;イントロ用ヘルパー
[Statedef 192]
type = A
physics = N
ctrl = 0
anim = 42

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999

[State 192, アニメ変更]
Type = ChangeAnim
trigger1 = Vel Y > 0
value = 46

[State 192, 重力]
type = VelAdd
trigger1 = 1
y = 0.6

[State 192, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 5
value = 193

[Statedef 193]
type     = S
physics  = S
ctrl = 0
anim = 47

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999

[State 193, ポジション修正]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 193, 音]
type = PlaySnd
trigger1 = Time = 0
value = 2, 1

[State 193, 消滅]
type = DestroySelf
trigger1 = Animtime = 0


;弾丸
[Statedef 1420]
type     = S
Movetype = A
anim     = 1420
sprpriority = 3

[State 1420, explod]
type = explod
trigger1 = Time%10 = 0
anim = 1423
id = 1423
postype = p1
scale = .5,.5
ownpal = 1
sprpriority = 2

[State 1420, htr]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1421
ignorehitpause = 1

[State 1420, hitby]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1

[State 1420, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 1420, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1420, var]
type = varset
trigger1 = movecontact
var(0) = 1+(moveguarded!=0)

[State -2, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= NoAutoTurn
IgnoreHitPause = 1

[State -2,燃焼補正増加]
type = ParentVarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State 1420, 速度]
type = Velset
trigger1 = IsHelper(1420)
trigger1 = Time = 0
x = 6

[State 1420, 速度]
type = Velset
trigger1 = IsHelper(1421)
trigger1 = Time = 0
x = 4.5

[State 1420, 速度]
type = Velset
trigger1 = IsHelper(1422)
trigger1 = Time = 0
x = 3

[State 1420, 判定]
type = HitDef
trigger1 = time
attr = S, SP
hitflag = MAF
guardflag = MA
animtype  = Hard
priority = 4,Hit
damage = ceil(IfElse(root,Var(36) > 0,78,60) * root,fVar(13) * root,fVar(15)), 18
pausetime = 0, 8
sparkno = S10501
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 3
guardsound = S1, 91
ground.type = High
ground.slidetime = 10
guard.slidetime = 4
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 4
yaccel = .3 + root,fVar(11)
ground.velocity = -1.5, 0
guard.velocity = -4
air.velocity = -1.5, -3
down.velocity = -2, 0
sprpriority = 1
fall = 0
air.fall = 0
fall.recover = 0
kill = 1
getpower = ifelse(root,var(36) > 0,0,40), ifelse(root,var(36) > 0,0,20)
givepower = 25, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1420, DestroySelf]
type = DestroySelf
trigger1 = pos x <= -220 || pos x >= 220

[State 1420, ChangeState]
type = changestate
trigger1 = var(0)
value = 1421

;消滅
[Statedef 1421]
type     = S
Movetype = A
anim     = 12000
sprpriority = 3

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999

[State 1421, explod]
type = explod
trigger1 = time = 0
anim = 1421
id = 1421
postype = p1
scale = .5,.5
ownpal = 1
sprpriority = 3

[State -2, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= NoAutoTurn
IgnoreHitPause = 1

[State 1420, エフェクト]
type = RemoveExplod
trigger1 = Time = 0
ID = 1420

[State 1420, エフェクト]
type = RemoveExplod
trigger1 = Time = 0
ID = 1423

[State 1421, 速度]
type = Velset
trigger1 = time = 0
x = 1

[State -2, 消滅]
type = DestroySelf
trigger1 = Animtime = 0

;弾丸
[Statedef 1430]
type     = S
Movetype = A
anim     = 12000
sprpriority = 3

[State 1430, explod]
type = explod
trigger1 = Time%10 = 0
anim = 1423
id = 1423
postype = p1
scale = 1,1
ownpal = 1
sprpriority = 2

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999

[State -2, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= NoAutoTurn
IgnoreHitPause = 1

[State -2,燃焼補正増加]
type = ParentVarAdd
trigger1 = Root,ProjHitTime(1432) = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = Root,ProjHitTime(1432) = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = Root,ProjHitTime(1432) = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = Root,ProjHitTime(1432) = 1
value = 0, 11
freqmul = 0.75

[State 1430, エフェクト]
type = Explod
trigger1 = Time = 0
anim = 1430
ID = 1430
pos = 0, 0
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -1
bindtime = -1
sprpriority = 3
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1430, 速度]
type = Velset
trigger1 = Time = 0
x = 2

[State 1430, 判定]
type = Projectile
trigger1 = time%16 = 0
trigger1 = time <= 40
projID = 1432
projanim = 1432
projhitanim = 1432
projremanim = 1432
projcancelanim = 1432
projscale = 1, 1
projremove = 1
projremovetime = 16
velocity = 1.5, 0
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projheightbound = -240, 20
offset = 0, 0
postype = p1
supermovetime = 0
pausemovetime = 0
ownpal = 1
;Hitdef*********************
attr = S, SP
hitflag = MAF
guardflag = MA
animtype  = Hard
priority = 4,Hit
damage = ceil(IfElse(root,Var(36) > 0,40,30) * root,fVar(15)), 12
pausetime = 0, 8
sparkno = S10501
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 3
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 2
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 2
yaccel = .3 + root,fVar(11)
ground.velocity = -3, -3
guard.velocity = -4
air.velocity = -3, -3
down.velocity = -2, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = ifelse(root,var(36) > 0,0,10), ifelse(root,var(36) > 0,0,5)
givepower = 25, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1430, 消滅1へ]
type = Changestate
trigger1 = time >= 50
value = 1431
ignorehitpause = 1


;消滅
[Statedef 1431]
type     = S
Movetype = A
anim     = 12000
sprpriority = 3

[State 1431, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1,3

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999

[State -2, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= NoAutoTurn
IgnoreHitPause = 1

[State -2, エフェクト消]
type = RemoveExplod
trigger1 = time = 0
ID = 1430

[State -2, エフェクト消]
type = RemoveExplod
trigger1 = time = 0
ID = 1423

[State 1431, エフェクト]
type = Explod
trigger1 = Time = 0
anim = 1431
pos = 0, 0
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = 1
sprpriority = 3
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -2, 消滅]
type = DestroySelf
trigger1 = Animtime = 0


;超必弾丸
[Statedef 2010]
type     = S
Movetype = A
anim     = 12000
sprpriority = 3

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999

[State -2, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= NoAutoTurn
IgnoreHitPause = 1

[State -2,燃焼補正増加]
type = ParentVarAdd
trigger1 = Root,ProjHitTime(2011) = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = Root,ProjHitTime(2011) = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = Root,ProjHitTime(2011) = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = Root,ProjHitTime(2011) = 1
value = 0, 11
freqmul = 0.75

[State -2, 音]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 20
trigger3 = Time = 40
trigger4 = Time = 60
trigger5 = Time = 80
value = 0, 26
freqmul = 2

[State 2010, EnvShake]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 20
trigger3 = Time = 40
trigger4 = Time = 60
trigger5 = Time = 80
time = 15
ampl = 8

[State 2010, エフェクト]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 20
trigger3 = Time = 40
trigger4 = Time = 60
trigger5 = Time = 80
anim = 2010
pos = (Time*2), 0
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2010, 判定]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 20
trigger3 = Time = 40
trigger4 = Time = 60
trigger5 = Time = 80
projID = 2011
projanim = 2011
projhitanim = 2011
projremanim = 2011
projcancelanim = 2011
projscale = 1, 1
projremove = 1
projremovetime = 10
velocity = 0, 0
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 80
projstagebound = 80
projheightbound = -240, 20
offset = (Time*2), 0
postype = p1
supermovetime = 0
pausemovetime = 0
ownpal = 1
;Hitdef*********************
attr = S, HP
hitflag = MAFD
guardflag = MA
animtype  = Hard
priority = 4,Hit
damage = ceil(IfElse(Root,Var(36) > 0,52,40) * root,fVar(14) * root,fVar(15)), 12
pausetime = 0, 2
sparkno = -1
guard.sparkno = S10580
sparkxy = 10, -45
hitsound = S1, 3
guardsound = S1, 91
ground.type = High
ground.slidetime = 20
guard.slidetime = 10
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 10
yaccel = .2 + root,fVar(11)
ground.velocity = -2, -3
guard.velocity = -4
air.velocity = -2, -3
down.velocity = -2, 0
sprpriority = 3
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = 0, 0
givepower = 40, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State -2, 消滅]
type = DestroySelf
trigger1 = time >= 160

[StateDef 2301]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2301
sprpriority = 4
velset = 2,0

[State 2301, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  0.75,0.75

[State 2301, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2301, AssertSpecial]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
ignorehitpause = 1

[State 2301, VelSet]
type = velset
trigger1 = animelem = 2
x = 1.5

[State 2301, VelSet]
type = velset
trigger1 = animelem = 3
x = 1

[State 2301, VelSet]
type = velset
trigger1 = animelem = 4
x = 0.5

[State 2301, VelSet]
type = velset
trigger1 = animelem = 5
x = 0

[State 2301, HitDef]
type = HitDef
trigger1 = !movecontact
persistent = 0
attr = A, HP
animtype = Hard
damage = ceil(IfElse(Root,Var(36) > 0,334,257) * root,fVar(14) * root,fVar(15)), 30
guardflag = MA
hitflag = MAFD
pausetime = 0, 27
guard.pausetime = 0, 15
sparkno = -1
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 6
guardsound = S1, 91
ground.type = High
ground.slidetime = 19
ground.hittime = 17
guard.slidetime = 18
guard.hittime = 17
ground.velocity = -13,-7
guard.velocity = -11
airguard.velocity = -4,-.8
air.velocity = -13,-6
fall = 1
airguard.ctrltime = 23
getpower = 0,0
fall.recover = 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1
sprpriority = 4
yaccel = 0.52
P2Stateno = 2302

[State 2301, Helper]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State 2301, AllPalFX]
type = allPalfx
trigger1 = movehit
add = 512,512,512
time = 1
ignorehitpause = 1
persistent = 0

[State 2300, DestroySelf]
type = destroyself
trigger1 = AnimTime = 0

[StateDef 2403]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2403
velset = 0,0
sprpriority = 5

[State 2403, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.5,1.5

[State 2403, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2403, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = NoShadow

[State 2403, pos]
type = posset
trigger1 = Root,stateno = 2402
x = Root,pos x
y = 30

[State 2403, PlaySnd]
type = playsnd
trigger1 = time = 2
value = S1,11

[State -2, 燃焼エフェクト]
type = Helper
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State 2403, HitDef]
type = hitdef
trigger1 = !MoveContact
attr = S, HP
damage = ceil(IfElse(root,Var(36) > 0,120,90) * root,fVar(13) * root,fVar(15)), 18
priority = 7,Hit
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = Back
fall.animtype = Back
pausetime = 0,15
sparkno = S10501
guard.sparkno = S10580
sparkxy = 0,-80
hitsound = S1, 6
guardsound = S1, 91
getpower = 0,0
givepower = 112,84
ground.type = Low
ground.slidetime = 24
ground.hittime = 25
guard.ctrltime = 25
air.hittime = 25
ground.velocity = -5.45,-7.5
guard.velocity = -10.5
air.type = Low
air.velocity = -5.45, -7.5
airguard.velocity = -5.55, -7.45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1
envshake.time = 12
envshake.freq = 80
envshake.ampl = -4
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .6
sprpriority = 5

[State 2403, DestroySelf]
type = DestroySelf
trigger1 = !animtime
trigger2 = parent,stateno != 2402
trigger3 = parent,movetype = H

[StateDef 3501]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3501
sprpriority = 2
facep2 = 1

[State 3501]
type = velset
trigger1 = time = 0
X = (parentdist X+72) / 8
Y = 6

[State 3501]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3501]
type = Gravity
trigger1 = 1

[State 3501]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3501]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3502

[StateDef 3502]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3502
sprpriority = 2

[State 3502, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,1

[State 3502, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3503

[StateDef 3503]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3503
sprpriority = 2

[State 3503]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3503
trigger2 = AnimElem = 1

[State 3503, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3503, ChangeState]
type = ChangeState
trigger1 = Time = 7
value = 3504

[StateDef 3504]
type = S
movetype = I
physics= S
juggle = 1
velset = 0,0
ctrl = 0
anim = 3504

[State 3504, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3504, Helper]
type = Helper
trigger1 = Animelem = 4
ID = 3512
pos = 110, 0
postype = p1
stateno = 3512
helpertype = normal
name = "Tower"
sprpriority = -2
keyctrl = 0
ownpal = 1

[State 3504, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,24

[State 3504, HitOverride]
type = HitOverride
trigger1 = Anim = 3504
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3508

[State 3504, NotHitBy]
type = nothitby
trigger1 = Anim = 3504
value = , NT, ST, HT
time = -1

[State 3504, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3505

[StateDef 3505]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3503
sprpriority = 2

[State 3505, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3505]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3503
trigger1 = Time = 5
Value = 3509

[State 3505, ChangeState]
type = ChangeState
trigger1 = Time = 7
value = 3506

[StateDef 3506]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3505
sprpriority = 2

[State 3506, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,0

[State 3506, end]
type = ChangeState
trigger1 = Time = 45
value = 3507

[StateDef 3507]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3506
sprpriority = 2

[State 3507, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S2,1

[State 3507, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S0,22

[State 3507, VelSet]
type = VelSet
trigger1 = Time > 0
x = 7
y = 0

[State 3507, Trans]
type = trans
trans = addalpha
alpha = ifelse(time>=93,32*(100-time),256),ifelse(time<=91,32*(time-85),256)
trigger1 = time >= 85

[State 3507, DestroySelf]
type = DestroySelf
trigger1 = pos x >= 360
trigger2 = time >= 100

[StateDef 3508]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 0
Anim = 3507
ctrl = 0
sprpriority = 1

[State 3508]
type = velset
trigger1 = AnimElemTime(2) <= 0
X =  -0.8

[State 3508]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3507
trigger1 = AnimTime = 0
Value = 3509

[State 3508]
Type = Changestate
trigger1 = AnimTime = 0
value = 3507

[Statedef 3509]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3503
sprpriority = 1
facep2 = 1

[State 3509]
type = nothitby
trigger1 = 1
value = SCA

[State 3509]
type = ScreenBound
trigger1 = 1
value = 1

[State 3509]
type = turn
trigger1 = (P2Dist X < 0)

[State 3509]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = parent, stateno = [181,189]
value = 3510

[State 3509]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
trigger2 = parent, alive = 0
value = 3511

[StateDef 3510]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3508
sprpriority = 1
facep2 = 1

[State 3510, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover

[State 3510]
type = ScreenBound
trigger1 = 1
value = 1

[State 3510]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3511]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3509
sprpriority = 0
facep2 = 1

[State 3511]
type = ScreenBound
trigger1 = 1
value = 1

[State 3511]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3512]
type = S
movetype= A
velset = 0,0
anim = 3510
sprpriority = -2

[State 3512, HitDef]
type = HitDef
trigger1 = !Movecontact
attr = S, SA
damage = 60, 2
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0, 9
sparkno = S10500
guard.sparkno = S10580
sparkxy = 0, 0
hitsound = S1, 2
guardsound = S1, 90
ground.type = High
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -4,-11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.velocity = -2
air.type = High
air.velocity = -4,-5
air.hittime = 18
air.juggle = 5
fall = 1

[State 3512, Shake]
type = EnvShake
trigger1 = AnimElem = 1
time = 20
ampl = 4
freq = 100
phase = 100

[State 3512, Trans]
type = trans
trigger1 = time >= 45
trans = addalpha
alpha = 256-16*(time-45),256

[State 3512, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,23

[State 3512, DestroySelf]
type = Destroyself
trigger1 = time = 60

[StateDef 3601]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3501
sprpriority = 2
facep2 = 1

[State 3601]
type = velset
trigger1 = time = 0
X = (parentdist X+72) / 8
Y = 6

[State 3601]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3601]
type = Gravity
trigger1 = 1

[State 3601]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3601]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3602

[StateDef 3602]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3502
sprpriority = 2

[State 3602, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,1

[State 3602, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3603

[StateDef 3603]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3503
sprpriority = 2

[State 3603]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3503
trigger2 = AnimElem = 1

[State 3603, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3603, ChangeState]
type = ChangeState
trigger1 = Time = 7
value = 3604

[StateDef 3604]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3600
sprpriority = 2

[State 3604, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,10

[State 3604]
type = Explod
trigger1 = AnimElem = 2
anim = 10300
postype = p1
pos = -5,-45
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 3604, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 3612
ID = 3612
pos = 0,-90
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-8
removetime = 100
scale = 1,1
sprpriority = 3
removeongethit = 1

[State 3604, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3605

[Statedef 3605]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3601
velset = 0,0
sprpriority = 3

[State 3605, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S2,1

[State 3605]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3601
trigger2 = AnimElem = 1

[State 3605]
type = HitOverride
trigger1 = Anim = 3601
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3610

[State 3605]
type = nothitby
trigger1 = Anim = 3601
value = , NT, ST, HT
time = -1

[State 3605, VelAdd]
type = Velset
trigger1 = Time > 0
x = 7
y = 0
;ignorehitpause =
;persistent =

[State 3605, ChangeState]
type = changestate
trigger1 = (P2Dist X < 60)
value = 3606

[Statedef 3606]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3603
VelSet = 0,0

[State 3603, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3606, NotHitBy]
type = nothitby
trigger1 = 1
value = SCA

[State 3606, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,2

[State 3606, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 8

[State 3606, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 120, 12
getpower = 0, 0
givepower = 0, 0
animtype = L
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20,-60
hitsound = S1, 9
guardsound = S1, 90
guard.ctrltime = 8
ground.velocity = 0
ground.cornerpush.veloff = 0
air.velocity = 0
yaccel = .65
P2Facing = 1
envshake.time = 12
envshake.freq = 80
envshake.ampl = -4
P2Stateno = 3614

[State 3606, ChangeState]
type = changestate
trigger1 = AnimTime = 0
value = 3607

[StateDef 3607]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3604
sprpriority = 2

[State 3607, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3607, ChangeState]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3604
trigger1 = Time = 5
Value = 3611

[State 3607, ChangeState]
type = ChangeState
trigger1 = Time = 7
value = 3608

[StateDef 3608]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3605
sprpriority = 2

[State 3608, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,0

[State 3608, end]
type = ChangeState
trigger1 = Time = 45
value = 3609

[StateDef 3609]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3602
sprpriority = 2

[State 3609, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S2,1

[State 3609, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S0,22

[State 3609, VelSet]
type = VelSet
trigger1 = Time > 0
x = 7
y = 0

[State 3609, Trans]
type = trans
trans = addalpha
alpha = ifelse(time>=93,32*(100-time),256),ifelse(time<=91,32*(time-85),256)
trigger1 = time >= 85

[State 3609, DestroySelf]
type = DestroySelf
trigger1 = pos x >= 360
trigger2 = time >= 100

[StateDef 3610]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 0
Anim = 3608
ctrl = 0
sprpriority = 1

[State 3610]
type = velset
trigger1 = AnimElemTime(2) <= 0
X =  -0.8

[State 3610]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3608
trigger1 = AnimTime = 0
Value = 3611

[State 3610]
Type = Changestate
trigger1 = AnimTime = 0
value = 3609

[Statedef 3611]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3604
sprpriority = 1
facep2 = 1

[State 3611]
type = nothitby
trigger1 = 1
value = SCA

[State 3611]
type = ScreenBound
trigger1 = 1
value = 1

[State 3611]
type = turn
trigger1 = (P2Dist X < 0)

[State 3611]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = parent, stateno = [181,189]
value = 3612

[State 3611]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
trigger2 = parent, alive = 0
value = 3613

[StateDef 3612]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3606
sprpriority = 1
facep2 = 1

[State 3612, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover

[State 3612]
type = ScreenBound
trigger1 = 1
value = 1

[State 3612]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3613]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3607
sprpriority = 0
facep2 = 1

[State 3613]
type = ScreenBound
trigger1 = 1
value = 1

[State 3613]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3614]
type = A
movetype= H
physics = N
velset = 0, 0

[State 3614, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3609

[State 3614, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3615

[StateDef 3615]
type = A
movetype= H
physics = N
velset = 0, 30

[State 3615, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3610

[State 3615, velAdd]
type = VelAdd
trigger1 = Time > 0
Y = 0.65

[State 3615, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3616

[StateDef 3616]
type = A
movetype= H
physics = N
velset = 0, 0

[State 3616, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3616, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3611

[State 3616, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3617

[StateDef 3617]
type = A
movetype = H
physics = N
velset = -3.5, -20.3
anim = 5050

[State 3617, VelAdd]
type = VelAdd
trigger1 = time > 0
Y = 0.65

[State 3617, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[Statedef 4505]
Physics = N
Anim = 4503
SprPriority = 8

[State 4505, VarSet]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 50+Random/4.995

[State 4505, VarSet]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = Random/499.5*Pi

[State 4505, VarSet]
Type = PosAdd
Trigger1 = Time = 0
X = fvar(0)*Cos(fvar(1))
Y = -fvar(0)*Sin(fvar(1))

[State 4505, VarSet]
Type = VelSet
Trigger1 = Time = 0
X = (-fvar(0)/22.0)*Cos(fvar(1))
Y = (fvar(0)/22.0)*Sin(fvar(1))

[State 4505]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4505]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 4505]
Type = AngleDraw
Trigger1 = 1
Scale = 0.25-Time*.01,0.25-Time*.01

[State 4505, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 19

[StateDef 4506]
type = S
physics = N
anim = 4505
ctrl = 0

[State 4506, Playerpush]
type = Playerpush
trigger1 = 1
value = 1

[State 4506, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4506, velset]
type = velset
trigger1 = abs(pos X-root,pos X) >= 160*root,const(size.xscale)
x = 1.5

[State 4506, velset]
type = posadd
trigger1 = abs(pos X-root,pos X) < 160*root,const(size.xscale)
x = 1*root,const(size.xscale)

[State 4506, DestroySelf]
type = DestroySelf
Trigger1 = Root,Anim = 4501
Trigger2 = Root,Movetype = H

[Statedef 4900]
type    = S
movetype= I
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4900
sprpriority = 3

[State 4900, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 4900, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4900, 2]
type = PosSet
trigger1 = time = 0
y = (239-ScreenPos Y)-150

[State 4900, 2]
type = PalFx
trigger1 = Time <= 25
time = 1
add = -250+(Time)*10,-250+(Time)*10,-250+(Time)*10

[State 4900, 3]
type = PalFx
trigger1 = Time >= 40
time = 1
add = -(Time-40)*6,-(Time-40)*6,-(Time-40)*6

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4900
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4900
scale = .565+time/500.0,.565+time/500.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4900
scale = .615+(time-25)/750.0,.615+(time-25)/750.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4900
scale = .635+(time-40)/400.0,.635+(time-40)/400.0

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4901
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4901
scale = .505+time/250.0,.505+time/250.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4901
scale = .605+(time-25)/375.0,.605+(time-25)/375.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4901
scale = .645+(time-40)/200.0,.645+(time-40)/200.0

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4902
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4902
scale = .395+time/125.0,.395+time/125.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4902
scale = .595+(time-25)/187.5,.595+(time-25)/187.5

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4902
scale = .655+(time-40)/100.0,.655+(time-40)/100.0

[State 4900, 9]
type = DestroySelf
trigger1 = time = 80

[StateDef 6010]
Type = A
Physics = N
Anim = 99999
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26

[State -1]
Type = VarAdd
Trigger1 = Time = [1,3]
Trigger2 = Time = [10,15]
FV  = 3
Value = 0.05

[State -1]
Type = VarAdd
Trigger1 = Time = [4,9]
Trigger2 = Time = [16,32]
FV  = 3
Value = -0.05

[State -1]
Type = Explod
Trigger1 = IsHelper(13000)
Trigger1 = Time = 0
ID = 13000
Anim = 13000
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 13000
Scale = 0.50+FVar(4),0.50+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 2000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 26
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 27
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50

[StateDef 6020]
Type = A
Physics = N
Anim = 99999
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26

[State -1]
Type = VarAdd
Trigger1 = Time = [1,3]
Trigger2 = Time = [10,15]
FV  = 3
Value = 0.05

[State -1]
Type = VarAdd
Trigger1 = Time = [4,9]
Trigger2 = Time = [16,32]
FV  = 3
Value = -0.05

[State -1]
Type = Explod
Trigger1 = IsHelper(13001)
Trigger1 = Time = 0
ID = 13001
Anim = 13001
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 13001
Scale = 0.50+FVar(4),0.50+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 26
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 27
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50

[Statedef 7000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
velset = 0,0
ownpal = 1
sprpriority = 7

[State 7000]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7000]
type = Explod
trigger1 = !NumExplod(10800)
anim = 10800
id = 10800
postype = back
pos = 0, 0
bindtime = -1
removetime = 99999
scale = 1,1
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 7000]
type = PlaySnd
trigger1 = (Parent,Stateno != [4500, 4599])
trigger2 = (Parent,Stateno =4504) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4501)
value = S0,27
persistent = 0
volume = 255

[State 7000]
type = Explod
triggerall = !NumExplod(10850)
trigger1 = (Parent,Stateno != [4500, 4599])
trigger2 = (Parent,Stateno =4504) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4501)
anim = 10850
id = 10850
postype = back
pos = 0, 0
bindtime = -1
scale = 1,1
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 7000]
type = RemoveExplod
trigger1 = (Parent,Stateno != [4500, 4599])
trigger2 = (Parent,Stateno =4504) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4501)
ID = 10800

[State 7000]
type = DestroySelf
trigger1 = (Parent,Stateno != [4500, 4599])
trigger2 = (Parent,Stateno =4504) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4501)

[Statedef 7050]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99999
ownpal = 1

[State 7050]
Type = VarSet
Trigger1 = Time = 0 || Time = 11
var(5) = 0

[State 7050]
Type = VarAdd
Trigger1 = time <= 10
Trigger2 = time >= 70
var(5) = 1

[State 7050]
Type = ModifyExplod
Trigger1 = Time < 10
Scale = .5,0+(Var(5)*.05)

[State 7050]
Type = ModifyExplod
Trigger1 = Time = [10,69]
Scale = .5,.5

[State 7050]
Type = ModifyExplod
Trigger1 = Time >= 70
Scale = .5,.5-(Var(5)*.05)

[State 7050]
type = Explod
trigger1 = Time = 0
anim = 10700
pos = 0,90
postype = back
sprpriority = -4
ownpal = 0
supermove = 1
persistent = 0
Removetime = 80
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999

[State 7050]
type = Explod
trigger1 = Time = 0
anim = 10600
pos = 0,90
postype = back
sprpriority = -3
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 80
supermove = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7050]
type = DestroySelf
trigger1 = Time = 85

[StateDef 10400]
Type = A
MoveType = I
Physics = N
Anim = 10400
SprPriority = 999

[State 10400]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.3

[State 10400]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.16

[State 10400]
Type = VarAdd
Trigger1 = Time = [5,8]
FV = 1
Value = 0.1

[State 10400]
Type = VarAdd
Trigger1 = Time > 8
FV = 1
Value = 0.02

[State 10400]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10400]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10400]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10400]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10400]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10400]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10401]
Type = A
MoveType = I
Physics = N
Anim = 10401
SprPriority = 999

[State 10401]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10401]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10401]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10401]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10401]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10401]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10401]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10401]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10401]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10402]
Type = A
MoveType = I
Physics = N
Anim = 10402
SprPriority = 999

[State 10402]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10402]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10402]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10402]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10402]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10402]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10402]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10450]
Type = A
MoveType = I
Physics = N
Anim = 10451
SprPriority = 999

[State 10450]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10450]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10450]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10450]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10450]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10450]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10450]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10450]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10450]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10451]
Type = A
MoveType = I
Physics = N
Anim = 10450
SprPriority = 999

[State 10451]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10451]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10451]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10451]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10451]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10451]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10451]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 14000]
movetype = I
physics = N
anim = 99999
ctrl = 0

[State 14000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1

[State 14000, Explod]
type = explod
trigger1 = time = 0
trigger1 = numexplod(14000)=0
id = 14000
anim = 14000
pos = -50,-140
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
ontop = 1

[State 14000, Explod]
type = explod
trigger1 = time = 0
id = 14001
anim = 14001
pos = -50,-140
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
ontop = 1

[State 14000, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 14001
Scale = 0.00+(0.50*Root,Life/Root,Var(8)),0.50

[State 14000, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Anim = 4501
trigger2 = Root,MoveType = H
id = 14000

[State 14000, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Anim = 4501
trigger2 = Root,MoveType = H
id = 14001

[State 14000, DestroySelf]
type = DestroySelf
trigger1 = Root,Anim = 4501
trigger2 = Root,MoveType = H

[statedef 16000]
anim=99999
ctrl=0

[state asserts]
type=assertspecial
flag=invisible
flag2=noshadow
trigger1=1

[state pos y]
type=null
trigger1=numexplod((var(59)-numexplod)%8)
trigger1=var((var(59)-numexplod)%8+8)%1000>60
trigger1=0&&var((var(59)-numexplod)%8+8):=var((var(59)-numexplod)%8+8)-5
trigger2=numexplod((var(59)-numexplod+1)%8)
trigger2=var((var(59)-numexplod+1)%8+8)%1000>70
trigger2=0&&var((var(59)-numexplod+1)%8+8):=var((var(59)-numexplod+1)%8+8)-5
trigger3=numexplod((var(59)-numexplod+2)%8)
trigger3=var((var(59)-numexplod+2)%8+8)%1000>80
trigger3=0&&var((var(59)-numexplod+2)%8+8):=var((var(59)-numexplod+2)%8+8)-5
trigger4=numexplod((var(59)-numexplod+3)%8)
trigger4=var((var(59)-numexplod+3)%8+8)%1000>90
trigger4=0&&var((var(59)-numexplod+3)%8+8):=var((var(59)-numexplod+3)%8+8)-5
trigger5=numexplod((var(59)-numexplod+4)%8)
trigger5=var((var(59)-numexplod+4)%8+8)%1000>100
trigger5=0&&var((var(59)-numexplod+4)%8+8):=var((var(59)-numexplod+4)%8+8)-5
trigger6=numexplod((var(59)-numexplod+5)%8)
trigger6=var((var(59)-numexplod+5)%8+8)%1000>110
trigger6=0&&var((var(59)-numexplod+5)%8+8):=var((var(59)-numexplod+5)%8+8)-5
trigger7=numexplod((var(59)-numexplod+6)%8)
trigger7=var((var(59)-numexplod+6)%8+8)%1000>120
trigger7=0&&var((var(59)-numexplod+6)%8+8):=var((var(59)-numexplod+6)%8+8)-5
trigger8=numexplod((var(59)-numexplod+7)%8)
trigger8=var((var(59)-numexplod+7)%8+8)%1000>130
trigger8=0&&var((var(59)-numexplod+7)%8+8):=var((var(59)-numexplod+7)%8+8)-5

[state striker msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16000
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=root,var(33)=-2
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+199*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state striker reset]
type=parentvarset
var(33)=-1
trigger1=root,var(33)=-2

[state counter msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16001
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/10)%10=4
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+192*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state counter reset]
type=parentvarset
var(34)=root,var(34)-20
trigger1=(root,var(34)/10)%10=4

[state recovery msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16003
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/100)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+210*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state recovery reset]
type=parentvarset
var(34)=root,var(34)-100
trigger1=(root,var(34)/100)%10=1

[state ex-shield msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16004
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/1000)%10=2
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+209*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state ex-shield reset]
type=parentvarset
var(34)=root,var(34)-2000
trigger1=(root,var(34)/1000)%10=2

[state shield msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16005
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/1000)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+235*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state shield reset]
type=parentvarset
var(34)=root,var(34)-1000
trigger1=(root,var(34)/1000)%10=1

[state parry msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16006
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/10000)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+235*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state parry reset]
type=parentvarset
var(34)=root,var(34)-10000
trigger1=(root,var(34)/10000)%10=1

[state jd msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16007
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/1000000)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+168*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state jd reset]
type=parentvarset
var(34)=root,var(34)-1000000
trigger1=(root,var(34)/1000000)%10=1

[state gc msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16002
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/100000)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+176*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state gc reset]
type=parentvarset
var(34)=root,var(34)-100000
trigger1=(root,var(34)/100000)%10=1

[state explod1 fadein]
type=modifyexplod
postype=left
pos=var(8)/1000,var(8)%1000
trans=addalpha
alpha=ifelse(time-var(0)<=14,8*(time-var(0)+1),256),ifelse(time-var(0)<=16,256,(32-time+var(0))*8)
id=0
triggerall=numexplod(0)
trigger1=time-var(0)<=32

[state explod1 stop]
type=modifyexplod
postype=left
pos=var(8)/1000,var(8)%1000
trans=none
id=0
triggerall=numexplod(0)
trigger1=time-var(0)=[33,84]

[state explod1 fadeout]
type=modifyexplod
postype=left
pos=var(8)/1000-5*(time-var(0)-85)*ifelse(teamside=2,-1,1),var(8)%1000
trans=addalpha
alpha=ifelse(time-var(0)>=92,32*(99-time+var(0)),256),ifelse(time-var(0)<=90,32*(time-var(0)-84),256)
id=0
triggerall=numexplod(0)
trigger1=time-var(0)>=85

[state explod2 fadein]
type=modifyexplod
postype=left
pos=var(9)/1000,var(9)%1000
trans=addalpha
alpha=ifelse(time-var(1)<=14,8*(time-var(1)+1),256),ifelse(time-var(1)<=16,256,(32-time+var(1))*8)
id=1
triggerall=numexplod(1)
trigger1=time-var(1)<=32

[state explod2 stop]
type=modifyexplod
postype=left
pos=var(9)/1000,var(9)%1000
trans=none
id=1
triggerall=numexplod(1)
trigger1=time-var(1)=[33,84]

[state explod2 fadeout]
type=modifyexplod
postype=left
pos=var(9)/1000-5*(time-var(1)-85)*ifelse(teamside=2,-1,1),var(9)%1000
trans=addalpha
alpha=ifelse(time-var(1)>=92,32*(99-time+var(1)),256),ifelse(time-var(1)<=90,32*(time-var(1)-84),256)
id=1
triggerall=numexplod(1)
trigger1=time-var(1)>=85

[state explod3 fadein]
type=modifyexplod
postype=left
pos=var(10)/1000,var(10)%1000
trans=addalpha
alpha=ifelse(time-var(2)<=14,8*(time-var(2)+1),256),ifelse(time-var(2)<=16,256,(32-time+var(2))*8)
id=2
triggerall=numexplod(2)
trigger1=time-var(2)<=32

[state explod3 stop]
type=modifyexplod
postype=left
pos=var(10)/1000,var(10)%1000
trans=none
id=2
triggerall=numexplod(2)
trigger1=time-var(2)=[33,84]

[state explod3 fadeout]
type=modifyexplod
postype=left
pos=var(10)/1000-5*(time-var(2)-85)*ifelse(teamside=2,-1,1),var(10)%1000
trans=addalpha
alpha=ifelse(time-var(2)>=92,32*(99-time+var(2)),256),ifelse(time-var(2)<=90,32*(time-var(2)-84),256)
id=2
triggerall=numexplod(2)
trigger1=time-var(2)>=85

[state explod4 fadein]
type=modifyexplod
postype=left
pos=var(11)/1000,var(11)%1000
trans=addalpha
alpha=ifelse(time-var(3)<=14,8*(time-var(3)+1),256),ifelse(time-var(3)<=16,256,(32-time+var(3))*8)
id=3
triggerall=numexplod(3)
trigger1=time-var(3)<=32

[state explod4 stop]
type=modifyexplod
postype=left
pos=var(11)/1000,var(11)%1000
trans=none
id=3
triggerall=numexplod(3)
trigger1=time-var(3)=[33,84]

[state explod4 fadeout]
type=modifyexplod
postype=left
pos=var(11)/1000-5*(time-var(3)-85)*ifelse(teamside=2,-1,1),var(11)%1000
trans=addalpha
alpha=ifelse(time-var(3)>=92,32*(99-time+var(3)),256),ifelse(time-var(3)<=90,32*(time-var(3)-84),256)
id=3
triggerall=numexplod(3)
trigger1=time-var(3)>=85

[state explod5 fadein]
type=modifyexplod
postype=left
pos=var(12)/1000,var(12)%1000
trans=addalpha
alpha=ifelse(time-var(4)<=14,8*(time-var(4)+1),256),ifelse(time-var(4)<=16,256,(32-time+var(4))*8)
id=4
triggerall=numexplod(4)
trigger1=time-var(4)<=32

[state explod5 stop]
type=modifyexplod
postype=left
pos=var(12)/1000,var(12)%1000
trans=none
id=4
triggerall=numexplod(4)
trigger1=time-var(4)=[33,84]

[state explod5 fadeout]
type=modifyexplod
postype=left
pos=var(12)/1000-5*(time-var(4)-85)*ifelse(teamside=2,-1,1),var(12)%1000
trans=addalpha
alpha=ifelse(time-var(4)>=92,32*(99-time+var(4)),256),ifelse(time-var(4)<=90,32*(time-var(4)-84),256)
id=4
triggerall=numexplod(4)
trigger1=time-var(4)>=85

[state explod6 fadein]
type=modifyexplod
postype=left
pos=var(13)/1000,var(13)%1000
trans=addalpha
alpha=ifelse(time-var(5)<=14,8*(time-var(5)+1),256),ifelse(time-var(5)<=16,256,(32-time+var(5))*8)
id=5
triggerall=numexplod(5)
trigger1=time-var(5)<=32

[state explod6 stop]
type=modifyexplod
postype=left
pos=var(13)/1000,var(13)%1000
trans=none
id=5
triggerall=numexplod(5)
trigger1=time-var(5)=[33,84]

[state explod6 fadeout]
type=modifyexplod
postype=left
pos=var(13)/1000-5*(time-var(5)-85)*ifelse(teamside=2,-1,1),var(13)%1000
trans=addalpha
alpha=ifelse(time-var(5)>=92,32*(99-time+var(5)),256),ifelse(time-var(5)<=90,32*(time-var(5)-84),256)
id=5
triggerall=numexplod(5)
trigger1=time-var(5)>=85

[state explod7 fadein]
type=modifyexplod
postype=left
pos=var(14)/1000,var(14)%1000
trans=addalpha
alpha=ifelse(time-var(6)<=14,8*(time-var(6)+1),256),ifelse(time-var(6)<=16,256,(32-time+var(6))*8)
id=6
triggerall=numexplod(6)
trigger1=time-var(6)<=32

[state explod7 stop]
type=modifyexplod
postype=left
pos=var(14)/1000,var(14)%1000
trans=none
id=6
triggerall=numexplod(6)
trigger1=time-var(6)=[33,84]

[state explod7 fadeout]
type=modifyexplod
postype=left
pos=var(14)/1000-5*(time-var(6)-85)*ifelse(teamside=2,-1,1),var(14)%1000
trans=addalpha
alpha=ifelse(time-var(6)>=92,32*(99-time+var(6)),256),ifelse(time-var(6)<=90,32*(time-var(6)-84),256)
id=6
triggerall=numexplod(6)
trigger1=time-var(6)>=85

[state explod8 fadein]
type=modifyexplod
postype=left
pos=var(15)/1000,var(15)%1000
trans=addalpha
alpha=ifelse(time-var(7)<=14,8*(time-var(7)+1),256),ifelse(time-var(7)<=16,256,(32-time+var(7))*8)
id=7
triggerall=numexplod(7)
trigger1=time-var(7)<=32

[state explod8 stop]
type=modifyexplod
postype=left
pos=var(15)/1000,var(15)%1000
trans=none
id=7
triggerall=numexplod(7)
trigger1=time-var(7)=[33,84]

[state explod8 fadeout]
type=modifyexplod
postype=left
pos=var(15)/1000-5*(time-var(7)-85)*ifelse(teamside=2,-1,1),var(15)%1000
trans=addalpha
alpha=ifelse(time-var(7)>=92,32*(99-time+var(7)),256),ifelse(time-var(7)<=90,32*(time-var(7)-84),256)
id=7
triggerall=numexplod(7)
trigger1=time-var(7)>=85

[state destroy]
type=destroyself
trigger1=!numexplod

[statedef 850]
type=u
movetype=i
physics=u
anim=ifelse(statetype=a,852,850+(statetype=c))
facep2=1
ctrl=0
sprpriority=2

[state type]
type=statetypeset
physics=s
trigger1=!time
trigger1=statetype=s

[state type]
type=statetypeset
physics=c
trigger1=!time
trigger1=statetype=c

[state type]
type=statetypeset
physics=a
trigger1=!time
trigger1=statetype=a

[state shield_helper]
type=helper
name="shield"
id=855
stateno=855
ownpal=1
trigger1=!time

[state shield_helper]
type=helper
name="shield_proj"
id=856
stateno=856
ownpal=1
trigger1=!time

[state shield sound]
type=playsnd
value=s820,0
trigger1=!time

[state ghost]
type=explod
anim=anim
id=850
removetime=16
sprpriority=3
ownpal=1
trigger1=!time

[state ghost alpha]
type=modifyexplod
id=850
postype=p1
pos=random%9-4,random%9-4
trans=addalpha
alpha=floor(256*cos(.1*time)),256
trigger1=time<=16
trigger1=numexplod(850)

[state shield_explod]
type=explod
id=855
anim=860*10**(random%4)
pos=24-4*(anim=851),ifelse(anim=850,-52,ifelse(anim=851,-32,-60))
sprpriority=3
ownpal=1
bindtime=-1
removetime=-1
scale=.5,.5
trigger1=!time

[state shield remove]
type=removeexplod
id=855
triggerall=numexplod(855)
trigger1=numhelper(855)
trigger1=helper(855),stateno!=855
trigger2=numhelper(856)
trigger2=helper(856),stateno!=856
trigger3=time>=8
trigger3=command!="hold_a"||power<=0

[state power]
type=poweradd
value=-8-(time%3=0)
trigger1=time>=8
trigger1=numhelper(855)
trigger1=numhelper(856)
trigger1=helper(855),stateno=855
trigger1=helper(856),stateno=856

[state end]
type=changestate
value=854
trigger1=time>=128||(time>=8&&(command!="hold_a"||power<=0))

[state success]
type=changestate
value=851
triggerall=numhelper(855)
triggerall=numhelper(856)
trigger1=helper(855),stateno!=855
trigger2=helper(856),stateno!=856

[statedef 851]
type=u
movetype=i
physics=n
anim=anim+3
ctrl=0

[state ex explod]
type=explod
id=858
anim=99999
removetime=24
triggerall=!time
trigger1=numhelper(855)
trigger1=!helper(855),var(1)
trigger2=numhelper(856)
trigger2=!helper(856),var(1)

[state shield spark]
type=explod
id=856
anim=(861+numexplod(858))*10**(random%4)
pos=24-4*(anim=854),ifelse(anim=853,-52,ifelse(anim=854,-32,-60))
sprpriority=3
ownpal=1
bindtime=-1
pausemovetime=88888888
supermovetime=88888888
triggerall=!time
trigger1=numhelper(855)
trigger1=helper(855),stateno!=855
trigger2=numhelper(856)
trigger2=helper(856),stateno!=856

[state pause]
type=pause
time=12
movetime=12
trigger1=!time

[state invul]
type=hitby
value=
trigger1=time<=12

[state freeze]
type=posfreeze
value=1
trigger1=time<=12

[state type]
type=statetypeset
statetype=a
movetype=i
physics=a
trigger1=time=12
trigger1=statetype=a

[state end]
type=changestate
value=50*(statetype=a)+11*(statetype=c)
ctrl=1
trigger1=time>=24

[statedef 852]
type=u
movetype=i
physics=n
ctrl=0

[state type]
type=statetypeset
statetype=c
movetype=i
physics=n
triggerall=!time
triggerall=statetype=s
trigger1=numhelper(855)
trigger1=helper(855),var(1)=1
trigger2=numhelper(856)
trigger2=helper(856),var(1)=1

[state anim]
type=changeanim
value=ifelse(statetype=a,855,853+(statetype=c))
trigger1=!time

[state parry spark]
type=explod
id=856
anim=862*10**(random%4)
pos=12-4*(statetype=c),ifelse(statetype=s,-52,ifelse(statetype=c,-32,-60))
sprpriority=3
ownpal=1
bindtime=-1
pausemovetime=88888888
supermovetime=88888888
trigger1=!time

[state pause]
type=pause
time=20
movetime=20
trigger1=!time

[state vel_air]
type=velset
x=vel x/2
y=-4
trigger1=time=20
trigger1=statetype=a

[state invul]
type=hitby
value=
trigger1=1

[state push]
type=playerpush
value=0
trigger1=1

[state freeze]
type=posfreeze
value=1
trigger1=1

[state end]
type=changestate
value=50*(statetype=a)+11*(statetype=c)
ctrl=1
trigger1=time>=24

[statedef 854]
type=u
movetype=u
physics=u
anim=anim+3
ctrl=0

[state change]
type=changestate
value=50*(statetype=a)+11*(statetype=c)
ctrl=1
trigger1=time>=24

[statedef 855]
type=a
movetype=h
ctrl=0

[state id/low parry/shield]
type=null
trigger1=!time
trigger1=0&&var(0):=855
trigger2=!time
trigger2=root,var(30)%10=1
trigger2=0&&var(1):=root,command="down"
trigger3=time=8
trigger3=root,var(30)%10=0
trigger3=0&&var(1):=1

[state anim]
type=changeanim
value=ifelse(root,statetype=a,858,856+root,statetype=c)
trigger1=!time
trigger1=root,var(30)%10=0

[state anim]
type=changeanim
value=ifelse(root,command="down",857,856+2*root,statetype=a)
trigger1=!time
trigger1=root,var(30)%10=1

[state anim]
type=changeanim
value=856
trigger1=root,var(30)%10=1
trigger1=anim=858
trigger1=root,statetype!=a

[state invul]
type=hitby
value=
trigger1=1

[state bind]
type=bindtoroot
facing=1
trigger1=1

[state attack reversal]
type=reversaldef
reversal.attr=SCA,AA
hitflag=mafdp
sparkno=-1
numhits=0
pausetime=0,0;12+8*(root,var(30)%10=1)
p1stateno=858
trigger1=!time
trigger1=anim=856

[state attack reversal]
type=reversaldef
reversal.attr=SC,AA
hitflag=mafdp
sparkno=-1
numhits=0
pausetime=0,0;12+8*(root,var(30)%10=1)
p1stateno=858
trigger1=!time
trigger1=anim=857

[state attack reversal]
type=reversaldef
reversal.attr=SA,AA
hitflag=mafdp
sparkno=-1
numhits=0
pausetime=0,0;12+8*(root,var(30)%10=1)
p1stateno=858
trigger1=!time
trigger1=anim=858

[state disable]
type=changeanim
value=99999
triggerall=root,var(30)%10=1
trigger1=time=4
trigger1=ifelse(anim!=857,root,command="holdfwd",root,command="holddown")
trigger2=time=8
trigger3=!root,ctrl
trigger4=root,command="holdback"
trigger5=root,command="holdup"
trigger6=ifelse(anim!=857,root,command="holddown",root,command="holdfwd")
trigger7=time
trigger7=root,command="downfwd"||ifelse(anim!=857,root,command="fwd",root,command="down")

[state destroy]
type=destroyself
triggerall=!(root,var(30)%10)
trigger1=root,command!="hold_a"
trigger1=time>7
trigger2=time>=127
trigger3=root,stateno!=850

[state destroy]
type=destroyself
triggerall=root,var(30)%10=1
trigger1=time>=27
trigger2=root,stateno=852

[statedef 856]
type=a
movetype=h
ctrl=0

[state id/low parry/shield]
type=null
trigger1=!time
trigger1=0&&var(0):=856
trigger2=!time
trigger2=root,var(30)%10=1
trigger2=0&&var(1):=root,command="down"
trigger3=time=8
trigger3=root,var(30)%10=0
trigger3=0&&var(1):=1

[state anim]
type=changeanim
value=ifelse(root,statetype=a,858,856+root,statetype=c)
trigger1=!time
trigger1=root,var(30)%10=0

[state anim]
type=changeanim
value=ifelse(root,command="down",857,856+2*root,statetype=a)
trigger1=!time
trigger1=root,var(30)%10=1

[state anim]
type=changeanim
value=856
trigger1=root,var(30)%10=1
trigger1=anim=858
trigger1=root,statetype!=a

[state bind]
type=bindtoroot
facing=1
trigger1=1

[state invul]
type=hitby
value=
trigger1=1

[state proj reversal]
type=reversaldef
reversal.attr=SCA,AP
hitflag=mafdp
sparkno=-1
id=856
numhits=0
pausetime=0,2;12+8*(root,var(30)%10=1)
p1stateno=858
priority=7,hit
trigger1=!time
trigger1=anim=856

[state proj reversal]
type=reversaldef
reversal.attr=SC,AP
hitflag=mafdp
sparkno=-1
id=856
numhits=0
pausetime=0,2;12+8*(root,var(30)%10=1)
p1stateno=858
priority=7,hit
trigger1=!time
trigger1=anim=857

[state proj reversal]
type=reversaldef
reversal.attr=SA,AP
hitflag=mafdp
sparkno=-1
id=856
numhits=0
pausetime=0,2;12+8*(root,var(30)%10=1)
p1stateno=858
priority=7,hit
trigger1=!time
trigger1=anim=858

[state disable]
type=changeanim
value=99999
triggerall=root,var(30)%10=1
trigger1=time=4
trigger1=ifelse(anim!=857,root,command="holdfwd",root,command="holddown")
trigger2=time=8
trigger3=!root,ctrl
trigger4=root,command="holdback"
trigger5=root,command="holdup"
trigger6=ifelse(anim!=857,root,command="holddown",root,command="holdfwd")
trigger7=time
trigger7=root,command="downfwd"||ifelse(anim!=857,root,command="fwd",root,command="down")

[state destroy]
type=destroyself
triggerall=!(root,var(30)%10)
trigger1=root,command!="hold_a"
trigger1=time>7
trigger2=time>=127
trigger3=root,stateno!=850

[state destroy]
type=destroyself
triggerall=root,var(30)%10=1
trigger1=time>=27
trigger2=root,stateno=852

[statedef 858]
type=a
movetype=a
poweradd=50*(root,var(30)%10=1||!var(1))
anim=859
ctrl=0

[state snd]
type=playsnd
value=s820,ifelse(root,var(30)%10=1,3,2-var(1))
trigger1=!time

[state invul]
type=hitby
value=
trigger1=1

[state negate]
type=hitdef
attr=s,hp
hitflag=mafdp
guard.dist=0
sparkno=-1
numhits=0
chainid=856
priority=7,hit
trigger1=!time
trigger1=var(0)=856
trigger1=target(856),ishelper

[state destroy]
type=destroyself
trigger1=time

[statedef 19000]
type=a
movetype=i
physics=n
anim=99999
sprpriority=4000

[state config]
type=null
triggerall=!time
trigger1=0&&var(59):=120        ; pause time (also specifies when the portrait and winquote appear)
trigger2=0&&var(58):=4          ; number of winquotes (anims 18062+)
trigger3=0&&var(57):=0        ; portrait x offset
trigger4=0&&var(56):=0         ; portrait y offset
trigger5=0&&fvar(39):=.5        ; portrait scale
trigger6=0&&var(56):=5          ; D rank (Technique)
trigger7=0&&var(55):=10         ; C rank (Technique)
trigger8=0&&var(54):=20         ; B rank (Technique)
trigger9=0&&var(53):=40         ; A rank (Technique)

[state vars]
type=null
triggerall=!time
trigger1=0&&var(0):=floor((root,var(32)%1000)*1./roundno/20)
trigger2=var(0)=5
trigger2=0&&var(0):=4
trigger3=0&&var(1):=floor((root,var(32)%1000000)*1./1000/roundno/20)
trigger4=var(1)=5
trigger4=0&&var(1):=4
trigger5=0&&var(2):=floor((root,var(32)%1000000000)*1./1000000)
trigger6=var(2)<6
trigger6=0&&var(2):=0
trigger7=var(2)=[var(56),var(55))
trigger7=var(2):=1
trigger8=var(2)=[var(55),var(54))
trigger8=var(2):=2
trigger9=var(2)=[var(54),var(53))
trigger9=var(2):=3
trigger10=var(2)>=var(53)
trigger10=var(2):=4

[state dtc]
type=displaytoclipboard
text="%d %d %d"
params=var(0),var(1),var(2)
trigger1=1

[state pos]
type=posadd
x=260-screenpos x
y=90-screenpos y
trigger1=1

[state assert]
type=assertspecial
flag=noshadow
flag2=roundnotover
flag3=nomusic
trigger1=1

[state assert]
type=assertspecial
flag=nobardisplay
flag2=nofg
trigger1=1

[state bgm1]
type=playsnd
value=18000,0
abspan=0
trigger1=!time

[state bgm2]
type=playsnd
value=18000,1
abspan=0
loop=1
trigger1=time=146

[state anim]
type=changeanim
value=19024
trigger1=time=28

[state rotate]
type=angledraw
value=(time%5760)/16.
scale=.5+(44-time)*.1,.5+(44-time)*.1
trigger1=time=[28,43]

[state rotate]
type=angledraw
value=(time%5760)/16.
scale=.5,.5
trigger1=time>43

[state pal]
type=palfx
time=-1
add=-80,-80,-80
sinadd=60,60,60,60
trigger1=time=28

[state trans]
type=trans
trans=sub
trigger1=time>27

[state title alpha]
type=explod
id=19011
anim=19011
supermovetime=44444444
pausemovetime=44444444
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=0,256
trigger1=time=20

[state title alpha ctrl]
type=modifyexplod
id=19011
postype=left
pos=ceil((time-56)/2.),16
trans=addalpha
alpha=16*(time-23),256
trigger1=time=[24,39]

[state title alpha ctrl]
type=modifyexplod
id=19011
postype=left
pos=ceil((time-56)/2.),16
trans=add
trigger1=time=[40,55]

[state title alpha ctrl]
type=modifyexplod
postype=left
pos=0,16
id=19011
trans=add
trigger1=time>55

[state title]
type=explod
id=19010
anim=19010
supermovetime=44444444
pausemovetime=44444444
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=0,256
trigger1=time=20

[state title ctrl]
type=modifyexplod
postype=left
pos=ceil((time-56)/2.),16
id=19010
trans=sub
trigger1=time=[24,39]

[state title ctrl]
type=modifyexplod
postype=left
pos=ceil((time-56)/2.),16
id=19010
trans=sub
trigger1=time=[40,55]

[state title ctrl]
type=modifyexplod
postype=left
pos=0,16
id=19010
trans=sub
trigger1=time>55

[state flames]
type=explod
postype=left
pos=-144,-8
anim=19000
id=19000
supermovetime=44444444
pausemovetime=44444444
scale=.5,.5
ontop=1
ownpal=1
trans=add
trigger1=time=20

[state flames ctrl]
type=modifyexplod
id=19000
postype=left
pos=-144,-8
trigger1=time>20

[state flames snd]
type=playsnd
value=18000,2
abspan=-160
trigger1=time=20

[state bars alpha]
type=explod
postype=left
pos=316,20
scale=.0625,.5
anim=19026
id=19026
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state bars alpha ctrl]
type=modifyexplod
id=19026
postype=left
pos=316,20
scale=.0625*(time-43),.5
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state bars alpha ctrl]
type=modifyexplod
id=19026
postype=left
pos=316,20
scale=.5,.5
trans=add
trigger1=time>51

[state bars]
type=explod
postype=left
pos=316,20
scale=.0625,.5
anim=19020
id=19020
ontop=1
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state bars ctrl]
type=modifyexplod
id=19020
postype=left
pos=316,20
scale=.0625*(time-43),.5
trans=sub
trigger1=time=[45,51]

[state bars ctrl]
type=modifyexplod
id=19020
postype=left
pos=316,20
scale=.5,.5
trans=sub
trigger1=time>51

[state bars snd]
type=playsnd
value=18000,3
abspan=120
trigger1=time=54

[state win alpha]
type=explod
postype=left
pos=188,29
anim=19031
id=19031
scale=.0625,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state win alpha ctrl]
type=modifyexplod
id=19031
postype=left
pos=188,29
scale=.0625*(time-43),.5
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state win alpha ctrl]
type=modifyexplod
id=19031
postype=left
pos=188,29
scale=.5,.5
trans=add
trigger1=time>51

[state win]
type=explod
postype=left
pos=188,29
anim=19030
id=19030
scale=.0625,.5
ontop=1
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state win ctrl]
type=modifyexplod
id=19030
postype=left
pos=188,29
scale=.0625*(time-43),.5
trans=sub
trigger1=time=[45,51]

[state win ctrl]
type=modifyexplod
id=19030
postype=left
pos=188,29
scale=.5,.5
trans=sub
trigger1=time>51

[state stats alpha]
type=explod
postype=left
pos=184,72
anim=19025
id=19025
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state stats alpha ctrl]
type=modifyexplod
id=19025
postype=left
pos=184,72
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state stats alpha ctrl]
type=modifyexplod
id=19025
postype=left
pos=184,72
trans=add
trigger1=time>51

[state stats]
type=explod
postype=left
pos=184,72
anim=19021
id=19021
scale=.5,.5
ontop=1
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state stats ctrl]
type=modifyexplod
id=19021
postype=left
pos=184,72
trans=sub
trigger1=time=[45,51]

[state stats ctrl]
type=modifyexplod
id=19021
postype=left
pos=184,72
trans=sub
trigger1=time>51

[state spot1]
type=explod
id=19023
anim=19023
postype=left
pos=204,31
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state spot1 ctrl]
type=modifyexplod
id=19023
postype=left
pos=204,31
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state spot1 ctrl]
type=modifyexplod
id=19023
postype=left
pos=204,31
trans=add
trigger1=time>51

[state spot2]
type=explod
id=19024
anim=19023
postype=left
pos=188,64
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state spot2 ctrl]
type=modifyexplod
id=19024
postype=left
pos=188,64
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state spot2 ctrl]
type=modifyexplod
id=19024
postype=left
pos=188,64
trans=add
trigger1=time>51

[state caption alpha]
type=explod
id=19027
anim=19027
postype=left
pos=193,28
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state caption alpha ctrl]
type=modifyexplod
id=19027
postype=left
pos=193,28
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state caption alpha ctrl]
type=modifyexplod
id=19027
postype=left
pos=193,28
trans=add
trigger1=time>51

[state caption]
type=explod
id=19022
anim=19022
postype=left
pos=193,28
scale=.5,.5
ontop=1
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state caption ctrl]
type=modifyexplod
id=19022
postype=left
pos=193,28
trans=sub
trigger1=time=[45,51]

[state caption ctrl]
type=modifyexplod
id=19022
postype=left
pos=193,28
trans=sub
trigger1=time>51

[state Ograde alpha]
type=explod
id=19051
anim=19059-var(0)
postype=left
pos=240,86
ontop=1
scale=.0455,.5
ownpal=1
trans=addalpha
alpha=23,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Ograde alpha ctrl]
type=modifyexplod
id=19051
postype=left
pos=240,86
scale=.0455*(time-43),.5
trans=addalpha
alpha=ceil(23.27*(time-43)),256
trigger1=time=[45,53]

[state Ograde alpha ctrl]
type=modifyexplod
id=19051
postype=left
pos=240,86
scale=.5,.5
trans=add
trigger1=time>53

[state Ograde]
type=explod
id=19050
anim=19054-var(0)
postype=left
pos=240,86
ontop=1
scale=.0455,.5
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Ograde ctrl]
type=modifyexplod
id=19050
postype=left
pos=240,86
scale=.0455*(time-43),.5
trans=sub
trigger1=time=[45,53]

[state Ograde ctrl]
type=modifyexplod
id=19050
postype=left
pos=240,86
scale=.5,.5
trans=sub
trigger1=time>53

[state Dgrade alpha]
type=explod
id=19053
anim=19059-var(1)
postype=left
pos=233,102
ontop=1
scale=.0455,.5
ownpal=1
trans=addalpha
alpha=23,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Dgrade alpha ctrl]
type=modifyexplod
id=19053
postype=left
pos=233,102
scale=.0455*(time-43),.5
trans=addalpha
alpha=ceil(23.27*(time-43)),256
trigger1=time=[45,53]

[state Dgrade alpha ctrl]
type=modifyexplod
id=19053
postype=left
pos=233,102
scale=.5,.5
trans=add
trigger1=time>53

[state Dgrade]
type=explod
id=19052
anim=19054-var(1)
postype=left
pos=233,102
ontop=1
scale=.0455,.5
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Dgrade ctrl]
type=modifyexplod
id=19052
postype=left
pos=233,102
scale=.0455*(time-43),.5
trans=sub
trigger1=time=[45,53]

[state Dgrade ctrl]
type=modifyexplod
id=19052
postype=left
pos=233,102
scale=.5,.5
trans=sub
trigger1=time>53

[state Tgrade alpha]
type=explod
id=19055
anim=19059-var(2)
postype=left
pos=226,118
ontop=1
scale=.0455,.5
ownpal=1
trans=addalpha
alpha=23,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Tgrade alpha ctrl]
type=modifyexplod
id=19055
postype=left
pos=226,118
scale=.0455*(time-43),.5
trans=addalpha
alpha=ceil(23.27*(time-43)),256
trigger1=time=[45,53]

[state Tgrade alpha ctrl]
type=modifyexplod
id=19055
postype=left
pos=226,118
scale=.5,.5
trans=add
trigger1=time>53

[state Tgrade]
type=explod
id=19054
anim=19054-var(2)
postype=left
pos=226,118
ontop=1
scale=.0455,.5
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Tgrade ctrl]
type=modifyexplod
id=19054
postype=left
pos=226,118
scale=.0455*(time-43),.5
trans=sub
trigger1=time=[45,53]

[state Tgrade ctrl]
type=modifyexplod
id=19054
postype=left
pos=226,118
scale=.5,.5
trans=sub
trigger1=time>53

[state window alpha]
type=explod
id=19061
anim=19061
postype=right
pos=-6,192
ontop=1
ownpal=1
supermovetime=44444444
pausemovetime=44444444
scale=.03125,.5
trans=addalpha
alpha=16,256
trigger1=time=var(59)-16

[state window alpha ctrl]
type=modifyexplod
id=19061
postype=right
pos=-6,192
scale=.03125*(time-var(59)+17),.5
trans=addalpha
alpha=16*(time-var(59)+17),256
trigger1=time=[var(59)-15,var(59)-1]

[state window alpha ctrl]
type=modifyexplod
id=19061
postype=right
pos=-6,192
scale=.5,.5
trans=add
trigger1=time>var(59)-1

[state window]
type=explod
id=19060
anim=19060
postype=right
pos=-6,192
ontop=1
ownpal=1
supermovetime=44444444
pausemovetime=44444444
scale=.03125,.5
trans=sub
trigger1=time=var(59)-16

[state window ctrl]
type=modifyexplod
id=19060
postype=right
pos=-6,192
scale=.03125*(time-var(59)+17),.5
trans=sub
trigger1=time=[var(59)-15,var(59)-1]

[state window ctrl]
type=modifyexplod
id=19060
postype=right
pos=-6,192
scale=.5,.5
trans=sub
trigger1=time>var(59)-1

[state msg]
type=explod
id=19062
anim=19062+random%var(58)
postype=left
pos=4,192
ontop=1
supermovetime=44444444
pausemovetime=44444444
ownpal=1
scale=.03125,.5
trans=addalpha
alpha=16,240
trigger1=time=var(59)-16

[state msg ctrl]
type=modifyexplod
id=19062
postype=left
pos=4,192
scale=.03125*(time-var(59)+17),.5
trans=addalpha
alpha=16*(time-var(59)+17),256-(time-var(59)+17)*16
trigger1=time=[var(59)-15,var(59)-1]

[state msg ctrl]
type=modifyexplod
id=19062
postype=left
pos=4,192
scale=.5,.5
trans=none
trigger1=time>var(59)-1

[state portrait]
type=explod
id=19040
anim=19040
postype=left
pos=var(57),var(56)
ownpal=1
sprpriority=3999
supermovetime=44444444
pausemovetime=44444444
scale=fvar(39),fvar(39)
trans=addalpha
alpha=16,240
trigger1=time=var(59)-16

[state portrait ctrl]
type=modifyexplod
id=19040
postype=left
pos=var(57),var(56)
trans=addalpha
alpha=16*(time-var(59)+17),256-(time-var(59)+17)*16
trigger1=time=[var(59)-16,var(59)-1]

[state portrait ctrl]
type=modifyexplod
id=19040
postype=left
pos=var(57),var(56)
trans=none
trigger1=time>var(59)-1

[state darken]
type=explod
id=19041
anim=19041
postype=left
pos=0,0
sprpriority=3998
supermovetime=44444444
pausemovetime=44444444
scale=320,240
trans=addalpha
alpha=0,248
trigger1=time=var(59)-16

[state darken ctrl]
type=modifyexplod
id=19041
postype=left
pos=0,0
trans=addalpha
alpha=0,256-(time-var(59)+17)*8
trigger1=time=[var(59)-15,var(59)-1]

[state darken ctrl]
type=modifyexplod
id=19041
postype=left
pos=0,0
trans=add1
trigger1=time>var(59)-1

[state msg snd]
type=playsnd
value=18000,5
abspan=0
trigger1=time=var(59)

[state pause]
type=pause
time=44444444
movetime=44444444
pausebg=1
trigger1=time=var(59)

;常駐処理ヘルパー
[StateDef 20000]
Type    = A
movetype= I
physics = N
anim = 12000

[State -2, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2= NoAutoTurn
flag3= NoShadow
IgnoreHitPause = 1
Persistent = 1

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State -2, ヒットエフェクト]
type = Explod
trigger1 = Root,ProjHitTime(2011) = 1
trigger2 = Root,ProjHitTime(2210) = 1
trigger3 = Root,ProjHitTime(2521) = 1
trigger4 = Root,ProjHitTime(2530) = 1
anim = 10500
pos = 0, -55
postype = p2
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = 4
sprpriority = 7
ontop = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999



;燃焼エフェクト
[Statedef 20100]
type = A
ctrl = 0
anim = 10200
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State -2, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2= NoShadow
IgnoreHitPause = 1
Persistent = 1

[State -2, 位置固定]
type = Posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y - 50

[State 20100, 透過処理]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 20100, 消滅へ]
type = Changestate
trigger1 = enemy,movetype != H
trigger2 = enemy,statetype = L
;trigger2 = time >= 120
value = 20101
ignorehitpause = 1

[Statedef 20101]
type = A
ctrl = 0
anim = 10200
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State -2, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2= NoShadow
IgnoreHitPause = 1
Persistent = 1

[State -2, 位置固定]
type = Posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y - 50

[State 20101,フェードアウト]
Type = Trans
Trigger1 = Time >= 0
Trans = AddAlpha
Alpha = 256-256*(Time)/30, 256

[State 20101, 消滅]
type = destroyself
trigger1 = time >= 30
