201,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3243

;------------------------ 3
[Statedef 3243]
type = S
movetype = A
physics = S
anim = 3243
velset = 0,0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = 1
value2 = SCA

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1141

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -Ceil(ifelse((fvar(10)>.1),ifelse((var(14)=[1,3]),ifelse(var(14)=1,25,35),ifelse(var(14)=3,45,55))*fvar(10),ifelse((var(14)=[1,3]),ifelse(var(14)=1,8,17),ifelse(var(14)=3,10,20))))

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,< 10
pos = 20,-20

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = F62
;id = 2060
pos =20,0
scale = .5,.5
postype = P1
sprpriority = 6
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1005, Explod]
type = Explod
trigger1 = Time = 5
anim = F62
;id = 2055
pos =0,20
scale = .875,.875
postype = P2
sprpriority = 6
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 7, 1

[State 861,HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 911, 2]
type = EnvShake
trigger1 = Time = 0
time = 15

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 100,0]
type = VelSet
trigger1 = AnimElem = 3
x = -3.5
y = -4

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,>0
y = .45

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 5,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1534

;-------------------------------------------------------------------------------
; 揤嬬搢偟乮憡庤摦嶌乯
;------------------------ 1
[Statedef 3250]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0


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

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

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3250

;------------------------ 2
[Statedef 3251]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

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

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

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3251

;------------------------ 3
[Statedef 3252]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

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

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

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3252

;------------------------ 4
[Statedef 3261]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0
SprPriority = 0

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

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

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3261

