
;------------------------------------------------------------------------------
[Statedef -2]
;------------------------------------------------------------------------------

;ύXڂ
;Value = 
;̐̕l𔼊ppŏCĂB
;ύXOɂ̃t@C̃obNAbv
;ĂƂ߂܂B


[State -2];ꌂJE^[ݒ
type = VarSet
trigger1 = 1
V = 40
Value = 1 ; 0:Ȃ 1:ɔ
          ; 2:PȏドEhĂƔ 3:REhڈȍ~̂ݔ




;------------------------------------------------------------------------------
;fobO\
;[State -2, Debug]
;type = DisplayToClipboard
;trigger1 = 1
;text = "Attack=%f,Defence=%f,State=%d,State2=%d"
;params = Fvar(0),Fvar(1),Var(11),Var(25)

[State -3]
type = DisplayToClipboard
trigger1 = 1
text = "BDX:%d, DX:%d, FD:%d V59:%d V17:%d"
params = floor(P2BodyDist X), floor(P2Dist X), FrontEdgeBodyDist, var(59), var(17)
;------------------------------------------------------------------------------
;Ďpwp[
[State -2]
type = Helper
trigger1 = NumHelper(999) = 0
helpertype = normal
name = "watch"
ID = 999
stateno = 999
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;------------------------------------------------------------------------------
;h͕␳
[State -2]
type = VarSet
trigger1 = (100*Life/LifeMax) > 60
fvar(1) = 1*Fvar(6)
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = (100*Life/LifeMax) <= 60
trigger1 = (100*Life/LifeMax) > 20
fvar(1) = 0.8*Fvar(6)
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = (100*Life/LifeMax) <= 20
fvar(1) = 0.6*Fvar(6)
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(28) = 0
fvar(6) = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(28) = [1,2]
fvar(6) = 0.8
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(28) = 3
fvar(6) = 0.4
ignorehitpause = 1

[State -2]
type = DefenceMulSet
trigger1 = 1
value = Fvar(1)

;qbgJEg
[State -2]
type = VarSet
trigger1 = P2Movetype != H
var(4) = 0
ignorehitpause = 1

;------------------------------------------------------------------------------
;[v
[State -2]
type = StopSnd
trigger1 = Stateno != 5
trigger1 = Stateno != [100,101]
trigger1 = Stateno != [180,199]
channel = 10
ignorehitpause = 1

;_[W{CX
[State -2]
type = PlaySnd
triggerall = Alive
triggerall = time = 1
triggerall = Random <= 200
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = Stateno = 5020
trigger4 = Stateno = 5070
trigger5 = Stateno = 5080
value = S30,Random%6
channel = 9
ignorehitpause = 1

;K[h{CX
[State -2]
type = PlaySnd
triggerall = Alive
triggerall = time = 1
triggerall = Random <= 200
trigger1 = Stateno = 151
trigger2 = Stateno = 153
trigger3 = Stateno = 155
value = S45,Random%3
channel = 9
ignorehitpause = 1

;A{CX
[State -2]
type = PlaySnd
triggerall = Alive
triggerall = time = 1
triggerall = Random <= 300
trigger1 = Stateno = 5040
trigger2 = Stateno = 5201
trigger3 = Stateno = 5210
value = S47,0
channel = 9
ignorehitpause = 1

;C{CX
[State -2]
type = PlaySnd
triggerall = Alive
triggerall = time = 1
trigger1 = Anim = 5300
value = S32,3
channel = 9
ignorehitpause = 1

;낯{CX
[State -2]
type = PlaySnd
triggerall = Alive
triggerall = time = 1
trigger1 = Anim = 360
value = S32,2
channel = 9
ignorehitpause = 1

;AGtFNg
[State -2]
type = Helper
triggerall = Alive
triggerall = time = 1
trigger1 = Stateno = 5040
trigger2 = Stateno = 5201
trigger3 = Stateno = 5210
helpertype = normal
name = "re"
ID = 7200
stateno = 7200
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;------------------------------------------------------------------------------
;JE^[qbgp
[State -2]
type = VarSet
trigger1 = P2Movetype = A
var(18) = 1

[State -2]
type = VarSet
trigger1 = P2Movetype != A
var(18) = 0

;------------------------------------------------------------------------------
;Sp
[State -2]
type = VarSet
trigger1 = Var(19) > 0
var(19) = Var(19)-1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(19) < 0
var(19) = 0
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Stateno != 1600
triggerall = Stateno != 1650
triggerall = Stateno != 1651
trigger1 = Vel X != 0
trigger2 = Vel Y != 0
trigger3 = Pos Y != 0
trigger4 = Enemynear,Vel X != 0
trigger5 = Enemynear,Vel Y != 0
trigger6 = Enemynear,Pos Y != 0
var(19) = 0
ignorehitpause = 1

;------------------------------------------------------------------------------
;Ė@XgbNǗ
[State -2]
type = VarSet
trigger1 = RoundState < 2
var(20) = 0

;------------------------------------------------------------------------------
;FωǗ
[State -2]
type = VarSet
triggerall = Var(21) > 0
trigger1 = Stateno < 200
trigger2 = Anim = 380
var(21) = 0
ignorehitpause = 1

;------------------------------------------------------------------------------
;p[
[State -2]
type = VarSet
trigger1 = Var(22) > 0
var(22) = Var(22)-1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(22) < 0
var(22) = 0
ignorehitpause = 1

;------------------------------------------------------------------------------
;z]p
[State -2]
type = VarSet
triggerall = Var(24) != 0
triggerall = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holddown"
trigger2 = command = "FF"
trigger3 = command = "DD"
var(24) = 0
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
trigger2 = var(59) && (life > 201)
trigger2 = random <= Var(58)*75
trigger3 = var(59) && (life <= 200)
trigger3 = random <= Var(58)*140
var(24) = 1
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = var(59) = 0
trigger1 = command = "holddown"
trigger2 = var(59) && (life > 201)
trigger2 = random <= Var(58)*75
trigger3 = var(59) && (life <= 200)
trigger3 = random <= Var(58)*140
var(24) = -1
ignorehitpause = 1

[State -2]
type = Helper
triggerall = Statetype != A
triggerall = Var(17) > 0
triggerall = Var(24) = 1
trigger1 = ctrl
helpertype = normal
name = "Brock"
ID = 2900
stateno = 2900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2]
type = Helper
triggerall = Statetype != A
triggerall = Var(17) > 0
triggerall = Var(24) = -1
trigger1 = ctrl
helpertype = normal
name = "Brock"
ID = 2901
stateno = 2900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2]
type = Helper
triggerall = Statetype != A
triggerall = Var(17) > 0
triggerall = Var(24) = 1
trigger1 = ctrl
helpertype = normal
name = "Brock"
ID = 2902
stateno = 2900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2]
type = ChangeState
trigger1 = NumHelper(2900)
trigger1 = Helper(2900),Var(1) = 1
trigger2 = NumHelper(2901)
trigger2 = Helper(2901),Var(1) = 1
trigger3 = NumHelper(2902)
trigger3 = Helper(2902),Var(1) = 1
value = 2700

;------------------------------------------------------------------------------
;GtFNg
[State -2]
type = RemoveExplod
trigger1 = Movetype = H
trigger1 = NumExplod(1120)
ID = 1120
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = Movetype = H
trigger1 = NumExplod(1130)
ID = 1130
ignorehitpause = 1

;------------------------------------------------------------------------------
;Rg[
[State -2]
type = CtrlSet
trigger1 = RoundState >= 4
value = 0

;------------------------------------------------------------------------------
;ʗp
[State -2]
type = VarSet
triggerall = RoundState >= 3
trigger1 = Stateno = [3000,3001]
trigger2 = Stateno = 3500
trigger3 = Stateno = 9000
trigger4 = Stateno = [9100,9101]
var(23) = 1

[State -2]
type = VarSet
trigger1 = RoundState <= 2
trigger1 = Stateno != [4000,4001]
var(23) = 0

;------------------------------------------------------------------------------
;
[State -2]
type = PlaySnd
trigger1 = Var(26) = 1
value = S2,3
channel = 6
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Var(26) = 2
value = S3,2
channel = 7
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(26) != 0
var(26) = 0
ignorehitpause = 1

;------------------------------------------------------------------------------
;p[
[State -2]
type = Null;VarSet
trigger1 = Var(22) = [299,300]
var(27) = Power
ignorehitpause = 1

[State -2]
type = Null;PowerSet
triggerall = Var(28) < 2
trigger1 = Var(22) > 0
trigger1 = Var(22) < 299
value = Var(27)
ignorehitpause = 1

;------------------------------------------------------------------------------
;J[b
[State -2]
type = VarSet
trigger1 = PalNo = [1,6]
var(28) = 0

[State -2]
type = VarSet
trigger1 = PalNo = [7,10]
var(28) = 1

[State -2]
type = VarSet
trigger1 = PalNo = 11
var(28) = 2

[State -2]
type = VarSet
trigger1 = PalNo = 12
var(28) = 3

[State -2]
type = PowerSet
trigger1 = Var(28) = 2
value = PowerMax
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(28) = 2
var(6) = 3000
ignorehitpause = 1

[State -2]
type = LifeAdd
trigger1 = Var(28) = 3
trigger1 = Alive
trigger1 = Movetype != H || Stateno = [150,155]
trigger1 = Gametime%5 = 0
value = 1
ignorehitpause = 1

[State -2]
type = PowerAdd
trigger1 = Var(28) = 3
value = PowerMax
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Var(28) = 3
trigger1 = Var(6) < 3000
trigger1 = Var(9) = 0
var(6) = 5
ignorehitpause = 1

[State -2]
type = Helper
trigger1 = !NumHelper(9610)
trigger1 = RoundState < 2
trigger1 = Stateno = [190,192]
trigger1 = Anim = 190
trigger1 = Var(28) > 0
helpertype = normal
name = "Aura"
ID = 9610
stateno = 9610
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;------------------------------------------------------------------------------
;UNV
[State -2]
type = Null;SelfState
triggerall = alive
triggerall = Movetype = H
triggerall = Statetype = L
triggerall = Stateno != 9500 && Stateno != 9600
triggerall = Var(29) = 0
trigger1 = Var(28) = [0,2]
trigger1 = Var(30) = 1
trigger1 = Life <= floor(LifeMax/4)
trigger2 = Var(28) = 3
trigger2 = Life <= floor(LifeMax/2)
value = 9500

[State -2]
type = Null;VarSet
trigger1 = RoundState < 2
trigger1 = Var(28) = 3
var(29) = 0
ignorehitpause = 1

[State -2]
type = Null;VarSet
trigger1 = Lose
var(30) = 1
ignorehitpause = 1

;------------------------------------------------------------------------------
;????
[State -2]
type = VarSet
trigger1 = 1
var(31) = 1
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = Var(31) = 1
trigger1 = Var(28) = 3
trigger1 = Movetype = H
trigger1 = Alive
trigger1 = time = 0 || Var(17) > 0
trigger1 = Random%3 = 0 || Var(17) > 0
value = 2700
ignorehitpause = 1

;------------------------------------------------------------------------------

;A[}[
[State -2]
type = VarSet
triggerall = Var(32) != 0
trigger1 = StateNo != 21 && StateNo != 5000
trigger2 = StateNo = 5000 && Time != 0

trigger3 = StateNo != 10021 && StateNo != 5000;AIs

V = 32
value = 0

;WvtOZbg
[State -2]
type = VarSet
triggerall = Var(37) != 0
trigger1 = StateType != A && (StateNo != [40,52])
trigger2 = MoveType = H && (StateNo != [120,159])
V = 37
value = 0

;tO
[State -2]
type = VarSet
trigger1 = Lose && Var(39) != 1
V = 39
value = 1

;ꌂJE^[tO
[State -2]
type = VarSet
triggerall = Var(41) != 1
trigger1 = Var(40) = 1
trigger2 = Var(40) = 2 && Var(39) = 1
trigger3 = Var(40) = 3 && Var(38) >= 2
V = 41
value = 1


;Ct500ȉŖz]
[State 2500, 13]
type = PlaySnd
trigger1 = RoundState = 2
trigger1 = Var(17) = 0
trigger1 = Life <= 500
trigger1 = Ctrl
value = 23,3
channel = 6

[State 2500, 13]
type = VarSet
trigger1 = RoundState = 2
trigger1 = Var(17) = 0
trigger1 = Life <= 500
trigger1 = Ctrl
var(17) = 1

[State 2500, 13]
type = VarSet
trigger1 = StateNo = 5900
var(17) = 0

[State 2500, 13]
type = VarSet
trigger1 = StateNo = 5900
var(35) = 0



;------------------------------------------------------------------------------

;PVEꌂJE^[(hEBPVEp)
[State -2]
type = Helper
triggerall = Var(41) = 1
trigger1 = NumHelper(8800) = 0
trigger1 = Enemy,Name = "KENSHIRO"
trigger1 = Enemy,AuthorName = "Drowin hokuto"
trigger1 = Enemy,StateNo = 8800
trigger1 = (StateNo != [8600,8899]) || Parent,Var(36) = 0
trigger1 = StateNo != 3001 && StateNo != 3910
trigger1 = (StateNo != [120,159]) || StateNo = 122 || StateNo = 132 || StateNo = 142 || StateNo = 152
helpertype = normal
name = "kenatmei"
ID = 8800
stateno = 8800
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;CꌂJE^[(At or reiCp)
[State -2]
type = Helper
triggerall = Var(41) = 1
trigger1 = NumHelper(8600) = 0
trigger1 = Enemy,Name = "REI"
trigger1 = Enemy,AuthorName = "ahuron"
trigger1 = Enemy,StateNo = 2500
trigger1 = (StateNo != [8600,8899]) || Parent,Var(36) = 0
trigger1 = StateNo != 3001 && StateNo != 3910
trigger1 = (StateNo != [120,159]) || StateNo = 122 || StateNo = 132 || StateNo = 142 || StateNo = 152
helpertype = normal
name = "reiatmei"
ID = 8600
stateno = 8600
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = !IsHelper
trigger1 = Helper(8800),StateNo = 8801
trigger1 = (StateNo != [8600,8899]) || Parent,Var(36) = 0
value = 8802

[State -2]
type = SelfState
trigger1 = !IsHelper
trigger1 = Helper(8600),StateNo = 8601
trigger1 = (StateNo != [8600,8899]) || Parent,Var(36) = 0
value = 8650

;---------------------------------------------------------------------------
;PVEꌂH炢
[Statedef 8802]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 8802
sprpriority = 1
velset = 0,0

[State 3000, 0]
type = EnvColor
trigger1 = Time = 0
time = 4
value = 255,255,255
under = 0

[state 0,0]
type = PosSet
trigger1 = Time = 0
X = 0
Y = 0

[state 0,0]
type = Turn
trigger1 = Time = 0
trigger1 = Facing = EnemyNear,Facing

[state 0,0]
type = PosAdd
trigger1 = Time = 1
X = 3

[state 0,0]
type = VarSet
trigger1 = Time = 0
var(34) = IfElse((Life > Enemy,Life),1,0)

[state 0,0]
type = LifeAdd
trigger1 = Time = 0
value = Ceil(-Life/4*(Const(Data.Defence)*.01))
kill = 0

[state 0,0]
type = ChangeState
trigger1 = Enemy,StateNo != 8804
trigger1 = Time < 5
value = 0
ctrl = 1

[State 4000, 3]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Destroy"
ID = 7400
stateno = 7400
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 60
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[state 0,0]
type = PlaySnd
trigger1 = Time = 5
value = 31,2
channel = 9

[State 220, 6]
type = PlaySnd
trigger1 = Time = 0
value = S2,3
channel = 6
ignorehitpause = 1

[State 220, 7]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Hit-B"
ID = 6100
stateno = 6100
pos = 35,-140
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[state 0,0]
type = ChangeState
trigger1 = Time = 50
value = 8850

[Statedef 8850]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 8850
sprpriority = 1
velset = 0,0

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 3000, 0]
type = EnvColor
trigger1 = Time = 0
time = 4
value = 255,255,255
under = 0

[state 0,0]
type = PlaySnd
trigger1 = Time = 0
value = 31,3
channel = 9

[State 220, 6]
type = PlaySnd
trigger1 = Time = 0
value = S2,3
channel = 6
ignorehitpause = 1

[state 0,0]
type = LifeAdd
trigger1 = Time = 0
value = Ceil(-Life/3*(Const(Data.Defence)*.01))
kill = 0

[State 220, 7]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Hit-B"
ID = 6100
stateno = 6100
pos = 20,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[state 0,0]
type = VelSet
trigger1 = AnimElem = 2
X = -9

[state 0,0]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0,2
volume = 40

[state 0,0]
type = EnvShake
trigger1 = AnimElem = 8
time = 20
ampl = 8

[state 0,0]
type = PlaySnd
trigger1 = AnimElem = 8,50
value = 51,0
volume = 20
channel = 9

[state 0,0]
type = PlaySnd
trigger1 = AnimElem = 8,430
value = 250,0
volume = 50
channel = 9

[State 220, 6]
type = PlaySnd
trigger1 = AnimElem = 11
value = S150,0
channel = 20
volume = -60
ignorehitpause = 1

[state 0,0]
type = ChangeState
trigger1 = AnimTime = 0
value = 8851

[Statedef 8851]
type = S
movetype = A
physics = S
anim = 8851
poweradd = 0
ctrl = 0
sprpriority = 2

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[state 0,0]
type = PlaySnd
trigger1 = Animelem = 1
value = 250,1
channel = 9

[state 0,0]
type = PlaySnd
trigger1 = Animelem = 3
value = 250,2
channel = 9

[State 1800, 2]
type = EnvShake
trigger1 = Animelem = 3
time = 150
ampl = 3

[State 1800, 2]
type = EnvShake
trigger1 = Time = 378
time = 250
ampl = 6

[state 0,0]
type = PlaySnd
trigger1 = Time = 560
value = 20,6
channel = 9

[State 1800, 8]
type = ChangeState
trigger1 = Time = 580
value = 8852

[Statedef 8852]
type = S
movetype = A
physics = S
anim = 8852
ctrl = 0
sprpriority = 1
movehitpersist = 1

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 1800, 2]
type = EnvShake
trigger1 = Time = 0
time = 1040
ampl = 6

[State 1800, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = S4,1
channel = 3

[State 1800, 5]
type = Helper
trigger1 = Animelemtime(2) = -1
helpertype = normal
name = "Kohou"
ID = 8890
stateno = 8890
pos = 0,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.4
size.yscale = 1.4
ignorehitpause = 1

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 280
value = S30,1
volume = 30
channel = 3

[State 1800, 7]
type = Null;PlaySnd
trigger1 = Time = 440
value = S250,3
volume = 30
channel = 9

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 450
value = S260,0
volume = 150
channel = 8

[State 1800, 7]
type = Null;PlaySnd
trigger1 = Time = 1000
value = S260,1
volume = 150
channel = 8

[State 1800, 7]
type = Null;PlaySnd
trigger1 = Time = 1320
value = S260,2
volume = 150
channel = 8

[State 1800, 7]
type = Null;PlaySnd
trigger1 = Time = 1600
value = S260,3
volume = 150
channel = 8

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 1000
value = S4,2
channel = 3

[State 1110, 4]
type = Null;Projectile
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimTime != 0
projid = 1370
projanim = 1370
projremovetime = 1
offset = 0,0
projpriority = 9999
attr = S,SP

[State 1800, 8]
type = ChangeState
trigger1 = Time = 1020
value = 8853

[Statedef 8853]
type = S
movetype = I
physics = S
anim = 8853
ctrl = 0
sprpriority = 2

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 0
value = S270,0
volume = 30
channel = 8

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 240
value = S24,1
volume = 30
channel = 9

[State 1800, 8]
type = ChangeState
trigger1 = Time = 480
value = 8860

;œVc
[Statedef 8860]
type = S
movetype = A
physics = S
ctrl = 0
anim = 8860
sprpriority = 2

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = S24,0
channel = 9

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,6
channel = 3

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 7
value = S21,6
channel = 9

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 10, = 70
value = S24,2
channel = 9

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 11, = 5
value = S270,1
channel = 9

[State 1800, 7]
type = Pause
trigger1 = AnimElem = 11, >= 0 && AnimElem = 13, < 0
Time = 4

[State 4001, 1]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "Aura"
ID = 8861
stateno = 8861
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4000, 4]
type = Null;Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "Effect"
ID = 4400
stateno = 4400
pos = 0,-120
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 200, 7]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "Counter"
ID = 7201
stateno = 7200
pos = 0,-120
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
scale = 0.8,0.8
ignorehitpause = 1

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 5
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 1800, 7]
type = PosAdd
trigger1 = TimeMod = 2,0
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
X = IfElse((TimeMod = 4,0),1,-1)

[state 0,0]
type = envshake
trigger1 = AnimElem = 1
time = 10
ampl = 4

[state 0,0]
type = envshake
trigger1 = AnimElem = 7
time = 210
ampl = 6

[state 0,0]
type = envshake
trigger1 = AnimElem = 10
time = 80
ampl = 9

[state 0,0]
type = envshake
trigger1 = AnimElem = 10, = 80
time = 240
ampl = 10

[State 3000, 0]
type = EnvColor
trigger1 = AnimElem = 13, = 1
time = 30
value = 255,255,255
under = 0

[State 4000, 19]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Var(34) = 1,8870,8880)

;
[Statedef 8870]
type = S
movetype = A
physics = S
ctrl = 0
anim = 8870
sprpriority = 2

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 5
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 0
value = S2,3
channel = 3

[State 4001, 6]
type = PlaySnd
trigger1 = Time = 0
value = S4,6
channel = 6

[State 1800, 7]
type = VarSet
trigger1 = Time = 0
var(35) = 1

[State 1800, 7]
type = EnvShake
trigger1 = Time = 0
time = 90
ampl = 14

[State 4001, 7]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Hit-C"
ID = 6200
stateno = 6200
pos = ceil(50+(P2BodyDist X))+(Random%11),-100+(Random%21)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4001, 10]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4200
stateno = 4200
pos = ceil(50+(P2BodyDist X)),40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4001, 11]
type = null;Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4250
stateno = 4250
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4001, 12]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4300
stateno = 4300
pos = ceil(50+(P2BodyDist X)),40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4001, 12]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4350
stateno = 4350
pos = 0,80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4001, 12]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4350
stateno = 4350
pos = -255,80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4001, 12]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4350
stateno = 4350
pos = 255,80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 1800, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;sk
[Statedef 8880]
type = S
movetype = H
physics = S
ctrl = 0
anim = 8880
sprpriority = 0

[State 1800, 7]
type = PosAdd
trigger1 = Time = 0
value = 15

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 5
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 1800, 7]
type = LifeSet
trigger1 = Time = 0
value = 1

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 0
value = S2,3
channel = 3

[State 4001, 6]
type = Null;PlaySnd
trigger1 = Time = 0
value = S4,6
channel = 6

[State 1800, 7]
type = EnvShake
trigger1 = Time = 0
time = 90
ampl = 14

[State 4001, 7]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Hit-C"
ID = 6200
stateno = 6200
pos = 20,-100
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4001, 10]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4200
stateno = 4200
pos = ceil(50+(P2BodyDist X)),40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4001, 11]
type = null;Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4250
stateno = 4250
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4001, 12]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Effect"
ID = 4300
stateno = 4300
pos = ceil(50+(P2BodyDist X)),40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 30
value = S36,0
channel = 9

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 500
value = S11,0
channel = 9

[State 1800, 7]
type = VelSet
trigger1 = AnimElem = 2
X = -11

[State 1800, 7]
type = ChangeState
trigger1 = Time = 710
value = 8881

[Statedef 8881]
type = S
movetype = H
physics = S
ctrl = 0
anim = 8881
sprpriority = 2

[State 4000, 14]
type = BGPalFX
trigger1 = AnimElem = 7, < 0
time = 5
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 4000, 14]
type = BGPalFX
trigger1 = AnimElem = 7, >= 0
time = 5
add = 64,64,64
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 4000, 4]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "Effect"
ID = 4400
stateno = 4400
pos = 0,-120
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 7
value = S6,1
channel = 3

[State 1800, 7]
type = PlaySnd
trigger1 = Time = 120
value = S290,0
volume = 30
channel = 9

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 7
value = S290,1
volume = 30
channel = 9

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 22
value = S52,3
channel = 9

[State 1800, 7]
type = EnvShake
trigger1 = AnimElem = 22
time = 250
ampl = 6

[State 1800, 7]
type = EnvShake
trigger1 = Time = 980
time = 210
ampl = 10

[State 1800, 7]
type = ChangeState
trigger1 = Time = 1180
value = 8882

[Statedef 8882]
type = S
movetype = H
physics = S
ctrl = 0
anim = 8882
sprpriority = 2

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 120
add = 64,64,64
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 1800, 7]
type = EnvShake
trigger1 = AnimElem = 3
time = 90
ampl = 10

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 2, = 36
value = S52,4
channel = 9

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,4
channel = 3

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,5
channel = 4

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 4, = 10
value = S4,0
channel = 5

[State 1800, 7]
type = LifeSet
trigger1 = AnimElem = 4
value = 0

[State 1800, 7]
type = AssertSpecial
trigger1 = 1
flag = NoKoSnd

[State 9620, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 8883
ID = 8883
sprpriority = 3
pos = 0,55
postype = p1
ownpal = 1
facing = 1
scale = 1.5,1.5

[State 1800, 7]
type = ChangeState
trigger1 = Time = 200
value = 5150

;---------------------------------------------------------------------------
;PVEU(hEBPVEp)
[Statedef 8804]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 3
velset = 0,0

[State 1000,0]
type = SelfState
trigger1 = Name != "KENSHIRO"
;trigger2 = AuthorName != "Drowin hokuto"
value = IfElse(Pos Y < 0, 51, 0)
ctrl = 1

[state 0,0]
type = PosSet
trigger1 = time = 0
X = 0
Y = 0

[state 0,0]
type = PosAdd
trigger1 = Time = 1
X = -45

[state 0,0]
type = PosAdd
trigger1 = time = 8
X = -15

[state 0,0]
type = ChangeAnim2
trigger1 = Time = 8
value = 8804

[State 0, 0]
type = PlaySnd
trigger1 = Anim = 8804 && AnimElem = 4
value = 5,45

[state 0,0]
type = Null;assertspecial
trigger1 = time = 0
trigger1 = var(41) = 2
flag = nomusic

[state 0,0]
type = envshake
trigger1 = time = 0
time = 45
ampl = 10

[state 0,0]
type = envshake
trigger1 = Anim = 8804 && AnimElem = 5
time = 40
ampl = 12

[state 0,0]
type = Pause
trigger1 = Time = 5
time = 40

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 8805

[Statedef 8805]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 0
velset = 0,0

[State 0, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 8805

[State 210, 3]
type = ChangeState
trigger1 = Time = 1600
value = 8806

[Statedef 8806]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 0
velset = 0,0

[State 0, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 8806

[State 0, 0]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
X = 2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 8807

[Statedef 8807]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 0
velset = 0,0

[State 0, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 8805

[State 210, 3]
type = ChangeState
trigger1 = Time = 1268
value = 8810

[Statedef 8810]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 0
velset = 0,0

[State 0, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 8810

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,3
volume = 60

[State 1800, 7]
type = PosAdd
trigger1 = AnimElem = 4
X = 10

[State 1800, 7]
type = PosAdd
trigger1 = TimeMod = 2,0
trigger1 = AnimElem = 3, > 0 && AnimElem = 4, < 0
X = IfElse((TimeMod = 4,0),1,-1)

[State 1800, 7]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,23

[State 210, 3]
type = ChangeState
trigger1 = Enemy,StateNo = 8870
value = 8820

[State 210, 3]
type = ChangeState
trigger1 = Enemy,StateNo = 8880
value = 8830

[Statedef 8820]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0

[State 1800, 7]
type = PosAdd
trigger1 = Time = 0
X = 10

[State 0, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 8820

[State 181, 0]
type = VarSet
trigger1 = Time = 0
var(24) = 0

[State 0, 0]
type = LifeSet
trigger1 = Time = 20
value = 0

[State 0, 0]
type = Null;PlaySnd
trigger1 = Time = 60
value = 6,4

[State 210, 3]
type = VelSet
trigger1 = Time = 90
X = -9
Y = -7

[State 210, 3]
type = SelfState
trigger1 = Time = 90
value = 5050

;P
[Statedef 8830]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 1800, 7]
type = PosAdd
trigger1 = Time = 0
X = 10

[State 0, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 8830

[State 0, 0]
type = PlaySnd
trigger1 = Time = 380
value = 4,20

[State 0, 0]
type = ChangeState
trigger1 = Time = 2260
value = 8831

[Statedef 8831]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0

[State 181, 0]
type = VarSet
trigger1 = Time = 0
var(24) = 0

[State 0, 0]
type = Turn
trigger1 = Time = 0

[State 0, 0]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 0, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 8831

[State 0, 0]
type = PlaySnd
trigger1 = Time = 0
value = 4,21
volume = 60

[State 210, 3]
type = ChangeState
trigger1 = Time = 320
trigger1 = RoundState >= 3
value = 0
ctrl = 1

[State 210, 3]
type = SelfState
trigger1 = Time = 320
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;CꌂH炢
[Statedef 8650]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 0
sprpriority = 1
velset = 0,0

[State 3000, 0]
type = EnvColor
trigger1 = Time = 0
time = 4
value = 255,255,255
under = 0

[state 0,0]
type = PosSet
trigger1 = Time = 0
X = 0
Y = 0

[state 0,0]
type = Turn
trigger1 = Time = 0
trigger1 = Facing = EnemyNear,Facing

[state 0,0]
type = PosAdd
trigger1 = Time = 1
X = -25

[state 0,0]
type = VarSet
trigger1 = Time = 0
var(34) = IfElse((Life >= Enemy,Life),1,0)

[state 0,0]
type = ChangeState
trigger1 = Enemy,StateNo != 8610
trigger1 = Time < 5
value = 0
ctrl = 1

[State 4000, 3]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Destroy"
ID = 7400
stateno = 7400
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 300
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 220, 6]
type = PlaySnd
trigger1 = Time = 10
value = S150,1
channel = 20
volume = -60
ignorehitpause = 1

[state 0,0]
type = ChangeState
trigger1 = Var(34) = 1
trigger1 = Time = 99
value = 8660

[state 0,0]
type = ChangeState
trigger1 = Time = 134
value = 8670

;EVD
[Statedef 8660]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 8660
sprpriority = 1
velset = 0,0

[state 0,0]
type = ChangeState
trigger1 = AnimTime = 0
value = 8661

[Statedef 8661]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 8661
sprpriority = 1
velset = 0,0

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 3000, 11]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Mantle"
ID = 8665
stateno = 8665
pos = -10,-100
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 220, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = S310,0
freqmul = 1.1
volume = 150

[State 220, 6]
type = PlaySnd
trigger1 = AnimElem = 2, = 30
value = S23,1
channel = 6

[State 220, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = S300,0
channel = 6

[state 0,0]
type = ChangeState
trigger1 = AnimTime = 0
value = 8662

[Statedef 8662]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 8662
sprpriority = 1
velset = 0,0

[State 3001, 11]
type = PlaySnd
trigger1 = Time = 0
value = 200,0
volume = -20

[State 3001, 4]
type = PlaySnd
trigger1 = Time = 0
value = S4,4
channel = 5
ignorehitpause = 1

[State 3001, 4]
type = PlaySnd
trigger1 = Time = 0
value = S5,1
channel = 7
ignorehitpause = 1

[State 3001, 7]
type = Null;EnvShake
trigger1 = Time = 0
time = 24
ampl = 10

[State 3001, 11]
type = BGPalFX
trigger1 = Time = 0
time = 60
add = 512,-512,-512
ignorehitpause = 1

[State 3001, 11]
type = PalFX
trigger1 = Time = 0
time = 60
add = -255,-255,-255
ignorehitpause = 1

[state 0,0]
type = ChangeState
trigger1 = AnimTime = 0
value = 8663

[Statedef 8663]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 8663
sprpriority = 1
velset = 0,0

[state 0,0]
type = VarSet
trigger1 = Time = 0
var(35) = 2

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

;IEsk
[Statedef 8670]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 8670
sprpriority = 1
velset = 0,0

[State 4000, 14]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,-128,-128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 3000, 0]
type = PosAdd
trigger1 = Time = 0
X = 50

[State 3000, 0]
type = EnvColor
trigger1 = Time = 0
time = 100
value = 255,255,255
under = 0

[State 3000, 0]
type = PlaySnd
trigger1 = Time <= 60
trigger1 = TimeMod = 3,0
value = S2,4 + Random % 3
channel = 8

[State 3000, 0]
type = PlaySnd
trigger1 = Time <= 60
trigger1 = TimeMod = 3,1
value = S2,IfElse(Random % 2, 0,3)
channel = 9

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 70
value = S200,0
volume = -20
channel = 9

[State 3000, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = S35,2
channel = 6

[State 3000, 0]
type = LifeSet
trigger1 = Time = 1
value = 1

[State 3000, 0]
type = PosAdd
trigger1 = AnimElem = 7
X = 50

[State 3000, 0]
type = LifeSet
trigger1 = AnimElem = 8
value = 0

[State 3000, 0]
type = AssertSpecial
trigger1 = 1
flag = NoKoSnd

[state 0,0]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
value = 0,2
volume = 40

[state 0,0]
type = EnvShake
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
time = 20
ampl = 8

[state 0,0]
type = ChangeState
trigger1 = AnimElem = 9
value = 5150

;---------------------------------------------------------------------------
;CU(At or reiCp)
[Statedef 8610]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 1.5,-10.3

[State 1000,0]
type = SelfState
trigger1 = Name != "REI"
;trigger2 = AuthorName != "ahuron"
value = IfElse(Pos Y < 0, 51, 0)
ctrl = 1

[state 0,0]
type = PosSet
trigger1 = time = 0
X = 0
Y = 0

[state 0,0]
type = ChangeAnim2
trigger1 = Time = 0
value = 8610

[state 0,0]
type = PosAdd
trigger1 = Time = 1
X = -100

[State 0, 0]
type = VelAdd
trigger1 = AnimElem = 6, < 0
Y = .36

[State 0, 0]
type = Pause
trigger1 = Time >= 10 && AnimElem = 6, < 0
time = 2

[State 0, 0]
type = VelSet
trigger1 = AnimElem = 6
X = 0
Y = 0

[State 0, 0]
type = PlaySnd
trigger1 = AnimElem = 6, = 40
value = 2100,1
channel = 6

[state 0,0]
type = Pause
trigger1 = AnimElem = 6, = 40
time = 140
movetime = 140

[State 0, 0]
type = SprPriority
trigger1 = AnimElem = 8
value = 3

[State 0, 0]
type = VelSet
trigger1 = AnimElem = 8
X = 5
Y = 6

[State 0, 0]
type = VelSet
trigger1 = AnimElem = 8, = 5
X = 0
Y = 0

[State 210, 3]
type = ChangeState
trigger1 = Enemy,StateNo = 8661
value = 8620

[State 210, 3]
type = ChangeState
trigger1 = Enemy,StateNo = 8670
value = 8630

;Csk
[Statedef 8620]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0

[state 0,0]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[state 0,0]
type = PosAdd
trigger1 = Time = 0
X = 55
Y = -135

[state 0,0]
type = ChangeAnim2
trigger1 = Time = 0
value = 3002

[State 210, 3]
type = ChangeState
trigger1 = Enemy,StateNo = 8662
value = 8621

[Statedef 8621]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[state 0,0]
type = PosAdd
trigger1 = Time = 0
X = -10
Y = 10

[state 0,0]
type = PosAdd
trigger1 = Time = 126
X = 15
Y = 10

[State 3001, 11]
type = PalFX
trigger1 = Time = 0
time = 60
add = -255,-255,-255
ignorehitpause = 1

[state 0,0]
type = VarSet
trigger1 = Var(12) = 0
var(12) = 1

[state 0,0]
type = LifeSet
trigger1 = Time = 0
value = 0

[state 0,0]
type = PlaySnd
trigger1 = Time = 0
value = 12,1

[state 0,0]
type = ChangeAnim2
trigger1 = Time = 0
value = 3004

[State 210, 3]
type = ChangeState
trigger1 = Enemy,StateNo = 8663
value = 8622

[Statedef 8622]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 0

[state 0,0]
type = PosAdd
trigger1 = Time = 0
X = -40
Y = -20

[State 3005, 0]
type = ChangeAnim2
trigger1 = time = 0
value = 3005

[State 3005, 1]
type = VelSet
trigger1 = time = 0
x = -6.3
y = -8.9

[State 3001, 10]
type = Pause
trigger1 = Time < 20
time = 2

[State 3005, 2]
type = VelAdd
trigger1 = 1
y = .45

[State 3005, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 5100

;C
[Statedef 8630]
type = C
movetype = A
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 3005, 0]
type = PosSet
trigger1 = time = 0
Y = 0

[State 3000, 0]
type = PosAdd
trigger1 = Time = 0
X = 45

[State 3005, 0]
type = ChangeAnim2
trigger1 = time = 0
value = 8630

[State 3005, 0]
type = LifeSet
trigger1 = time = 1
value = 1

[State 3005, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,4

[State 3005, 0]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = H

[state 0,0]
type = VarSet
trigger1 = AnimElem = 10, = 60
var(4) = 0

[state 0,0]
type = VarSet
trigger1 = Var(12) = 0
var(12) = 1

[State 3005, 0]
type = ChangeState
trigger1 = Life > 0
trigger1 = AnimElem = 10, = 90
value = 0
ctrl = 1

[State 3005, 0]
type = LifeSet
trigger1 = RoundState = 2
trigger1 = AnimElem = 7
value = 0

[State 3005, 0]
type = ChangeState
trigger1 = AnimElem = 10, = 60
value = 5150




