

[Statedef 1860]
type    = S
physics = S
ctrl = 0
sprpriority = 1

[State ]
type = turn
trigger1 = animelem = 1
trigger1 = FrontEdgeBodyDist < 60

[State 1300, ]
type = Changeanim
trigger1 = anim != 1860
value = 1860
ignorehitpause = 1

[State ]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = Sprpriority
trigger1 = 1
value = 2147483647
ignorehitpause = 1

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(2) = 0
y = -7

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .4

[state 190]
type = superpause
trigger1 = animelemtime(1) = 0
time = 100
movetime = 100
poweradd= -2000
anim = -1
darken = 1
p2defmul = 1
unhittable = 1

[State 3000, 1]; DM sound
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = 800,1
volume = -50

[State 9989, flash1]
type = Explod
trigger1 = animelem = 6
anim = 6030
postype = p1
pos = 0,-90
sprpriority = -6
supermove = 1
bindtime = 1
ownpal = 1

[State 9989, flash2]
type = Explod
trigger1 = animelem = 6
anim = 6040
postype = p1
pos = 0,-90
sprpriority = 6
supermove = 1
bindtime = 1
ownpal = 1

[State 6]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(6) =0
anim = 1863
id = 1863
sprpriority = 4
postype = p1
pos = -20,-115
ownpal = 1
ontop = 0
scale = 0.5,0.5
bindtime = -1
removetime = -1
pausemovetime = 2147483647 
supermovetime = 2147483647 
ignorehitpause = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 8
id = 1863

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 938
ID = 938
pos = -25,-105
postype = p1
removetime = 110
scale = 0.4,0.4
sprpriority = 4
ignorehitpause = 1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State 3000, 1]; DM sound
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = s9999,27

[State 3000, 1]; DM sound
type = PlaySnd
trigger1 = animelemtime(10) = 0
value = s9999,33

[State 3000, 1]; DM sound
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = s9999,29

[State VelSet]
Type = VelSet
Trigger1 = animelemtime(6) >= 0
X = 0
Y = 0

[State 0, Helper]
type = Helper
trigger1 = !numhelper(1861)
trigger1 = AnimElemTime(10) = 1
helpertype = player
name = "1861"
ID = 1861
stateno = 1861
pos = 80*floor(Const(size.xscale)),-65*floor(Const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2
pausemovetime = 9999999999999
supermovetime = 9999999999999

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1860
sysvar(2) = 1860
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1860
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 1300, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1864
Ctrl = 0
IgnoreHitPause = 1


[Statedef 1864]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0

[State ]
type = changeanim
trigger1 = anim != 1864
value = 1864
ignorehitpause = 1

[state 13505]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
Y = 6

[state 13505]
type = posset
trigger1 = animelem = 5
Y = 0

[State 3290, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------------------------------------------------------
[statedef 1861]
type = S
movetype = A
physics = N
ctrl = 0
sprpriority = -2

[State ]
type = changeanim
trigger1 = 1
value = 1861
ignorehitpause = 1

[State ]
type = velset
trigger1 = 1
x = 6
y = 6
ignorehitpause = 1

[state 6355]
type = turn
trigger1 = facing!=root,facing
ignorehitpause = 1

[State ]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 3050, Super B]
type = AfterImage
trigger1 = 1
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = 1
time = 2

[State ]
type = changestate
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1862
ignorehitpause = 1

[statedef 1862]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = -2

[State ]
type = changeanim
trigger1 = 1
value = 1862
ignorehitpause = 1

[State ]
type = velset
trigger1 = 1
X = 0
Y = 0

[State ]
type = posset
trigger1 = 1
Y = 0

[State ]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
mul = 70,70,70
under = 5
ignorehitpause = 1
persistent = 1

[State 3000, 1]; DM sound
type = PlaySnd
triggerall = sysvar(2) < 1
trigger1 = animelemtime(1) = 0
value = s9999,23

[State ]
type = playsnd
trigger1 = gametime%300 = 0
value = s9999,36
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElemtime(1) = 0
time = 50
phase = 90
ampl = 8
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = sysvar(2) < 1
triggerall = !numexplod(931)
trigger1 = AnimElemtime(1) = 0
ID = 931
anim = 931
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove
scale = 1,1
sprpriority = 7
ignorehitpause = 1
persistent = 1
pausemovetime = 9999999999999
supermovetime = 9999999999999

[State 1000, Explod]
type = Explod
triggerall = sysvar(2) < 1
triggerall = !numexplod(937)
trigger1 = AnimElemtime(1) = 0
ID = 937
anim = 937
postype = p1
pos = 5,10
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999999999999
supermovetime = 9999999999999

[State 1000, Explod]
type = Explod
triggerall = sysvar(2) < 1
triggerall = !numexplod(1711)
trigger1 = AnimElemtime(1) = 0
ID = 1711
anim = 1711
postype = p1
pos = 5,10
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999999999999
supermovetime = 9999999999999

[State 1000, Explod]
type = Explod
triggerall = sysvar(2) < 1
triggerall = !numexplod(1713)
trigger1 = AnimElemtime(1) = 0
ID = 1713
anim = 1713
postype = p1
pos = 5,10
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999999999999
supermovetime = 9999999999999

[State  ]
type = Explod
triggerall = ishelper
trigger1 = gametime%200 = 0
anim = 1865
sprpriority = 5
postype = back
pos = 80,220
scale = .6,.6
bindtime = 1
removetime = -2
random = 100,20
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State  ]
type = Explod
triggerall = ishelper
trigger1 = gametime%260 = 0
anim = 1865
sprpriority = 5
postype = back
pos = 240,220
scale = .6,.6
bindtime = 1
removetime = -2
random = 100,20
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State ]
type = Explod
triggerall = !numexplod(511111)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511111
postype = back
pos = 20,ceil(screenpos Y-pos Y)
sprpriority = 2147483645
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511112)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511112
postype = back
pos = 120,ceil(screenpos Y-pos Y)+20
sprpriority = 2147483646
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511113)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511113
postype = back
pos = 230,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511114)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511114
postype = back
pos = -70,ceil(screenpos Y-pos Y)+20
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511115)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511115
postype = back
pos = -150,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511116)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511116
postype = back
pos = 300,ceil(screenpos Y-pos Y)+20
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511117)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511117
postype = back
pos = 350,ceil(screenpos Y-pos Y)-10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511118)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511118
postype = back
pos = 420,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511119)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511119
postype = back
pos = 490,ceil(screenpos Y-pos Y)
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511120)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511120
postype = back
pos = 540,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511121)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511121
postype = back
pos = -200,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511122)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511122
postype = back
pos = -280,ceil(screenpos Y-pos Y)
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = 1
removetime = 1200
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 3050, Super B]
type = AfterImage
trigger1 = 1
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1000, Projectile]
type = projectile
triggerall = (Enemynear,movetype!=H)||(Enemynear,Stateno = [120,159])
trigger1 = !numprojID(1862)
projID = 1862
projanim = 1862
projremove = 1
Projremovetime = 30
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
pausetime = 0,30
damage = 150,0
vel = 0,0
guard.pausetime = 0,0
attr = SCA,AA,AT
hitflag = MAF
guardflag = 
sparkno = -1
guard.sparkno = -1
sparkxy = (p2dist x),-80
sprpriority = 8
p1facing = 1
p2facing = 1	     
p2stateno = 32081
envshake.time = 20
envshake.ampl = 5
envshake.freq = 60
numhits = 1

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
pausetime = 0,15
sparkno = s-1
sparkxy = 0,0
hitsound = s-1
p2stateno = 32081
id = 1862

[State 0, TargetState]
type = TargetState
triggerall = Enemynear(root,fvar(37)),stateno != 32081
trigger1 = Numtarget(1862)
trigger1 = target(1862),ishelper = 0
trigger2 = projhit = 1
trigger3 = projhittime(1862) = 0
value = 32081
ignorehitpause = 1

[state a]
type = targetdrop
trigger1 = numtarget > 8
trigger2 = target,ishelper
trigger3 = !target,Alive
excludeID = -1

[State ]
type = Varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[state a]
type = destroyself
trigger1 = sysvar(2) >= 1200

[Statedef 32081]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0]
type = DestroySelf
trigger1 = ishelper

[state 52]
type = palfx
trigger1 = time = 0
time = 80
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 32080

[State 1830]
type = SelfState
trigger1 = !alive
value = 5030
ctrl = 0

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 2300]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 2300
value = 2300
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 2000]
type = SuperPause
trigger1 = AnimElemtime(1) = 0
anim = -1
poweradd = -1000
movetime = 40
time = 40
darken = 0

[State 2000]
type = Explod
trigger1 = AnimElemtime(1) = 0
anim = 6020
pos = 0,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElemtime(1) = 0
anim = 6050
pos = 0,-70
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElemtime(1) = 0
value = 255,255,255
time = 2
under = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = AnimElemtime(1) = 0
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 810, ]
type = Width
trigger1 = 1
edge = 90,0

[State 2000,PlaySnd]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = s800,0

[State 2000,PlaySnd]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = s600,0

[State 2000,PlaySnd]
type = PlaySnd
trigger1 = AnimElemtime(4) = 1
value = s1300,0

[State 3000, ]
type = VelSet
trigger1 = AnimElem = 1
x = 0
Y = 0

[State 3000, ]
type = VelSet
trigger1 = 1
x = 0

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 3000, fterimagetime]
type = Afterimagetime
trigger1 = AnimElemtime(1) >= 0
trigger1 = gametime%2 = 0
time = 2

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p1stateno = 2301
p2stateno = 2350
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
trigger1 = P2bodydist X < 60
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = P2bodydist X < 60
trigger1 = numtarget
trigger1 = !target,ishelper
value = 3950
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(5) = 0
projID = 2300
projanim = 4105
projscale = 1,1
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 16
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s-1
guardsound = s-1
numhits = 0
priority = 999
sparkno = s-1
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -45
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 2300
envshake.time = 15
envshake.ampl = 6
envshake.phase = 90
pausemovetime = 99999
supermovetime = 99999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(2300) = 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = animelemtime(5) >= 2
trigger3 = projhit = 1
Value = 2350
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(5) >= 2
trigger1 = target,stateno = 2350
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 2301

[State 3201, sunglass]
type = envcolor
trigger1 = projhittime(2700) = 0
time = 1
under = 1
value = 240,240,240

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2300
sysvar(2) = 2300
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2300
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 3000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2301]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
sprpriority = 5

[State ]
type = changeanim
trigger1 = anim != 2301
value = 2301
ignorehitpause = 1

[State 810, ]
type = Width
trigger1 = 1
edge = 90,0

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(13) < 1
time = 2
mul = 0,0,0

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 255,255,255
time = 2
under = 1

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(9) < 0
pos = 60,0

[State 1000, TargetState]
type = TargetState
trigger1 = animelem = 1
value = 2350
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1300,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S215,5

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
trigger2 = animelem = 9
value = 255,255,255
time = 1
under = 1

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S240,0
channel = 7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S221,2
channel = 11
volume = 500

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S221,2
channel = 13
volume = 500

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S2200,1
channel = 10

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 1
time = 10
freq = 100
ampl = -5
persistent = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 9
time = 30
freq = 100
ampl = 30
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 9
value = 2351
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 9
anim = 6011
postype = p1
pos = 60,-70
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = animelem = 1
value = -20*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = animelem = 1
value = -10
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = animelem = 9
value = -380*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = animelem = 9
value = -180
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(9) = 10
anim = 936
ID = 930
pos = 85,10
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ignorehitpause = 1
persistent = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S9999,10

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

[State 1000, Pause]
type = Pause
triggerall = RoundState = 2
triggerall = animelemtime(8) >= 0
triggerall = animelemtime(9) <= 1
trigger1 = p2movetype = H
time = 1
movetime = 1
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2301
sysvar(2) = 2301
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2301
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


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

[Statedef 2350]
type    = S
movetype= H
physics = N
velset = 0,0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 32080

[State 1830]
type = SelfState
trigger1 = !alive
value = 5030
ctrl = 0

[State 1830]
type = SelfState
trigger1 = Animtime = 0
trigger2 = time >= 300
value = 0
ctrl = 1

[Statedef 2351]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 9000, 1]
type = turn
trigger1 = frontedgedist <= 0
value = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.5

[state 52]
type = palfx
trigger1 = time = 0
time = 100
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0


[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 5030


[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger2 = time >= 300
value = 2263

[Statedef 2400]
type     = A
movetype = A
physics  = N
juggle   = 0
ctrl     = 0

[State ]
type = changeanim
trigger1 = anim != 2400
value = 2400
ignorehitpause = 1

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 3000, ]
type = SuperPause
trigger1 = AnimElemtime(1) = 0
anim = -1
pos = -17, -128
sound = s-1
poweradd = -1000
time = 30
movetime = 30
darken = 1
p2defmul = 1.0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6050
postype = p1
pos = -15,-75
sprpriority = 7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = -15,-75
sprpriority = -7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,1

[State 1503, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 800,0
;-------------------------------------------------------------------------------

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
persistent = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 30
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 20
ampl = 8
phase = 90
ignorehitpause = 1
persistent = 1

[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1


[State ]
Type = Projectile
triggerall = !ishelper
trigger1 = anim = 2400
trigger1 = animelem = 6
ProjID = 2400
ProjAnim = 2410
ProjScale = 1,1
ProjRemove = 0
ProjRemoveTime = 20
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 8
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
Offset = 0,-pos y
Postype = P1
Attr =  SCA,AA,AT
AnimType  = Hard
Air.AnimType = Back
Damage = 25,10
HitFlag = MAFD
GuardFlag =                            
GetPower = 0
GivePower = 0,0
Ground.Type = High
Fall = 0
Air.Fall = 1
ground.velocity = -3.5,-18
air.velocity = -3.5,-19
Fall.Recover = 0
hitsound   = s9999,42
guardsound = -1
sparkno = s6011
Guard.Sparkno = -1
sparkxy = 60,-70
p2stateno = 2120
p2facing = 1
palfx.time = 70
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = projhit = 1
value = s9999,23
volume = 500
channel = 10

[State ]
Type = targetlifeadd
Triggerall = !ishelper
trigger1 = !fvar(27)
Trigger1 = projhittime(2400) = 0
value = -400*fvar(5)
absolute = 1
kill = 1
ignorehitpause = 1

[State ]
Type = targetlifeadd
Triggerall = !ishelper
trigger1 = fvar(27)
Trigger1 = projhittime(2400) = 0
value = -200
absolute = 1
kill = 1
ignorehitpause = 1

[state -2]
type = Explod
Trigger1 = projhit = 1
anim = 936
id = 936
postype = P1
pos = 0,-10
bindtime = 1
scale = 0.8,0.8
random = 40,30
sprpriority = 6
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state -2]
type = Explod
Trigger1 = projhit = 1
anim = 936
id = 936
postype = P1
pos = 0,10
bindtime = 1
scale = 0.8,0.8
random = 40,30
sprpriority = 6
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 1000, Helper]
type = Helper
Trigger1 = animelem = 6
stateno = 2410
id = 2400
name = "ND"
pos = 15,-50
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 1
value = 800,2

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = animelem = 7
value = 9999,33

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 5
value = 9999,46
volume = 255

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 6
value = 2200,0
volume = 255
channel = 2

[state 1000, VelSet]
type = VelSet
Trigger1 = AnimElem = 7
x = -3
y = -1

[state 1000, Veladd]
type = Veladd
Trigger1 = Animelem=8,>= 0
y = .5

[state 1000, Chagestate]
type = Changestate
Trigger1 = vel y > 0 && pos y >= 0
value = 312
ctrl = 0


[Statedef 2410]
type = A
physics = N
movetype = A
anim = 2410
ctrl = 0
velset = 0,0
sprpriority = -2

[state -2]
type = VelSet
Trigger1 = 1
x = 40

[state -2]
type = Projectile
Trigger1 = !NumHelper(2444)
projID = 2444
projanim = 2420
projremove = 0
projpriority = 100
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 100
offset = 0,0
velocity = 40,0

[state -2]
type = Explod
Trigger1 = 1
anim = 936
id = 936
postype = P1
pos = 0,-10
bindtime = 1
scale = 0.5,0.5
random = 40,30
sprpriority = 6
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state -2]
type = Explod
Trigger1 = 1
anim = 936
id = 936
postype = P1
pos = 0,10
bindtime = 1
scale = 0.5,0.5
random = 40,30
sprpriority = 6
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state -2]
type = DestroySelf
TriggerAll = Time > 8
Trigger1 = BackEdgeBodyDist < -100
Trigger2 = FrontEdgeBodyDist < -100
;-------------------------------------------------------------------------------
[Statedef 2120]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3
facep2 = 1

[state -2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3011

[State a]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[state -2]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 1,0

[state -2]
Type = DefenceMulSet
Trigger1 = 1
value = 1

[state -2]
type = VelAdd
Trigger1 = 1
y = GetHitVar(yaccel)

[state -2]
type = HitVelSet
Trigger1 = Time = 0
x = 1
y = 1

[state -2]
type = SelfState
TriggerAll = Vel Y > 0
Trigger1 = Pos Y >= 0
value = 5100



[Statedef 2500]
type = A
movetype = A
physics = N
ctrl = 0
velset   = 0,0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0

[State ]
type = changeanim
trigger1 = anim != 2500
value = 2500
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1500,]
type = notHitBy
trigger1 = 1
value = SCA
time = 15

[State 1000, TargetBind]
type = TargetBind
triggerall = !ishelper
triggerall = animelemtime(1) >= 0
trigger1 = numtarget
pos = 20,0

[State 800, ]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
reversal.attr = SCA,AA,AT,AP
numhits = 0
pausetime = 0,2
sparkno = -1
hitsound = -1
p1stateno = 2501
p2stateno = 2550
ignorehitpause = 1

[State 800, ]
type = Projectile
trigger1 = animelemtime(1) >= 0
projanim = 4105
ProjID = 2500
projscale = 1,1
projremovetime = 1
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
AnimType  = hard
attr = S,SA
Damage = 1,0
HitFlag = MAFLD
GuardFlag = 
numhits = 0
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(2500) = 0
trigger2 = numtarget
Value = 2550
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = projhittime(2500) = 0
Trigger2 = numtarget
trigger2 = target,stateno != [120,159]
Value = 2501
ignorehitpause = 1

[state a]
type = targetdrop
trigger1 = numtarget >= 8
trigger2 = target,ishelper
excludeID = -1

[State 800, ]
type = ChangeState
trigger1 = animtime = 0
value = 5201
ctrl = 0


[Statedef 2501]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State ]
type = changeanim
trigger1 = anim != 2501
value = 2501
ignorehitpause = 1

[State 3000, ]
type = SuperPause
trigger1 = AnimElemtime(1) = 0
anim = -1
pos = -17, -128
sound = s-1
poweradd = -1000
time = 30
movetime = 30
darken = 1
p2defmul = 1.0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6050
postype = p1
pos = 5,-70
sprpriority = 7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = 5,-70
sprpriority = -7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,1

[State 1503, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 800,0

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 


[State 810, ]
type = Width
trigger1 = 1
edge = 90,0

[State 0, TargetFacing]
type = TargetFacing
trigger1 = animelem = 1
value = -1

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State ]
type = velset
trigger1 = 1
X = 0
Y = 0

[state 192]
type = explod
trigger1 = AnimElem = 4
ID = 6009
anim = 6009
postyoe = p2
pos = -28,-65
removetime = -2
sprpriority = 9
scale = 1,1
ignorehitpause = 1

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9999,14

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = AnimElem = 4
value = -80*fvar(5)
kill = 0
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = AnimElem = 4
value = -40
kill = 0
absolute = 1
ignorehitpause = 1
persistent = 1

[State 0, TargetBind]
type = Targetstate
trigger1 = animelem = 1
trigger2 = animelem = 2
value = 2550
ignorehitpause = 1

[State 0, TargetBind]
type = Targetstate
trigger1 = animelemtime(8) = 4
value = 2551
ignorehitpause = 1

[State 3000, 7]
type = TargetState
triggerall = Animelemtime(9) > 0
trigger1 = target,BackEdgeDist < 5
trigger2 = target,FrontEdgeBodyDist < 5
value = 2552
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S600,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S9999,16
volume = 500
channel = 8

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = -35,-40
ignorehitpaus

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 4
pos = -12,-28
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 5
pos = -11,-27
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 6
pos = -10,-35
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 7
pos = -20,-15
ignorehitpause = 1

[State 197, quake]
type = EnvShake
trigger1 = animelem = 9
time = 22
ampl = 20
freq = 70

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 7
value = 1300,1

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 600,1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2501
sysvar(2) = 2501
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2501
trigger1 = animelemtime(9) >= 200
trigger2 = target,stateno = 2552
sysvar(2) = 0
ignorehitpause = 1

[State 3000, 7]
type = ChangeState
trigger1 = animelemtime(9) >= 200
trigger2 = target,stateno = 2552;BackEdgeDist < 5
value = 2502
ctrl = 0

[Statedef 2502]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
sprpriority = 3
facep2 = 1

[State ]
type = changeanim
trigger1 = anim != 2502
value = 2502
ignorehitpause = 1

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 


[State 1000, Explod]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 936
ID = 936
pos = 30,-10
postype = p2
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,1

[state 190]
type = PlaySND
triggerall = !Ishelper
trigger1 = animelemtime(1) = 0
value = 9999,23
channel = 500
volume = 10

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = Animelemtime(1) = 0
value = -320*fvar(5)
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = Animelemtime(1) = 0
value = -160
kill = 0
absolute = 1
ignorehitpause = 1

[State 1504, 1]
type = VelAdd
trigger1 = animelemtime(4) > 0
y = 0.55

[State 810, ]
type = Width
trigger1 = 1
edge = 40,0

[State 0, TargetFacing]
type = TargetFacing
trigger1 = 1
value = -1

[State 0, PosAdd]
type = velset
trigger1 = 1
x = 0

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 600,1

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = vel Y >= 0
value = 0
ctrl = 1

[Statedef 2550]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1980

[State 1830]
type = SelfState
trigger1 = time > 300
value = 5000

[Statedef 2551]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = turn
trigger1 = frontedgedist <= 0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[state 52]
type = palfx
trigger1 = time = 0
time = 60
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State a]
type = velset
trigger1 = time = 0
X = -15
Y = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1981

[State 810, 3]
type = SprPriority
Trigger1 = 1
value = -1

[State 0, Turn]
type = Turn
trigger1 = Enemynear,Facing = Facing

[State 13302, 2]
type = ScreenBound
trigger1 = Animelem = 3,>= 0
value = 0
movecamera = 0,0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1026, Hit wall]
type = ChangeState
trigger1 = time >= 300
value = 2552

[Statedef 2552]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1000, Pause]
type = Pause
trigger1 = time = [0,13]
time = 3

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[state 52]
type = palfx
trigger1 = time = 0
time = 50
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

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

[State 1000, Turn]
type = turn
trigger1 = time = 0
value = 1

[State 1000, VelSet]
type = VelSet
trigger1 = time > 5&& time < 10
x = 0
y = -11

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 320, floor(ScreenPos Y) - 70
postype = Back
sprpriority = -1
facing = -1

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
anim = F73
pos = 320, floor(ScreenPos Y) - 70
postype = Back
sprpriority = 8
facing = -1

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 5
value = F5,5

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5051

[State 821, 4]
type = changeanim
trigger1 = time = 15
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 1]
type = VelAdd
Trigger1 = time > 8
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


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

[Statedef 2700]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 2700
value = 2700
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 2000]
type = SuperPause
trigger1 = AnimElemtime(1) = 0
anim = -1
poweradd = -1000
movetime = 40
time = 40
darken = 0

[State 2000]
type = Explod
trigger1 = AnimElemtime(1) = 0
anim = 6020
pos = 0,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElemtime(1) = 0
anim = 6050
pos = 0,-70
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElemtime(1) = 0
value = 255,255,255
time = 2
under = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = AnimElemtime(1) = 0
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 2000,PlaySnd]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = s800,0

[State 3000, ]
type = VelSet
trigger1 = AnimElem = 1
x = 0
Y = 0

[State 3000, ]
type = VelSet
trigger1 = AnimElem = 13,>=0
x = 12.5

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 15
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 3000, fterimagetime]
type = Afterimagetime
trigger1 = AnimElemtime(15) >= 0
trigger1 = gametime%2 = 0
time = 2

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p1stateno = 2701
p2stateno = 2022
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
trigger1 = P2bodydist X < 60
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = P2bodydist X < 60
trigger1 = numtarget
trigger1 = !target,ishelper
value = 1680
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(13) = 0
projID = 2700
projanim = 4105
projscale = 1,1
velocity = 12.5,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 16
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s220,0
guardsound = s-1
numhits = 0
priority = 999
sparkno = s6003
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -45
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 2700
envshake.time = 15
envshake.ampl = 6
envshake.phase = 90
pausemovetime = 99999
supermovetime = 99999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(2700) = 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = animelemtime(13) >= 2
trigger3 = projhit = 1
Value = 2022
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(13) >= 0
trigger1 = target,stateno = 2022
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 2701

[State 3201, sunglass]
type = envcolor
trigger1 = projhittime(2700) = 0
time = 1
under = 1
value = 240,240,240

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2700
sysvar(2) = 2700
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2700
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 3000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 3210

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

[Statedef 2701]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
sprpriority = 5

[State ]
type = changeanim
trigger1 = anim != 2701
value = 2701
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(52) < 1
time = 2
mul = 0,0,0

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 255,255,255
time = 2
under = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelemtime(52) = 1
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(33) < 1
pos = 60,0

[State 1000, TargetState]
type = TargetState
trigger1 = animelem = 1
value = 2022
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 25
value = S215,12

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 5
trigger2 = animelem = 28
trigger3 = animelem = 49
trigger4 = animelem = 74
value = 255,255,255
time = 1
under = 1

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 28
value = S220,0
channel = 7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 49
value = S240,0
channel = 8

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 75
value = S240,0
channel = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 75
value = S2200,1
channel = 10

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 5
trigger2 = animelem = 28
trigger3 = animelem = 49
time = 10
freq = 100
ampl = -5
persistent = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 75
time = 100
freq = 100
ampl = -5
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 5
trigger2 = animelem = 28
value = ifelse(random<500,2030,2022)
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 49
value = 2710
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 75
value = 3010
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 28
trigger3 = animelem = 49
trigger4 = animelem = 75
anim = 6011
postype = p1
pos = 60,-70
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = animelem = 5
trigger2 = animelem = 28
trigger3 = animelem = 49
value = -20*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = animelem = 5
trigger2 = animelem = 28
trigger3 = animelem = 49
value = -10
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = animelem = 75
value = -340*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = animelem = 75
value = -170
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 74
anim = 936
ID = 930
pos = 55,10
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ignorehitpause = 1
persistent = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 75
value = S9999,33

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 59
value = S9999,10

[State 1000, Pause]
type = Pause
triggerall = RoundState = 2
triggerall = animelemtime(59) >= 0
triggerall = animelemtime(72) <= 1
trigger1 = p2movetype = H
time = 1
movetime = 1
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2701
sysvar(2) = 2701
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2701
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


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


[Statedef 2710]
type = A
movetype = H
physics = N
velset = 0,-8
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state ]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .4

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1553

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 2980]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0

[State ]
type = changeanim
trigger1 = anim != 2980
value = 2980
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = p2dist x < 0

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1
;-------------------------------------------------------------------------------

[State 9899, BGcolor]
type = envcolor
trigger1 = animelem = 1
time = 50
under = 1
value = 0,0,0

[State 3250, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 800,1

[state 3250 ,voice]
type = playsnd
trigger1 = animelem = 1
value = s9999,46

[State 3250, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 3250, 2]
type = SuperPause
trigger1 = animelem = 1
anim = -1
poweradd = -2000
movetime = 55
time = 55
darken = 1

[State 9989, flash1]
type = Explod
trigger1 = animelem = 1
anim = 6030
postype = p1
pos = 0,-90
sprpriority = -6
supermove = 1
bindtime = 1
ownpal = 1

[State 9989, flash2]
type = Explod
trigger1 = animelem = 1
anim = 6040
postype = p1
pos = 0,-90
sprpriority = 6
supermove = 1
bindtime = 1
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S3300,0

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 15
ampl = 6
phase = 90
ignorehitpause = 1
persistent = 1

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 3252, 0]
type = playerpush
trigger1 = 1
value = 1

[State 3201, 2]
type = velset
trigger1 = animelem = 5
x = (P2dist X+40)/16

[state a ]
type = helper
trigger1 = !numhelper(1988)
id = 1988
name = "killer"
pos = 0,0
postype = p1
stateno = 1988
helpertype = player
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p1stateno = 2981
p2stateno = 3950
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
trigger1 = P2bodydist X < 60
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = P2bodydist X < 60
trigger1 = numtarget
trigger1 = !target,ishelper
value = 32080
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
ID = 29888
anim = 2982
pos = 20,10
postype = p1
supermove = 1
pausemove = 1
bindtime = -1
scale = 0.5,0.5
pausemovetime = 99999
supermovetime = 99999
sprpriority = 4
ownpal = 1
trans = add

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(5) = 0
projID = 2980
projanim = 4105
projscale = 1,1
velocity = (P2dist X+40)/16,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 20
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s240,0
guardsound = s-1
numhits = 0
priority = 999
sparkno = s6003
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -45
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 3251
envshake.time = 15
envshake.ampl = 6
envshake.phase = 90
pausemovetime = 99999
supermovetime = 99999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(2980) = 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = animelemtime(5) >= 2
trigger3 = projhit = 1
Value = 32080
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(5) >= 0
trigger1 = target,stateno = 3208
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 2981

[State 3201, sunglass]
type = envcolor
trigger1 = projhittime(2980) = 0
time = 1
under = 1
value = 240,240,240

[State ]
type = velset
trigger1 = animelemtime(7) >= 0
X = 0
Y = 0

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2980
sysvar(2) = 2980
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2980
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3253, end1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2981]
movetype= A
ctrl = 0
sprpriority=2

[State ]
type = changeanim
trigger1 = anim != 2981
value = 2981
ignorehitpause = 1

[State 1500,]
type = notHitBy
trigger1 = 1
value = SCA
time = 15

[state ]
type=statetypeset
trigger1=animelemtime(2)<=0
statetype=S
movetype=A
physics=S
ignorehitpause=1

[state ]
type=statetypeset
trigger1=animelemtime(3)>=0
statetype=A
movetype=A
physics=N
ignorehitpause=1

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 20
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[state a]
type = removeexplod
trigger1 = animelem = 3
id = 29888

[state ]
type=turn
triggerall=animelem=1
trigger1=pos x<enemynear(fvar(37)),pos x&&facing=-1
trigger2=pos x>enemynear(fvar(37)),pos x&&facing=1
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelem=2
value=s40,0

[state ]
type=velset
trigger1=animelem=1
x=0
y=0

[state ]
type=velset
trigger1=animelem=3
x=6
y=-12

[state ]
type=velset
trigger1=animelem=4
x=7.6
y=-11.5

[state ]
type=veladd
trigger1 = animelemtime(1) >= 0
trigger1=animelemtime(1)<=100
y=0.6

[state ]
type=targetbind
trigger1= animelem = 1
pos=15,0

[state ]
type=targetbind
trigger1= animelemtime(3) >= 0
trigger1= animelemtime(4) < 0
pos=-30,-90

[state ]
type=targetbind
trigger1= animelemtime(4) >= 0
pos=-30,-110

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 1
triggerall = Random < 250
trigger1 = (AnimElemTime(3) >= 0)
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2210) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(3) >= 0)
anim = 2210
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2205) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(3) >= 0)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 12
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1
persistent = 1

[State ]
Type = targetstate
Trigger1 = !ishelper
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1= animelem = 1
Value = 32080
ignorehitpause = 1


[state ]
type=targetstate
trigger1 = !target,ishelper
trigger1 = animelemtime(3) >= 0
trigger1=numtarget>0
value=2982
ignorehitpause=1

[State 13501]
type = PlaySnd
trigger1 = animelem =1
value = 215,4
volumescale = 255

[State 13501]
type = PlaySnd
trigger1 = animelem =1
value = s215,4
volumescale = 255

[state ]
type=playsnd
trigger1=animelem=4
value=s1880,1

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p2stateno = 32080
ignorehitpause = 1

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[state -2]
type = Width
Trigger1 = 1
edge = 40,0

[State 3542]
type = playerpush
trigger1 = 1
value = 1

[state 192]
type = explod
trigger1 = AnimElem = 3
ID = 6009
anim = 6009
postyoe = p2
pos = 28,-85
removetime = -2
sprpriority = 9
scale = 1,1
ignorehitpause = 1

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9999,14

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2981
sysvar(2) = 2981
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 2981
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[state ]
type=changestate
trigger1 = animelemtime(4) >= 0
trigger1=(vel y>0)&&(pos y>=0)
value=2986

[statedef 2982]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=7
facep2=1

[State 0]
type = DestroySelf
trigger1 = ishelper

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[state 52]
type = palfx
trigger1 = time = 0
time = 80
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP


[state ]
type=changeanim2
Trigger1=time=0
value=1886

[state ]
type=selfstate
triggerall=!ishelper
trigger1=time>=180
value=5050

[statedef 2986]
type=S
movetype=A
physics=N
ctrl=0
sprpriority=2
hitdefpersist=1

[state ]
type=changeanim
trigger1=anim!=2986
value=2986
ignorehitpause=1

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 1
triggerall = Random < 250
trigger1 = (AnimElemTime(1) >= 0)
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2210) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(1) >= 0)
anim = 2210
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2205) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(1) >= 0)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 12
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1
persistent = 1

[state ]
type=nothitby
trigger1=1
value=SCA
time=1
ignorehitpause=1

[State ]
type = targetstate
trigger1 = animelemtime(1) = 0
value = 2985
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = animelemtime(2) = 0
value = 2989
ignorehitpause = 1

[state ]
type=width
trigger1=animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
edge=200, 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S215,8
volume = 500
channel = 13

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6409,0
volume = 500
channel = 15

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S215,9
volume = 255
channel = 8

[State ]
type = posset
trigger1 = !ishelper
trigger1 = animelem = 1
y = 0
ignorehitpause = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(9) < 0
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 60120
pos = 60,-10
postype = p1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 7
scale = 0.5,1
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 60121
pos = 60,10
postype = p1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1
scale = 1,1
ignorehitpause = 1
persistent = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 255,255,255
time = 2

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = animelem = 1
value = -600*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = animelem = 1
value = -350
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 20
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 3542]
type = playerpush
trigger1 = 1
value = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2200,0
volume = 255
channel = 14

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 936
ID = 930
pos = 55,10
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ignorehitpause = 1
persistent = 1

[State 9989, flash2]
type = Explod
trigger1 = animelem = 2
anim = 933
id = 9011
postype = p1
pos = 55,5
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1

[state ]
type=playsnd
trigger1=animelem=2
value=s1880,2

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(2) <= 20
anim = 2205
pos = 30,0
postype = p1
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
supermove = 1
ignorehitpause = 1

[state 13101]
type = envcolor
trigger1 = animelem = 2
value = 240,240,240
time = 2
under = 0

[State 13501]
type = PlaySnd
trigger1 = animelem = 2
value = 215,13

[state ]
type=posset
trigger1=animelem=1
y=0

[state ]
type=velset
trigger1=animelem=1
x=0
y=0

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 1
triggerall = Random < 250
trigger1 = (AnimElemTime(8) >= 20) 
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2210) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(8) >= 20) 
anim = 2210
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2205) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(8) >= 20)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 12
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause = 1
persistent = 1

[state ]
type=targetbind
trigger1=animelem=1
pos=10,-40

[state a]
type=targetbind
trigger1=animelem=2
pos=80,0

[state ]
type=reversaldef
trigger1=1
reversal.attr=SCA,AA,AT,AP
pausetime=0,0
sparkno=-1
sparkxy=-1
hitsound=-1
numhits=0
ignorehitpause=1

[State 40, 4]
type = VelSet
trigger1 = animelem = 4
x = 8
y = -12

[state ]
type=veladd
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(8 ) < 0
y=0.6

[State 40, 4]
type = VelSet
trigger1 = animelemtime(8) >= 0
x = 0

[state ]
type=posset
trigger1=animelemtime(8) >= 0
y=0

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2986
sysvar(2) = 2986
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 2986
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

[Statedef 2989]
type = A
movetype = H
physics = N
ctrl = 0

[State 3010, 9]
type = ChangeAnim2
trigger1 = anim != 9013
value = 9013

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

[State 3010, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[state ]
type = palfx
trigger1 = time = 0
time = 70
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 3010, 5]
type = PosFreeze
trigger1 = time = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -1.5
y = -40

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 3010, 8]
type = EnvColor
trigger1 = (time = 0) && (life > 0)
time = 2
value = 240,240,240
under = 1
ignorepausetime = 1

[State 3010, 12]
type = SelfState
triggerall = Anim = 9013
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[Statedef 3000]
type    = S
movetype= I
physics = S
ctrl = 0


[State ]
type = changeanim
trigger1 = anim != 3000
value = 3000
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = -1000

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
Y = 0
;-------------------------------------------------------------------------------

[State 3000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 40

[State 3000, 1] ; voice
type = PlaySnd
trigger1 = animelem = 1
value = 9999,7

[State 3000, 1] ;flash sound
type = PlaySnd
trigger1 = animelem = 2
value = 800,0
volume = 255

[State 3000, 2]
type = SuperPause
trigger1 = animelem = 1
anim = -1
movetime = 30
time = 30
darken = 1

[State 1000, PosAdd]
type = PosAdd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(13) <= 1
x = -3

[State 3000, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 6020
postype = p1
pos = -15,-80
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 3000, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 6050
postype = p1
pos = -15,-80
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1

[State 3000, 3]
type = envcolor
trigger1 = AnimElem = 1
time = 40
under = 1
value = 0, 0, 0

[State 3000, end2]
type = changestate
trigger1 = animtime = 0
value = 3004

[Statedef 3004]
type = S
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 3004
value = 3004
ignorehitpause = 1

[State 1000, HitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(8) <= 0
x = 24

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(8) = 10
x = 0

[State 2110, ]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0 && AnimElemtime(9) <= 5
value = 0

[State 1000, EnvColor]
type = EnvColor
triggerall = movehit
trigger1 = 1
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1
persistent = 0

[State 3002, 1.5]
type = PlaySnd
trigger1 = animelemtime(1) = 3
value = 3000,1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 940
postype = P1
pos = 15,4
sprpriority = 5
ownpal = 1
supermove = 1
vel = -5,0
removeongethit = 1

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p1stateno = 3003
p2stateno = 2320
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = target,stateno != 2320
trigger1 = !target,ishelper
trigger1 = numtarget
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = target,stateno != 2320
trigger1 = numtarget
trigger1 = !target,ishelper
value = 1680
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(1) = 0
projID = 3004
projanim = 4105
projscale = 1,1
velocity = 24,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 25
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s240,0
guardsound = s-1
numhits = 0
priority = 999
sparkno = s6003
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = -20, -70
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 3004
envshake.time = 15
envshake.ampl = 6
envshake.phase = 90
palfx.time = 150
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
pausemovetime = 99999
supermovetime = 99999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(3004) = 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = animelemtime(1) >= 2
trigger3 = projhit = 1
Value = 2320
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(1) >= 0
trigger1 = target,stateno = 2320
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 3003

[State 3002, 8]
type = PlayerPush
trigger1 = animelemtime(1) >= 8
value = 0

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImageTime]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3000
sysvar(2) = 3000
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3000
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3002, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 3003]
type     = S
movetype = A
physics  = S
ctrl = 0
sprpriority = 4

[State ]
type = changeanim
trigger1 = anim != 3003
value = 3003
ignorehitpause = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
mul = 70,70,70
under = 5
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3005
ID = 3000
pos = -120,2
postype = p1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 7
persistent = 1

[State 1000, PosSet]
type = PosSet
trigger1 = animelem = 1
x = 0
y = 0

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = -30,0

[State 2100, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9999,25
volume = 255

[State 1000, VelSet]
type = VelSet
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(1) <= 10
x = 7

[State 1000, Slow Down]
type = Pause
triggerall = RoundState = 2
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) <= 0
time = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
value = S2200,1

[State 700, Explod]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
anim = 936
postype = P2
pos = 0,-20
random = 100,100
sprpriority = 8
scale = 0.7,0.7
ownpal = 1
supermove = 1

[State 700, Explod]
type = Explod
trigger1 = AnimElem = 11
anim = 936
postype = P2
pos = 0,-70
sprpriority = 9
ownpal = 1
supermove = 1

[State 700, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 4514
postype = P1
pos = -1,-107
sprpriority = 2
id = 3000
bindtime = -1
supermove = 1
removetime = -1

[State 700, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 4506
postype = P1
pos = -2,-90
sprpriority = 5
bindtime = -1
supermove = 1
removetime = -2
scale = 0.6,0.6

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 8
id = 3000

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 6
value = S9999,18
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 8
value = S9999,19
volume = 255

[State ]
type = targetfacing
Trigger1 = !ishelper
trigger1 = animelem = 1
value = -1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
value = 255,255,255
time = 1
under = 1

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
value = -100*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
value = -50
kill = 1
absolute = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
time = 10
freq = 100
ampl = -4
persistent = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 11
time = 30
freq = 100
ampl = -7
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = target,stateno != 2320
trigger1 = Animelemtime(1) >= 0
trigger1 = animelemtime(5) < 0
value = 2320
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
value = ifelse(random<500,3005,3006)
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 11
value = 3010
ignorehitpause = 1

[State 1000, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[state ]
type = explod
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
postype = p2
pos = 5,-60
sprpriority = 7
ID = 6003
anim = 6003
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3000, ]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
value = s9999,6
channel = 14
persistent = 1
volume = 500

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 11
value = S9999,33
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 8
value = S9999,9
volume = 255

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3003
sysvar(2) = 3003
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3003
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 3000, end1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 2320]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0


[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1


[Statedef 3005]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[state ]
type = palfx
trigger1 = time = 0
time = 150
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3006]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[state ]
type = palfx
trigger1 = time = 0
time = 150
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1


[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3025

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3010]
type = A
movetype = H
physics = N
ctrl = 0
anim = 5030

[State 3010, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[state ]
type = palfx
trigger1 = time = 0
time = 40
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3010, 7]
type = posadd
trigger1 = animelem = 1
persistent = 0
y = -35

[State 3010, 8]
type = EnvColor
trigger1 = (time = 0) && (life > 0)
time = 2
value = 240,240,240
under = 1
ignorepausetime = 1

[State 3010, 9]
type = ChangeAnim2
trigger1 = time = 0
persistent = 0
value = 3010

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -2.4
y = -14

[State 52, 2]
type = Veladd
trigger1 = time >= 0
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 3010, 12]
type = SelfState
triggerall = Anim = 3010
trigger1 = animelem >= 2
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[Statedef 3200]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 5

[State ]
type = changeanim
trigger1 = anim != 3200
value = 3200
ignorehitpause = 1

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 3000, 1]
type = PlaySnd
trigger1 = animelemtime(2) = 4
value = 215,2

[State 3250, 0]
type = PlaySnd
trigger1 = animelem = 10
value = 3200,0 

[State 3000, 1]; DM sound
type = PlaySnd
trigger1 = animelemtime(1) = 2
value = 800,0
volume = -50

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 255,255,255
time = 2
under = 1

[State 3200, 2]
type = SuperPause
trigger1 = AnimElemtime(1) = 0
anim = -1
movetime = 75
time = 75
poweradd = -1000
darken = 0
p2defmul = 1.0

[State 3000, 4]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = 0,-90
sprpriority = -9
supermove = 1
bindtime = 1
ownpal = 1

[State 3000, 4]
type = Explod
trigger1 = animelem = 1
anim = 6050
postype = p1
pos = 0,-90
sprpriority = 9
supermove = 1
bindtime = 1
ownpal = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 9
anim = 65507
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 5
persistent = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3200
sysvar(2) = 3200
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3200
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3200, end2]
type = changestate
trigger1 = animtime = 0
value = 3202
ctrl = 1

[Statedef 3202]
type    = S
movetype= A
physics = N
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3202
value = 3202
ignorehitpause = 1

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 3202, 0]
type = playerpush
trigger1 = 1
value = 1

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImageTime]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 3201, 2]
type = velset
trigger1 = animelem = 3
x = (P2dist X+40)/16


[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p1stateno = 3205
p2stateno = 2020
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
trigger1 = P2bodydist X < 60
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = P2bodydist X < 60
trigger1 = numtarget
trigger1 = !target,ishelper
value = 1680
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(4) = 0
projID = 3202
projanim = 4105
projscale = 1,1
velocity = (P2dist X+40)/16,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 20
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s220,0
guardsound = s-1
numhits = 0
priority = 999
sparkno = s6003
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -45
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 3202
envshake.time = 15
envshake.ampl = 6
envshake.phase = 90
pausemovetime = 99999
supermovetime = 99999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(3202) = 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = animelemtime(4) >= 2
trigger3 = projhit = 1
Value = 2020
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(4) >= 0
trigger1 = target,stateno = 2020
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 3205

[State 3201, sunglass]
type = envcolor
trigger1 = projhittime(3202) = 0
time = 1
under = 1
value = 240,240,240

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3202
sysvar(2) = 3202
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3202
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 3201, end1]
type = changestate
trigger1 = animtime = 0
value = 3210
ctrl = 0

[Statedef 3205]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 2.2,0,0

[State ]
type = changeanim
trigger1 = anim != 3205
value = 3205
ignorehitpause = 1

[State ]
type = targetfacing
Trigger1 = !ishelper
trigger1 = numtarget
value = -1
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 3202, muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, Width]
type = Width
trigger1 = 1
edge = 75,0

[State 1000, TargetBind]
type = TargetBind
trigger1 = 1
pos = 75,0

[State 3202, 0]
type = playerpush
trigger1 = 1
value = 1

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 9
trigger3 = animelem = 17
trigger4 = animelem = 22
trigger5 = animelem = 31
trigger6 = animelem = 38
value = S230,0+random%2
channel = 6

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 13
trigger3 = animelem = 19
trigger4 = animelem = 27
trigger5 = animelem = 36
value = S220,0
channel = 7

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 27
trigger9 = animelem = 31
trigger10 = animelem = 36
trigger11 = animelem = 38
time = 5
freq = 100
ampl = -4
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 27
trigger9 = animelem = 31
trigger10 = animelem = 36
trigger11 = animelem = 38
value = ifelse(random<500,2030,2022)
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 17
trigger4 = animelem = 19
trigger5 = animelem = 27
trigger6 = animelem = 31
trigger7 = animelem = 38
anim = 6003
postype = p1
pos = 60,-70
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[state x]
type = Explod
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 36
anim = 6003
postype = p1
pos = 50,-40
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 27
trigger9 = animelem = 31
trigger10 = animelem = 36
trigger11 = animelem = 38
value = -20*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 27
trigger9 = animelem = 31
trigger10 = animelem = 36
trigger11 = animelem = 38
value = -10
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 3202, envcolor]
type = envcolor
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 9
trigger4 = animelem = 13
trigger5 = animelem = 17
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 27
trigger9 = animelem = 31
trigger10 = animelem = 36
trigger11 = animelem = 38
time = 1
under = 1
value = 240,240,240

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3205
sysvar(2) = 3205
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3205
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3202, end1]
type = changestate
trigger1 = animtime = 0
value = 3206
ctrl = 0

[Statedef 3206]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 3206
value = 3206
ignorehitpause = 1

[State 3000, ]
type = Width
trigger1 = 1
value = 90,0

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3620]
type = StateTypeSet
trigger1 = Pos Y < 0
value = A
physics = N
ignorehitpause = 1

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 3620]
type = velSet
trigger1 = AnimElem = 4
x = 2

[State 3620]
type = velSet
trigger1 = AnimElem = 5
y = -4

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 5
value = S9999,30
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1500,0
persistent = 0

[State 1500, 6]
type = Explod
trigger1 = animelem = 3, = 1
anim = 1520
postype = p1
pos = -20,-34
ID = 1500
sprpriority = 3
ignorehitpause = 0
bindtime = 1
ownpal = 1

[State 1500, 5]
type = Explod
trigger1 = animelem = 3, = 1
anim = 1510
postype = p1
pos = 24,-36
ID = 1500
shadow = 64,64,64
sprpriority = 2
ignorehitpause = 0
bindtime = 22
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9999,6
channel = 7

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = animelem = 5
value = -30*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = animelem = 5
value = -15
kill = 1
absolute = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 5
time = 5
freq = 100
ampl = -4
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 5
value = 3220
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 5
anim = 6003
postype = p1
pos = 55,-50
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 3202, envcolor]
type = envcolor
trigger1 = animelem = 5
time = 2
under = 1
value = 245,245,245

[State 3620]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = .5

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3206
sysvar(2) = 3206
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3206
trigger1 = animelem = 9
sysvar(2) = 0
ignorehitpause = 1


[State 3620]
type = ChangeState
trigger1 = animelem = 9
value = 3230

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

[Statedef 3230]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
sprpriority = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State ]
type = changeanim
trigger1 = anim != 3230
value = 3230
ignorehitpause = 1

[State 3000, ]
type = Width
trigger1 = 1
value = 90,0

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

[State ]
type = posset
trigger1 = animelem = 1
trigger2 = pos Y > 0
Y = 0

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1500,0
volume = 255
channel = 5

[State 1500, 6]
type = Explod
trigger1 = animelem = 3, = 1
anim = 1520
postype = p1
pos = -20,-34
ID = 1500
sprpriority = 3
ignorehitpause = 0
bindtime = 1
ownpal = 1

[State 1500, 5]
type = Explod
trigger1 = animelem = 3, = 1
anim = 1510
postype = p1
pos = 24,-36
ID = 1500
shadow = 64,64,64
sprpriority = 2
ignorehitpause = 0
bindtime = 22
ownpal = 1

[State 3630]
type = StateTypeSet
trigger1 = Pos Y < 0
value = A
physics = N
ignorehitpause = 1

[State 3630]
type = velSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 12

[State 3630]
type = velSet
trigger1 = AnimElem = 6
y = -10


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
value = S9999,6
channel = 7

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
value = -20*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
value = -10
kill = 1
absolute = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
time = 5
freq = 100
ampl = -4
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
value = 3220
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
anim = 6003
postype = p1
pos = 65,-90
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 3202, envcolor]
type = envcolor
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
time = 2
under = 1
value = 245,245,245

[State ]
Type = posfreeze
triggerall = !ishelper
trigger1 = AnimElemno(0) = 4
IgnoreHitPause = 1

[State 3630]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .5

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3230
sysvar(2) = 3230
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3230
trigger1 = animelem = 8
sysvar(2) = 0
ignorehitpause = 1


[State 3630]
type = ChangeState
trigger1 = AnimElem = 8
value = 3635


[Statedef 3635]
type    = A
movetype= A
physics = A
poweradd= 0
ctrl = 0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 3635
value = 3635
ignorehitpause = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 15

[State 1000, Width]
type = Width
trigger1 = 1
edge = 75,0

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) <= 5
pos = 75,0


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = Animelem = 8
value = s240,0
channel = 7

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = animelem = 4
value = -50*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = animelem = 4
value = -20
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = animelem = 8
value = -70*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = animelem = 8
value = -35
kill = 1
absolute = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 4
time = 10
freq = 40
ampl = 5
phase = 70
persistent = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 8
time = 25
freq = 70
ampl = 6
phase = 100
persistent = 1
ignorehitpause = 1

[State ]
Type = TargetBind
trigger1 = !ishelper
trigger1 = animelemno(0) = 4
Postype = P1
Pos = 65,-40
IgnoreHitPause = 1

[State ]
Type = TargetBind
trigger1 = !ishelper
trigger1 = animelemno(0) = 8
Postype = P1
Pos = 65,0
IgnoreHitPause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 4
value = 3221
ignorehitpause = 1

[State ]
Type = targetstate
trigger1 = !ishelper
trigger1 = animelemno(0) = 8
Value = 3222
IgnoreHitPause = 1

[State ]
Type = posfreeze
triggerall = !ishelper
trigger1 = AnimElemno(0) = 4
trigger2 = AnimElemno(0) = 8
IgnoreHitPause = 1

[state x]
type = Explod
trigger1 = animelem = 4
anim = 6003
postype = p1
pos = 50,-60
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[state x]
type = Explod
trigger1 = animelem = 8
anim = 6003
postype = p1
pos = 55,-70
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State EnvColor]
type = EnvColor
trigger1 = animelem = 4
value = 245,245,245
time = 2
under = 1
persistent = 0
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 7
pos = 75,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 7
value = S9999,35
volume = 255
channel = 5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 8
value = S9999,23
volume = 500
channel = 9

[State 3640]
type = velSet
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(9) <= 0
x = 8

[State 3640]
type = velSet
trigger1 = AnimElemTime(9) >= 0
x = 3

[State 3640]
type = velSet
trigger1 = AnimElem = 5
y = -1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
anim = 936
ID = 936
pos = 70,-20
postype = p1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 1
pausemovetime = 99999999
supermovetime = 99999999


[State 3640]
type = VelAdd
trigger1 = AnimElemTime(9) >= 0
y = .5

[State EnvColor]
type = EnvColor
trigger1 = animelem = 8
value = 245,245,245
time = 2
under = 1
persistent = 0
ignorehitpause = 1

[State 3640]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 312

[Statedef 3210]
type    = S
movetype= I
physics = S
anim = 3210
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3210
value = 3210
ignorehitpause = 1

[State 3000, ]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10
IgnoreHitPause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 3210, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 2022]
type = S
physics = N
movetype = H
velset = 0,0
facep2 = 1

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1078

[State 820, 1]
type = selfState
trigger1 = time >= 315
value = 5100
ctrl = 0

[statedef 2030]
type = S
physics = N
movetype = H
velset = 0,0
facep2 = 1

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1079

[State 820, 1]
type = selfState
trigger1 = time >= 315
value = 5100
ctrl = 0

[Statedef 3220]
type = A
movetype = H
physics = N
velset = -1,-3
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state ]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 865, 2]
type = Velset
trigger1 = animelem = 4
y = 0

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1553

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 3221]
velset = 0,0
sprpriority = -3

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

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

[State ]
type = ChangeAnim2
trigger1 = time = 0
value = 1554
IgnoreHitPause = 1 

[State ]
type = velset
trigger1 = time = 0
x = -4
y = -6
IgnoreHitPause = 1  

[State ]
Type = statetypeset
trigger1 = anim = 1554
type = A
movetype= H
physics = N
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[State ]
type = selfState
trigger1 = time > 12
trigger1 = pos y >= 0
value = 5100
ctrl = 0

[Statedef 3222]
Statetype = A
Movetype = H
Physics = N
SprPriority = -2

[State ]
Type = hitfallset
Trigger1 = 1
value = 1
IgnoreHitPause = 1 

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
type = changeanim
trigger1 = time = [0,6]
value = 5030
IgnoreHitPause = 1 

[State ]
type = changeanim
trigger1 = time = 6
value = 5052
IgnoreHitPause = 1 

[state ]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State ]
type = velset
trigger1 = time = [0,6]
x = 0
y = 0
IgnoreHitPause = 1 

[State ]
type = velset
trigger1 = time = 6
x = -6
y = -8
IgnoreHitPause = 1 

[State ]
type = veladd
trigger1 = time >= 6
y = 0.45
IgnoreHitPause = 1 

[State ]
type = selfState
trigger1 = time > 6
trigger1 = pos y >= 0
value = 5100
ctrl = 0

[Statedef 3340]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 3340
value = 3340
ignorehitpause = 1

[State 3000, ]
type = Width
trigger1 = 1
value = 90,0

[State 3000, ]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
IgnoreHitPause = 1

[State 3000, ]
type = SuperPause
trigger1 = AnimElemtime(1) = 0
anim = -1
pos = -17, -128
sound = s-1
poweradd = -1000
time = 35
movetime = 35
darken = 1
p2defmul = 1.0



[State 13501]
type = PlaySnd
trigger1 = animelem = 1
value = 9999,17
volume = 255

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6050
postype = p1
pos = 5,-70
sprpriority = 7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = 5,-70
sprpriority = -7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 1503, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 800,0

[State ]
type = PlaySnd
trigger1 = animelem =2
value = S600,0
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
trigger1 = animelemtime(2) = 5
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = animelemtime(2) = 5
trigger1 = numtarget
trigger1 = !target,ishelper
value = 1680
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(3) = 0
projID = 3340
projanim = 4105
projscale = 1,1
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
ProjRemove = 0
projremovetime = 15
attr = S,HA
hitflag = MAF
guardflag =
hitsound = s-1
guardsound = s-1
numhits = 0
priority = 999
sparkno = s-1
guard.sparkno = s-1
guard.pausetime = 11,16
sparkxy = 60,-50
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ID = 3340
envshake.time = 12
envshake.ampl = 10
envshake.freq = 127
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = enemynear,stateno != 3350
trigger1 = Numtarget
trigger1 = target,ishelper = 0
trigger1 = target,stateno != [0,159]
trigger2 = projhit = 1
trigger2 = target,stateno != [0,159]
value = 3350
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(3) >= 1
trigger1 = target,stateno = 3350
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 3342

[state 3000, ]
type = EnvShake
trigger1 = animelem = 3
time = 14
freq = 100
ampl = 5
phase = 80

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3340
sysvar(2) = 3340
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3340
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3342]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 12

[State ]
type = changeanim
trigger1 = anim != 3342
value = 3342
ignorehitpause = 1

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

[State 810, ]
type = Width
trigger1 = 1
edge = 90,0

[State ]
type = PlaySnd
trigger1 = animelem =5
value = S1900,4
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = Animelem = 1
value = -80*fvar(5)
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = Animelem = 1
value = -40
kill = 0
absolute = 1
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 1
anim = 6003
postype = p1
pos = 60,-70
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S240,0
channel = 6

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
hitflag = MAF
damage = 1,1
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 3002,1]
type = allPalfx
trigger1 = animelem = 1
add = 512,512,512
time = 1
ignorehitpause = 1
persistent = 0

[State ]
type = PlaySnd
trigger1 = animelem =7
value = S600,0
ignorehitpause = 1

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = Animelem = 1
time = 10
freq = 80
ampl = -20
phase = 255
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = Animelemtime(1) = 1
value = 3351
ignorehitpause = 1

[State 13501]
type = PlaySnd
trigger1 = animelem = 7
value = 9999,16
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(8) = 10
value = S221,2
channel = 13
volume = 500

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(8) = 10
value = S221,2
channel = 11
volume = 500


[State -1]
type = Explod
trigger1 = AnimElem = 8
anim = 940
sprpriority = 20
postype = p1
pos = -20,0
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3000]
type = explod
trigger1 = AnimElem = 8
anim = 941
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 190]
type = PlaySND
triggerall = !Ishelper
trigger1 = AnimElem=8
value = 1800,0
channel = 500
volume = 12

[State 1500, 6]
type = Explod
trigger1 = Animelemtime(8) = 10
anim = 1805
postype = p1
pos = 60,-120
ID = 1805
sprpriority = 13
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 1503, 5]
type = Explod
trigger1 = Animelemtime(8) = 10
anim = 1804
postype = p1
pos = 54,-120
ID = 1804
shadow = 64,64,64
sprpriority = 13
ignorehitpause = 1
bindtime = 24
ownpal = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 8
time = 50
freq = 80
ampl = -20
phase = 255
persistent = 1
ignorehitpause = 1

[state x]
type = Explod
trigger1 = Animelemtime(8) = 10
anim = 6003
postype = p1
pos = 60,-70
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3000, 7]
type = TargetState
trigger1 = Animelemtime(8) = 10
value = 3352
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = Animelemtime(8) = 10
value = -320*fvar(5)
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = Animelemtime(8) = 10
value = -160
kill = 0
absolute = 1
ignorehitpause = 1

[State 1000, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,1

[State 1000, 3]
type = playerpush
trigger1 = 1
value = 0

[State 200, 3]
type = targetbind
trigger1 = animelemtime(1) = 0
pos = 80,0
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = Animelemtime(9) > 0
trigger1 = target,BackEdgeDist < 5
value = 3353
ignorehitpause = 1


[State 3000, 7]
type = ChangeState
trigger1 = animelemtime(9) >= 200
trigger2 = target,stateno = 3353;BackEdgeDist < 5
value = 3343
ctrl = 0

[Statedef 3343]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 3343
value = 3343
ignorehitpause = 1

[State 810, ]
type = Width
trigger1 = 1
edge = 90,0

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 936
ID = 936
pos = 0,-30
postype = p2
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 190]
type = PlaySND
triggerall = !Ishelper
trigger1 = animelemtime(1) = 0
value = 9999,23
channel = 500
volume = 10

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 1000, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 1000, 3]
type = playerpush
trigger1 = 1
value = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 3350]
type = S
physics = N
movetype = H
velset = 0,0
facep2 = 1

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State ]
type = Posset
trigger1 = 1
Y = 0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1078

[State 820, 1]
type = selfState
trigger1 = time >= 315
value = 5100
ctrl = 0

[Statedef 3351]
type = A
movetype = H
physics = N
velset = 0,-12
facep2 = 1

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .4

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1553

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 3352]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 9000, 1]
type = turn
trigger1 = frontedgedist <= 0
value = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[state 52]
type = palfx
trigger1 = time = 0
time = 60
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0


[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.5

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 5030


[State 1026, Hit wall]
type = ChangeState
trigger1 = time >= 300
value = 3353

[Statedef 3353]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1000, Pause]
type = Pause
trigger1 = time = [0,13]
time = 3

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[state 52]
type = palfx
trigger1 = time = 0
time = 50
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

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

[State 1000, Turn]
type = turn
trigger1 = time = 0
value = 1

[State 1000, VelSet]
type = VelSet
trigger1 = time > 5&& time < 10
x = -4.2
y = -9.2

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 320, floor(ScreenPos Y) - 70
postype = Back
sprpriority = -1
facing = -1

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
anim = F73
pos = 320, floor(ScreenPos Y) - 70
postype = Back
sprpriority = 8
facing = -1

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 5
value = F5,5

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5051

[State 821, 4]
type = changeanim
trigger1 = time = 15
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 1]
type = VelAdd
Trigger1 = time > 8
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;==========================================================
[Statedef 3250]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0

[State ]
type = changeanim
trigger1 = anim != 3250
value = 3250
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1
;-------------------------------------------------------------------------------

[State 9899, BGcolor]
type = envcolor
trigger1 = animelem = 1
time = 50
under = 1
value = 0,0,0

[State 3250, 0]
type = PlaySnd
trigger1 = animelem = 10
value = 2200,0

[State 3250, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 800,1

[state 3250 ,voice]
type = playsnd
trigger1 = animelem = 1
value = 192,0

[State 3250, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 3250, 2]
type = SuperPause
trigger1 = animelem = 1
anim = -1
poweradd = -2000
movetime = 55
time = 55
darken = 1

[State 9989, flash1]
type = Explod
trigger1 = animelem = 1
anim = 6030
postype = p1
pos = 0,-90
sprpriority = -6
supermove = 1
bindtime = 1
ownpal = 1

[State 9989, flash2]
type = Explod
trigger1 = animelem = 1
anim = 6040
postype = p1
pos = 0,-90
sprpriority = 6
supermove = 1
bindtime = 1
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 11
anim = 936
ID = 930
pos = 15,-25
postype = p1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 10
projID = 930
projanim = 931
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 3
projshadow = 0,0,0
projremovetime = 67
getpower = 0,0
givepower = 15,15
ownpal = 0
offset = 0,0
velocity = 0,0
attr = SCA,AA,AT
animtype = Hard
damage = 20,10
hitflag = MAF
hitsound = -1
guardsound = s150,1
pausetime = 0,10
sparkno = s6003
sparkxy = 20+(floor(p2bodydist X)),-50+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -5,-10
guard.velocity = -12
air.juggle = 0
air.velocity = -5,-10
fall = 1
palfx.time = 15
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 2030
p2facing = 1
yaccel = .5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10,2
value = S3300,0

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 25
ampl = 6
phase = 90
ignorehitpause = 1
persistent = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 10
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
persistent = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3250
sysvar(2) = 3250
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3250
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3250, end2]
type = changestate
trigger1 = animtime = 0
value = 3251
ctrl = 0

[Statedef 3251]
type    = S
movetype= A
physics = N
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3251
value = 3251
ignorehitpause = 1

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 3253]
type = nothitby
trigger1 = 1
value = sca
time = 10

[State 3252, 0]
type = playerpush
trigger1 = 1
value = 1

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImageTime]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 3201, 2]
type = velset
trigger1 = animelem = 3
x = (P2dist X+40)/16


[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p1stateno = 3280
p2stateno = 2022
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
trigger1 = P2bodydist X < 60
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = P2bodydist X < 60
trigger1 = numtarget
trigger1 = !target,ishelper
value = 1680
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(4) = 0
projID = 3251
projanim = 4105
projscale = 1,1
velocity = (P2dist X+40)/16,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 20
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s240,0
guardsound = s-1
numhits = 0
priority = 999
sparkno = s6003
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -45
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 3251
envshake.time = 15
envshake.ampl = 6
envshake.phase = 90
pausemovetime = 99999
supermovetime = 99999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(3251) = 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = animelemtime(4) >= 2
trigger3 = projhit = 1
Value = 2022
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(4) >= 0
trigger1 = target,stateno = 2022
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 3280

[State 3201, sunglass]
type = envcolor
trigger1 = projhittime(3251) = 0
time = 1
under = 1
value = 240,240,240

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3251
sysvar(2) = 3251
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3251
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3253, end1]
type = changestate
trigger1 = animtime = 0
value = 3210
ctrl = 0

[Statedef 3280]
type = S
movetype = A
physics = N
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3280
value = 3280
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = targetfacing
Trigger1 = !ishelper
trigger1 = numtarget
value = -1
ignorehitpause = 1

[State 3000, ]
type = VelSet
trigger1 = AnimElem = 1,>=0
x = 2

[State 1000, Width]
type = Width
trigger1 = 1
edge = 75,0

[State 810, 1]
type = TargetBind
trigger1 = 1
pos = 75,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10
ignorehitpause = 1

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

;[State 1000, EnvColor]
;type = EnvColor
;trigger1 = AnimElem = 2
;trigger2 = AnimElem = 4
;trigger3 = AnimElem = 19
;trigger4 = AnimElem = 27
;trigger5 = AnimElem = 31
;trigger6 = AnimElem = 38
;trigger7 = AnimElem = 41
;trigger8 = AnimElem = 43
;trigger9 = AnimElem = 58
;trigger10 = AnimElem = 66
;trigger11 = AnimElem = 70
;trigger12 = AnimElem = 77
;trigger13 = AnimElem = 9
;trigger14 = AnimElem = 13
;trigger15 = AnimElem = 17
;trigger16 = AnimElem = 22
;trigger17 = AnimElem = 36
;trigger18 = AnimElem = 48
;trigger19 = AnimElem = 52
;trigger20 = AnimElem = 56
;trigger21 = AnimElem = 61
;trigger22 = AnimElem = 75
;value = 255,255,255
;time = 1
;under = 1
;persistent = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 19
trigger4 = AnimElem = 27
trigger5 = AnimElem = 31
trigger6 = AnimElem = 38
trigger7 = AnimElem = 41
trigger8 = AnimElem = 43
trigger9 = AnimElem = 58
trigger10 = AnimElem = 66
trigger11 = AnimElem = 70
trigger12 = AnimElem = 77
value = S220,0
volume = 255
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 36
trigger6 = AnimElem = 48
trigger7 = AnimElem = 52
trigger8 = AnimElem = 56
trigger9 = AnimElem = 61
trigger10 = AnimElem = 75
value = S240,0
volume = 255
channel = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 41
anim = 3281
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 43
anim = 3282
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 9
trigger2 = animelem = 48
anim = 3283
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 13
trigger2 = animelem = 52
anim = 3284
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 17
trigger2 = animelem = 56
anim = 3285
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 19
trigger2 = animelem = 58
anim = 3286
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 22
trigger2 = animelem = 61
anim = 3287
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 27
trigger2 = animelem = 66
anim = 3288
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 31
trigger2 = animelem = 70
anim = 3289
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 36
trigger2 = animelem = 75
anim = 3291
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 38
trigger2 = animelem = 77
anim = 3292
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 3000, 7]
type = TargetState
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 19
trigger4 = AnimElem = 27
trigger5 = AnimElem = 31
trigger6 = AnimElem = 38
trigger7 = AnimElem = 41
trigger8 = AnimElem = 43
trigger9 = AnimElem = 58
trigger10 = AnimElem = 66
trigger11 = AnimElem = 70
trigger12 = AnimElem = 77
value = 2022
ignorehitpause = 1

[state x]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 19
trigger4 = AnimElem = 27
trigger5 = AnimElem = 31
trigger6 = AnimElem = 38
trigger7 = AnimElem = 41
trigger8 = AnimElem = 43
trigger9 = AnimElem = 58
trigger10 = AnimElem = 66
trigger11 = AnimElem = 70
trigger12 = AnimElem = 77
anim = 6003
postype = p1
pos = 60,-75
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 19
trigger4 = AnimElem = 27
trigger5 = AnimElem = 31
trigger6 = AnimElem = 38
trigger7 = AnimElem = 41
trigger8 = AnimElem = 43
trigger9 = AnimElem = 58
trigger10 = AnimElem = 66
trigger11 = AnimElem = 70
trigger12 = AnimElem = 77
value = -15*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 19
trigger4 = AnimElem = 27
trigger5 = AnimElem = 31
trigger6 = AnimElem = 38
trigger7 = AnimElem = 41
trigger8 = AnimElem = 43
trigger9 = AnimElem = 58
trigger10 = AnimElem = 66
trigger11 = AnimElem = 70
trigger12 = AnimElem = 77
value = -7
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 36
trigger6 = AnimElem = 48
trigger7 = AnimElem = 52
trigger8 = AnimElem = 56
trigger9 = AnimElem = 61
trigger10 = AnimElem = 75
value = 2030
ignorehitpause = 1

[state x]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 36
trigger6 = AnimElem = 48
trigger7 = AnimElem = 52
trigger8 = AnimElem = 56
trigger9 = AnimElem = 61
trigger10 = AnimElem = 75
anim = 6003
postype = p1
pos = 60,-35
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 36
trigger6 = AnimElem = 48
trigger7 = AnimElem = 52
trigger8 = AnimElem = 56
trigger9 = AnimElem = 61
trigger10 = AnimElem = 75
value = -20*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 36
trigger6 = AnimElem = 48
trigger7 = AnimElem = 52
trigger8 = AnimElem = 56
trigger9 = AnimElem = 61
trigger10 = AnimElem = 75
value = -10
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 27
trigger2 = animelem = 41
trigger3 = animelem = 43
trigger4 = animelem = 56
trigger5 = animelem = 58
trigger6 = animelem = 66
trigger7 = animelem = 70
trigger8 = animelem = 77
time = 10
ampl = -4

[State 3280, envcolor]
type = envcolor
trigger1 = animelem = 27
trigger2 = animelem = 41
trigger3 = animelem = 43
trigger4 = animelem = 56
trigger5 = animelem = 58
trigger6 = animelem = 66
trigger7 = animelem = 70
trigger8 = animelem = 77
time = 1
under = 0
value = 240,240,240

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3280
sysvar(2) = 3280
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3280
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3280, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3290
ctrl = 0

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

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

[Statedef 3290]
type = S
movetype = A
physics = S
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3290
value = 3290
ignorehitpause = 1


[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, Width]
type = Width
trigger1 = 1
edge = 75,0

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(23) < 0
pos = 75,0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(17) > 0
x = 2.5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 24
x = 7.2
y = -3.2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
x = 7.5

[State 1000]
type = Velset
trigger1 = AnimElemtime(18) > 0
x = 2.5

[State 1000]
type = VelAdd
trigger1 = AnimElemtime(26) > 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 26
statetype = A

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 3299
pos = 0,0
postype = p1
removetime = -2
sprpriority = 3
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 12
anim = 3293
pos = 0,0
postype = p1
removetime = -2
sprpriority = 3
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 20
anim = 3295
pos = 0,0
postype = p1
removetime = -2
sprpriority = 3
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 27
anim = 3297
pos = 0,0
postype = p1
removetime = -2
sprpriority = 3
persistent = 1

[State 1000, Pause]
type = Pause
triggerall = RoundState = 2
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) < 0;trigger1 = time = [10,20]
trigger2 = animelemtime(11) >= 0
trigger2 = animelemtime(17) < 1;trigger2 = time = [21,31]
trigger3 = animelemtime(19) >= 0
trigger3 = animelemtime(22) < 0;trigger3 = time = [34,44]
trigger4 = animelemtime(26) >= 0
trigger4 = animelemtime(28) < 0;trigger4 = time = [51,71]
time = 1
movetime = 1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 18
trigger4 = AnimElem = 25
value = S1300,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
trigger4 = AnimElem = 27
value = S2200,0

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
trigger4 = AnimElem = 27
value = 255,255,255
time = 2
under = 0

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
time = 2
IgnoreHitPause = 1 

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 12
trigger3 = animelem = 20
value = S240,0
channel = 6

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 27
value = S221,2
channel = 6

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 5
trigger2 = animelem = 12
trigger3 = animelem = 20
time = 30
freq = 100
ampl = -6
persistent = 1
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 27
time = 30
freq = 100
ampl = 12
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 5
trigger2 = animelem = 12
trigger3 = animelem = 20
value = ifelse(random<500,3260,3261)
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelemtime(27) = 10
value = 3265
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 5
anim = 6011
postype = p1
pos = 60,-60
scale = 1.1,1.1
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[state x]
type = Explod
trigger1 = animelem = 12
anim = 6011
postype = p1
pos = 60,-40
scale = 1.1,1.1
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[state x]
type = Explod
trigger1 = animelem = 20
anim = 6011
postype = p1
pos = 60,-50
scale = 1.1,1.1
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[state x]
type = Explod
trigger1 = animelemtime(27) = 5
anim = 6011
postype = p1
pos = 60,-50
sprpriority = 25
scale = 1.1,1.1
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = animelem = 5
trigger2 = animelem = 12
trigger3 = animelem = 20
trigger4 = animelem = 27
value = -60*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = animelem = 5
trigger2 = animelem = 12
trigger3 = animelem = 20
trigger4 = animelem = 27
value = -30
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 3201, 2]
type = playsnd
trigger1 = animelem = 1
value = 215,5

[State 3100, 1]
type = PlaySnd
trigger1 = animelem = 27
value = 215,6


[State 3290, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 312
ctrl = 0



[statedef 3260]
type = S
physics = N
movetype = H
velset = 0,0
facep2 = 1

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[state ]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1078

[State 820, 1]
type = selfState
trigger1 = time >= 315
value = 5100
ctrl = 0

[statedef 3261]
type = S
physics = N
movetype = H
velset = 0,0
facep2 = 1

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[state ]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1079

[State 820, 1]
type = selfState
trigger1 = time >= 315
value = 5100
ctrl = 0


[Statedef 3265]
type     = A
movetype = H
physics  = N

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[state ]
type = palfx
trigger1 = time = 0
time = 75
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1


[State 1026, HitVelSet]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1000, VelSet]
type = VelSet
trigger1 = 1
x = -14.5
y = -6.5

[State 1026, VelAdd]
type = VelAdd
trigger1 = 1
y = .45

[State 2100,]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[State 1026, ChangeState]
type = ChangeState
triggerall = Pos Y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 3266

[State 1026, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100
;-------------------------------------------------------------------------------
[Statedef 3266]
type     = A
movetype = H
physics  = N

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 5 - BackEdgeBodyDist

[State 1027, PosFreeze]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 13, floor (screenpos y) - 50
postype = back
sprpriority = -1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F73
pos = 13, floor (screenpos y) - 50
postype = back
sprpriority = 9

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = F7,1
volumescale = 70

[State 1028, Slow Down]
type = SuperPause
triggerall = RoundState = 2
trigger1 = time = [0,50]
anim = -1
sound = -1
time = 1
darken = 0

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

[State 1027, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3267
;-------------------------------------------------------------------------------

[Statedef 3267]
type     = A
movetype = H
physics  = N

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
x = 3.5

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 1028, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


[Statedef 4502]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 4502
value = 4502
ignorehitpause = 1

[State 3000, ]
type = Width
trigger1 = 1
value = 90,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1


[State 6998]
type = PlaySnd
trigger1 = animelem = 1
value = s800,1

[State 6998]
type = PlaySnd
trigger1 = animelem = 1
value = s3000,0

[State 9989, flash1]
type = Explod
trigger1 = animelem = 1
anim = 6030
postype = p1
pos = 10,-75
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 9989, flash1]
type = Explod
trigger1 = animelem = 1
anim = 6040
postype = p1
pos = 10,-75
sprpriority = 9
supermove = 1
bindtime = 1
ownpal = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 255,255,255
time = 2
under = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[state 1000, Superpause]
type = Superpause
trigger1 = animelem = 1
anim = -1
movetime = 32
poweradd = -2000
time = 32
darken = 0

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 3000, fterimagetime]
type = Afterimagetime
trigger1 = AnimElemtime(2) >= 0
trigger1 = gametime%2 = 0
time = 2

[State 1000, EnvColor]
type = EnvColor
trigger1 = projhit = 1
value = 255,255,255
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = animelemtime(7) = 0
trigger1 = numtarget
trigger1 = !target,ishelper
value = 1680
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(7) = 0
projID = 4502
projanim = 4105
projscale = 1,1
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
ProjRemove = 0
projremovetime = 15
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s240,0
guardsound = s-1
numhits = 0
priority = 999
sparkno = s6003
guard.sparkno = s-1
guard.pausetime = 11,16
sparkxy = 60,-60
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ID = 4502
envshake.time = 25
envshake.ampl = 10
envshake.freq = 130
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 1000, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1 = animelemtime(7) = 0
pos = 60,0

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = animelemtime(7) >= 0
triggerall = enemynear,stateno != 2022
trigger1 = Numtarget
trigger1 = target,ishelper = 0
trigger1 = target,stateno != [0,159]
trigger2 = projhit = 1
trigger2 = target,stateno != [0,159]
value = 2022
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(7) >= 10
trigger1 = target,stateno = 2057
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 4503

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 4502
sysvar(2) = 4502
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 4502
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


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

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

[Statedef 4503]
type = S
movetype = A
physics = N
sprpriority = 9

[State ]
type = changeanim
trigger1 = anim != 4503
value = 4503
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 810, ]
type = Width
trigger1 = 1
edge = 90,0

[State 1000, TargetBind]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 1
pos = 60,0
ignorehitpause = 1

[State 3000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State ]
Type = targetstate
triggerall = animelem = 1
Trigger1 = !ishelper
trigger1 = numtarget
Value = 2022
ignorehitpause = 1

[state 192]
type = explod
trigger1 = AnimElem = 4
ID = 6009
anim = 6009
postyoe = p2
pos = 58,-35
removetime = -2
sprpriority = 9
scale = 1,1
ignorehitpause = 1

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9999,14

[State 1000, targetstate]
type = targetstate
Trigger1 = !ishelper
trigger1 = animelem = 4
value = 4530

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 4
pos = 70,-85

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 5
pos = 68,-115

[State 200, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 250
value = 9999,20
volume = 500

[State 1000, targetstate]
type = targetstate
Trigger1 = !ishelper
trigger1 = animelemtime(5) = 250
value = 4540

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9999,11



[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 4511
ID = 4511
pos = 35,-3
sprpriority = 11
ontop = 1
postype = p1
bindtime = 1
removeongethit = 1
removetime = -1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 8
id = 4511


[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 4509
ID = 4509
pos = 70,10
postype = p1 
bindtime = 1
removetime = 99999
scale = 1.1,1.1
sprpriority = 9
ignorehitpause = 1
persistent = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelemtime(5) = 250
id = 4509

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) = 250
anim = 4508
ID = 4508
pos = 70,5
postype = p1
bindtime = 1
removetime = -2
scale = 1.1,1.1
sprpriority = 9
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) = 250
anim = 4522
pos = 150,-35
postype = p1
bindtime = -1
removetime = -2
sprpriority = 10
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) = 250
anim = 4522
pos = 50,-75
postype = p1
bindtime = -1
removetime = -2
sprpriority = 12
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) = 250
anim = 4522
pos = 100,-110
postype = p1
bindtime = -1
removetime = -2
sprpriority = 12
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) = 100
trigger2 = animelemtime(5) = 150
anim = 4515
ID = 4515
pos = 70,5
postype = p1
bindtime = 1
removetime = -2
supermove
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) = 100
trigger2 = animelemtime(5) = 150
anim = 4510
ID = 4510
pos = 70,5
postype = p1
bindtime = 1
removetime = -2
supermove
scale = 1.1,1.1
sprpriority = 12
ownpal = 1
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) = 250
anim = 4516
pos = 130,4
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 28
scale = 0.9,0.9
sprpriority = 10

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) = 250
anim = 4516
pos = 20,4
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = 28
scale = 0.9,0.9
sprpriority = 10



[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9999,18

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 250
value = S9999,23

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1) = 4
value = S9999,22

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S3300,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 100
trigger2 = animelemtime(5) = 150
value = S2200,0

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelemtime(5) = 100
trigger2 = animelemtime(5) = 150
trigger3 = animelemtime(5) = 250
time = 1

[State ]
Type = envshake
triggerall = !ishelper
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(5) < 250
trigger1 = !(Gametime%5)
ampl = 10
time = 10
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelemtime(5) = 250
time = 50
freq = 120
ampl = -15
phase = 100
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = animelemtime(5) = 100
trigger2 = animelemtime(5) = 150
value = -100*fvar(5)
kill = 0
absolute = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = animelemtime(5) = 100
trigger2 = animelemtime(5) = 150
value = -50
kill = 0
absolute = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
triggerall = !fvar(27)
trigger1 = animelemtime(5) = 250
value = -450*fvar(5)
kill = 1
absolute = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
triggerall = fvar(27)
trigger1 = animelemtime(5) = 250
value = -200
kill = 1
absolute = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 4503
sysvar(2) = 4503
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 4503
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 1270, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4530]
type = A
movetype = H
physics = N
velset = 0
ctrl = 0
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state 52]
type = palfx
trigger1 = time = 0
time = 70
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[state 52]
type = palfx
trigger1 = time = 0
time = 150
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[State 1226, anim]
Type = Changeanim2
Trigger1 = Time = 0
value = 4530

[State 200, 3]
type = selfState
trigger1 = time >= 500
value = 5100
ctrl = 0

[Statedef 4540]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 4
x = -2.4
y = -18

[State 52, 2]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .52

[state 52]
type = palfx
trigger1 = time = 0
time = 150
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0


[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 100
time = 15

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3011

[State 1830]
type = SelfState
triggerall = AnimElemtime(5) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 2600]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 4
velset = 0,0

[state ca]
type = ChangeAnim
trigger1 = anim != 2600
value = 2600
IgnoreHitPause = 1

[state pa]
type = PowerAdd
trigger1 = animelem = 1
value = -2000
IgnoreHitPause = 1

[state -2]
type = Width
Trigger1 = 1
edge = 80,0

[State 3400, 9]
type = Explod
trigger1 = animelem = 1
anim = 6040
postype = p1
pos = 0,-60
sprpriority = 7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3400, 9]
type = Explod
trigger1 = animelem = 1
anim = 6030
postype = p1
pos = 0,-60
sprpriority = -7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 13501]
type = PlaySnd
trigger1 = animelem = 1
value = 800,1

[state 13501]
type = superpause
trigger1 = animelemtime(1) = 0
anim = -1
movetime = 30
time = 30
darken = 1


[State 1000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
mul = 70,70,70
under = 5
ignorehitpause = 1
persistent = 1

[State 3800, nothit]
type = NotHitBy
trigger1 = 1
value = SCA

[State ]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State VelSet]
Type = VelSet
Trigger1 = animelemtime(1) >= 0
X = 0
Y = 0

[State 1700, 0]
type = PlaySnd
trigger1 = animelem = 3, = 3
value = 1700,4

[State 2000, Explod]
type = Explod
trigger1 = animelemtime(2) = 1
anim = 2601
pos = 30,0
postype = p1
vel = 2,0
scale = 1,1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, Explod]
type = Explod
trigger1 = animelemtime(2) = 1
anim = 2601
pos = -30,0
postype = p1
vel = -2,0
scale = 1,1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -1]
Type = AfterImage
trigger1 = animelem=1
Trans = Add
Length = 11
TimeGap = 3
FrameGap = 1
PalBright = 5 , 5 , 5
PalContrast = 115 , 115 , 115
PalAdd = 3 , 3 , 3
PalMul = .70,.70,.70 

[State 1000, ] 
type = AfterImageTime
trigger1 = animelem=1
time = 30

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,13
hitsound = -1
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s-1
p2stateno = 2650
ID = 2600
ignorehitpause = 1

[State ]
Type = Projectile
trigger1 = !ishelper
trigger1 = anim = 2600
trigger1 = !numtarget
trigger2 = Enemynear,movetype != H
trigger2 = Enemynear,stateno != 2650
ProjID = 2600
ProjAnim = 50000
ProjScale = 1,1
ProjRemove = 0
ProjRemoveTime = 2
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 8
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
Offset = 0,0
Postype = P1
Attr =  S, SA
AnimType  = Hard
Air.AnimType = Back
Damage = 1,1
HitFlag = MAFLD
GuardFlag =                            
GetPower = 0
GivePower = 0,0
PauseTime = 0,0
Ground.Type = hard
Ground.SlideTime = 10
Ground.HitTime  = 20
Ground.Velocity = 0,0
Guard.Velocity = 0
Air.Velocity = 0,0
Fall = 0
Air.Fall = 1
Fall.Recover = 0
hitsound   = -1
guardsound = -1
sparkno = -1
Guard.Sparkno = -1
sparkxy = 60,-66
p2stateno = 2650
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget(2600)
trigger1 = target(2600),ishelper
keepone = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = enemynear,stateno != 2650
trigger1 = Numtarget(2600)
trigger1 = target(2600),ishelper = 0
trigger1 = target,stateno != [120,159]
trigger2 = projhit = 1
trigger2 = target,stateno != [120,159]
trigger3 = numtarget
trigger3 = target,stateno != [120,159]
value = 2650

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2600
sysvar(2) = 2600
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2600
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2602
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 2602]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = 3

[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,13
hitsound = -1
ignorehitpause = 1

[State -1]
Type = AfterImage
trigger1 = animelem=1
Trans = Add
Length = 11
TimeGap = 3
FrameGap = 1
PalBright = 5 , 5 , 5
PalContrast = 115 , 115 , 115
PalAdd = 3 , 3 , 3
PalMul = .70,.70,.70 

[State 1000, ] 
type = AfterImageTime
trigger1 = animelem=1
time = 250

[State ]
type = nothitby
trigger1 = !ishelper
value = SCA
time = 10
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = nobardisplay
ignorehitpause = 1

[State ]
Type = ChangeAnim
Trigger1 = !ishelper
Trigger1 = anim != 2602
Value = 2602
ignorehitpause = 1

[State ]
type = posset
trigger1 = 1
X = 0

[State 200, 3]
type = turn
trigger1 = animelem = 1
trigger1 = facing = -1

[State 200, 3]
type = targetfacing
trigger1 = animelem = 1
value = -1

[State ]
type = velset
trigger1 = !ishelper
x = 0
y = 0
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 3800, 3]
type = PlaySnd
trigger1 = animelemtime(1) = 1
value = 215,4
volume = 500
channel = 7

[State 1000, Explod]
type = Explod
trigger1 = animelem = 10
anim = 2603
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
supermove = 1
sprpriority = 9
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(11) <= 0
anim = 2205
pos = 30,0
postype = p1
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
supermove = 1
ignorehitpause = 1


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S215,8
volume = 500
channel = 13

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S6409,0
volume = 500
channel = 15

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S215,9
volume = 255
channel = 8

[State 810, 1]
type = Targetlifeadd
trigger1 = !fvar(27)
trigger1 = Animelem = 10
value = -650*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
trigger1 = fvar(27)
trigger1 = Animelem = 10
value = -330
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S2200,0
channel = 10

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 1
triggerall = Random < 250
trigger1 = (AnimElemTime(1) >= 0)
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2210) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(1) >= 0)
anim = 2210
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2205) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(1) >= 0)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 12
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(11) < 0
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 1000, Explod]
type = Explod
trigger1 = animelem = 10
anim = 60120
pos = 60,-10
postype = p1
bindtime = -1
removetime = -2
supermove = 1
sprpriority = 7
scale = 0.5,1
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 10
anim = 60121
pos = 60,10
postype = p1
bindtime = -1
removetime = -2
supermove = 1
sprpriority = -1
scale = 1,1
ignorehitpause = 1
persistent = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 10
value = 255,255,255
time = 2

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(1) = 0
postype = p1
pos = 0, -140
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(2) = 0
postype = p1
pos = 0, -130
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(3) = 0
postype = p1
pos = 0, -110
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(4) = 0
postype = p1
pos = 0, -90
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(5) = 0
postype = p1
pos = 0, -90
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(6) = 0
postype = p1
pos = 0, -70
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(7) = 0
postype = p1
pos = 0, -40
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(8) = 0
postype = p1
pos = 0, -20
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(9) = 0
postype = p1
pos = 0, 0
ignorehitpause = 1

[State ]
type = targetbind
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(10) = 0
postype = p1
pos = 40,5
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = !ishelper
trigger1 = target,stateno != 2651
Trigger1 = numtarget
trigger1 = animelemtime(1) >= 1
trigger1 = animelemtime(10) < 0
value = 2651
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = !ishelper
Trigger1 = numtarget
trigger1 = animelemtime(10) = 10
value = 9013
ignorehitpause = 1

[state pro]
type = projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(10) <= 0
trigger1 = !numprojID(2602)
ProjID = 2602
projanim = 50000
projremove = 1
projremovetime = 10
projpriority = 999
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
attr = SCA,HA
hitflag = MAF
guardflag = 
priority = 7,hit
damage = 0,4
getpower = 0,0
givepower = 0,0
pausetime = 0,1
guard.pausetime = 0,1
ground.hittime = 1
air.hittime = 2
down.hittime = 1
guard.hittime = 1
guard.ctrltime = 1
airguard.ctrltime = 1
ground.slidetime = 1
guard.slidetime = 1
ground.velocity = 0,0
air.velocity = 0,0
yaccel = .3
fall = 1
fall.recover = 0
animtype = up
ground.type = low
sparkno = s-1
guard.sparkno = s6300
sparkxy = 0,0
hitsound = s-1
guardsound = s-1
numhit = 0
P2stateno = 2651


[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 120
ampl = 20
phase = 90
persistent = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2602
sysvar(2) = 2602
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2602
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State ]
Type = changestate
Triggerall = !ishelper
Trigger1 = animtime = 0
Value = 0
ctrl = 1
ignorehitpause = 1

[Statedef 2650]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5255, DestroySelf]
type = DestroySelf
trigger1 = Ishelper

[State 5255,velset]
type = velset
trigger1 = time = 0
X = 0
Y = 0

[State 1830]
type = ChangeAnim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 820, ]
type = ChangeAnim
triggerall = statetype != S
trigger1 = (anim = [5051,5059])||(anim = [5061,5069])||(anim = [5101,5102])
value = 5101

[State 820, ]
type = ChangeAnim
triggerall = statetype != S
trigger1 = !(anim = 2011||anim = [5051,5059])||(anim = [5061,5069])||(anim = [5101,5102])
trigger1 = !(anim = 5101||anim = 5110||anim = 5111)
value = 5080

[State 5110, ]
type = ChangeAnim
triggerall = statetype != S
trigger1 = !(anim = 2011||(anim = [5051,5059])||anim = 5080||anim = 5101||(anim = [5101,5102]))
trigger1 = (anim = [5091,5092])||(anim = [5160,5161])||anim = 5111
value = 5111

[State 5110, ]
type = ChangeAnim
triggerall = statetype != S
trigger1 = !(anim = 2011||(anim = [5051,5059])||anim = 5080||anim = 5101||(anim = [5101,5102])||(anim = [5160,5161]))
trigger1 = anim = 5110
value = 5110

[State 5255, 8]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 5255, 9]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[Statedef 2651]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = changeanim2
trigger1 = time = 0
value = 2651
IgnoreHitPause = 1

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 4
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1  

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[State ]
type = SelfState
trigger1 = time > 100
value = 5100
IgnoreHitPause = 1 




[Statedef 9010]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State ]
type = changeanim
trigger1 = anim != 9010
value = 9010
ignorehitpause = 1

[state 9009]
type = nothitby
trigger1 = 1
value = SCA
time = 10

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[state a ]
type = helper
trigger1 = !numhelper(1988)
id = 1988
name = "killer"
pos = 0,0
postype = p1
stateno = 1988
helpertype = player
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1400, 3]
type = ReversalDef
trigger1 = var(17) = 1
trigger1 = !numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
pausetime = 15,15
sparkno = s-1
sparkxy = 0,-30
hitsound = S-1
sprpriority = -1
p1stateno = 2980
p2stateno = 3950

[State 1400, 3]
type = ReversalDef
trigger1 = var(17) = 0
trigger1 = !numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
pausetime = 15,15
sparkno = s6008
sparkxy = 0,-30
hitsound = S370,0
sprpriority = -1
p1stateno = 9011
p2stateno = 9008

[State 3542]
type = targetbind
trigger1 = 1
pos = 40,0

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(1) = 0
projID = 9010
projanim = 4105
projscale = 1,1
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
ProjRemove = 0
projremovetime = 52
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s370,0
guardsound = s120,1
numhits = 0
priority = 999
sparkno = s6008
guard.sparkno = s-1
guard.pausetime = 11,16
sparkxy = 30,-30
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ID = 9010
envshake.time = 5
envshake.ampl = 10
envshake.freq = 127
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = enemynear,stateno != 9008
triggerall = enemynear,stateno != 3950
trigger1 = Numtarget
trigger1 = target,ishelper = 0
trigger1 = target,stateno != [0,159]
trigger2 = projhit = 1
trigger2 = target,stateno != [0,159]
value = 2030
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(1) >= 10
trigger1 = target,stateno = 9008
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger2 = var(17) = 0
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
trigger3 = var(17) = 0
value = 9011

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(1) >= 10
trigger1 = target,stateno = 3950
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger2 = var(17) = 1
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
trigger3 = var(17) = 1
value = 2980

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 9010
sysvar(2) = 9010
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 9010
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 9011]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 9011
value = 9011
ignorehitpause = 1

[State 3000, ]
type = Width
trigger1 = 1
value = 90,0

[State 0, TargetState]
type = TargetState
triggerall = target,stateno != 9008
trigger1 = Numtarget
trigger1 = target,ishelper = 0
trigger1 = animelem = 1
value = 9008
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 3400, 9]
type = Explod
trigger1 = animelem = 1
anim = 6040
postype = p1
pos = 0,-60
sprpriority = 7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3400, 9]
type = Explod
trigger1 = animelem = 1
anim = 6030
postype = p1
pos = 0,-60
sprpriority = -7
supermove = 1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 1028, Slow Down]
type = SuperPause
triggerall = RoundState = 2
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) <= 23;time = [17,40]
anim = -1
sound = -1
time = 1
darken = 0

[State 13501]
type = PlaySnd
trigger1 = animelem = 1
value = 800,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 9999,15

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
invertall = 1
time = 30
mul = 0,0,0
ignorehitpause = 1

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 20
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause =1
persistent =1

[state 13501]
type = superpause
trigger1 = animelem = 1
poweradd = -2000
anim = -1
movetime = -1
time = 30
darken = 30

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = AnimElem = 5
value = -10*fvar(5)
kill = 1
absolute = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = AnimElem = 5
value = -5
kill = 1
absolute = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
triggerall = !fvar(27)
trigger1 = gametime%20 = 0
trigger1 = animelemtime(1) >= 1
Trigger1 = animelemtime(5) <= 110
value = -3*fvar(5)
kill = 1
absolute = 1

[State 3542]
type = targetbind
trigger1 = 1
pos = 40,0

[State 3542]
type = playerpush
trigger1 = 1
value = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S370,0
channel = 6

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 2
time = 5
freq = 100
ampl = -4
persistent = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = animelem = 2
value = 9012
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 2
anim = 6009
postype = p1
pos = 60,-90
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = animelem = 2
value = -35*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = animelem = 2
value = -20
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State ]
type = targetfacing
Trigger1 = !ishelper
trigger1 = numtarget
value = -1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 938
ID = 938
pos = 55,-5
postype = p1
removetime = 180
scale = 0.7,0.7
sprpriority = 4
ignorehitpause = 1
supermove = 1
bindtime = 1
ownpal = 1

[State 9989, flash2]
type = Explod
trigger1 = animelem = 4
anim = 933
id = 9011
postype = p1
pos = 55,5
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(5) <= 170
anim = 2205
pos = 30,0
postype = p1
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
supermove = 1
ignorehitpause = 1

[state 13101]
type = envcolor
trigger1 = animelem = 1
value = 240,240,240
time = 2
under = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 50
freq = 100
ampl = -10

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 5,20
time = 140
freq = 100
phase = 80
ampl = -4

[State 13501]
type = PlaySnd
trigger1 = animelem = 4,10
value = 215,4
volumescale = 70

[State 13501]
type = PlaySnd
trigger1 = animelem = 4,10
value = 9999,27
volume = 255

[State 13501]
type = PlaySnd
trigger1 = animelem = 4
value = 215,13

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 9011
sysvar(2) = 9011
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 9011
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 9014
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 9012]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[State 2205, 2]
type = posset
trigger1 = 1
y = 0

[state 3810]
type = changeanim2
trigger1 = time = 0
value = 9012


[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 9013]
type = A
movetype = H
physics = N
ctrl = 0

[State 3010, 9]
type = ChangeAnim2
trigger1 = anim != 9013
value = 9013

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

[State 3010, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[state ]
type = palfx
trigger1 = time = 0
time = 70
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 3010, 5]
type = PosFreeze
trigger1 = time = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -1.5
y = -40

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 3010, 8]
type = EnvColor
trigger1 = (time = 0) && (life > 0)
time = 2
value = 240,240,240
under = 1
ignorepausetime = 1

[State 3010, 12]
type = SelfState
triggerall = Anim = 9013
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100
;-------------------------------------------------------------------------------

[statedef 9014]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 9014
value = 9014
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S215,8
volume = 500
channel = 13

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S6409,0
volume = 500
channel = 15

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S215,9
volume = 255
channel = 8

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 120
ampl = 20
phase = 90
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = animelem = 1
value = -600*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = animelem = 1
value = -300
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2200,0
channel = 10

[State 3000, 7]
type = TargetState
trigger1 = animelem = 1
value = 9013
ignorehitpause = 1

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 1
triggerall = Random < 250
trigger1 = (AnimElemTime(1) >= 0)
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2210) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(1) >= 0)
anim = 2210
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2205) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(1) >= 0)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 12
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1
persistent = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 9015
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
supermove = 1
sprpriority = 9
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 60120
pos = 60,-10
postype = p1
bindtime = -1
removetime = -2
supermove = 1
sprpriority = 7
scale = 0.5,1
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 60121
pos = 60,10
postype = p1
bindtime = -1
removetime = -2
supermove = 1
sprpriority = -1
scale = 1,1
ignorehitpause = 1
persistent = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 255,255,255
time = 2

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 9014
sysvar(2) = 9014
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 9014
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[state 3802]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 4500]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
sprpriority = 1

[State ]
type = changeanim
trigger1 = anim != 4500
value = 4500
ignorehitpause = 1
;------------------------------------------------------------------------
;---|max helper|---------------------------------------------------------
;------------------------------------------------------------------------
[State -2, Helper]
type = Helper
triggerall = !numhelper(40000)
trigger1 = animelemtime(1) = 0
helpertype = normal
name = "HSDM"
ID = 40000
stateno = 40000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40006)
trigger1 = animelemtime(1) = 0
helpertype = normal
ID = 40006
stateno = 40006
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1


[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 20
ignorehitpause = 1

[State 1000, Pause]
type = Pause
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(14) < 52 
time = 1
movetime = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 20
value = S9999,13
volume = 255

[State 1000, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 90
trans = add
length = 7
timeGap = 2
frameGap = 1
palBright = 0,0,0
palContrast = 80,80,80
palAdd = 0,0,0
palMul = 1,1,1
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1200, ]
type = ReversalDef
trigger1 = !numtarget
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(10) < 0
reversal.attr = SCA,AA,AT,AP
pausetime = 0,10
sparkno = s-1
hitsound = s-1
persistent = 1
guard.dist = 0
p2stateno = 32080
p2facing = 1
ignorehitpause = 1

[State 1200, ]
type = ReversalDef
trigger1 = !numtarget
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(15) < 0
reversal.attr = SCA,AA,AT,AP
pausetime = 0,10
sparkxy = -10,-60
hitsound = s9999,14
sparkno = s6009
persistent = 1
guard.dist = 0
p1stateno = 4501
p2stateno = 3208
p2facing = 1
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
trigger1 = animelem = 10
pos = 60,0
ignorehitpause = 1


[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(15) < 0
projID = 4500
projanim = 45000
projscale = 1,1
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
ProjRemove = 0
projremovetime = 1
attr = SCA,AA,AT
hitflag = MAF
guardflag = 
hitsound = s9999,14
guardsound = s-1
numhits = 0
priority = 999
sparkno = s6009
guard.sparkno = s-1
guard.pausetime = 11,16
sparkxy = 60,-60
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ID = 4500
envshake.time = 12
envshake.ampl = 10
envshake.freq = 127
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = enemynear,stateno != 3208
trigger1 = Numtarget
trigger1 = target,ishelper = 0
trigger1 = target,stateno != [0,159]
trigger2 = projhit = 1
trigger2 = target,stateno != [0,159]
value = 3208
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(10) >= 2
trigger1 = target,stateno = 3208
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 3801

[state a]
type = targetdrop
trigger1 = numtarget >= 8
trigger2 = target,ishelper
excludeID = -1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 4500
sysvar(2) = 4500
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 4500
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[statedef 3801]
type = S
movetype = A
physics = S
sprpriority = -3
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3801
value = 3801
ignorehitpause = 1

[State 810, ]
type = Width
trigger1 = 1
edge = 90,0

[State ]
type = targetfacing
Trigger1 = !ishelper
trigger1 = numtarget
value = -1
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = Animelemtime(1) = 1
value = 3208
ignorehitpause = 1

[state a]
type = targetdrop
trigger1 = numtarget >= 8
trigger2 = target,ishelper
excludeID = -1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1
persistent = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = Animelem = 2
time = 30
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = animelem = 11
ignorehitpause = 1
time = 185
mul = 60,60,60
under = 2

[State 1000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 1000, SuperPause]
type = SuperPause
trigger1 = Animelem = 2
time = 30
anim = -1
sound = S221,1
darken = 1
poweradd = -3000

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 6065
pos = 0,-70
postype = p1
bindtime = -1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = -5
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 6064
pos = 0,-70
postype = p1
bindtime = -1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3803
pos = 18,-1
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermove = 1
scale = 1,1
sprpriority = 5
id = 4500
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 16
anim = 3804
pos = 18,-2
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ignorehitpause = 1
persistent = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 14
anim = 3783
pos = -27,-8
postype = p1
facing = -1
bindtime = -1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 16
id = 4500
ignorehitpause = 1
persistent = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(17) = 10
trigger2 = Animelemtime(17) = 20
trigger3 = Animelemtime(17) = 35
value = S9999,42

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 16
anim = 930
pos = 90,0
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelemtime(17) = 10
anim = 930
pos = 150,-5
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelemtime(17) = 20
anim = 930
pos = 215,-15
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = Animelemtime(17) = 35
anim = 930
pos = 285,-15
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6914
pos = 10,-75
postype = p1
bindtime = -1
removetime = -2
sprpriority = 5
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(14) >= 0
anim = 2205
pos = -15,-70
postype = p2
sprpriority = 3
bindtime = 1
random = 70,130
ownpal = 1
supermove = 1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 14
value = S9999,27
volume = 255
channel = 2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 14
value = S9999,18
volume = 255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 16
value = S9999,41
volume = 255
channel = 5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 14
value = S9999,40
volume = 255
channel = 5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 16
value = S9999,33
volume = 255

[State 1000, TargetBind]
type = TargetBind
trigger1 = Animelem = 3
pos = 42,0
persistent = 2

[State 1000, TargetState]
type = TargetState
trigger1 = Animelem = 3
value = 3209

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

[State 1000]
type = envcolor
trigger1 = animelem = 16
time = 2
value = 240,240,240
ontop = 1
ignorehitpause = 1

[State 1000, Slow Down]
type = SuperPause
triggerall = RoundState = 2
trigger1 = animelemtime(15) >= 0
trigger1 = animelemtime(18) < 0
anim = -1
sound = -1
time = 1
darken = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S2200,1
channel = 6
volume = 500

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S215,8
channel = 8
volume = 500

[State 3000, 7]
type = TargetState
trigger1 = animelem = 16
value = 2262
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 16
anim = 6011
postype = p1
pos = 70,-40
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State ]
type = Explod
trigger1 = animelemtime(16) = 1
anim = 4545
sprpriority = 666
postype = p1
pos = 30,-15
scale = .6,.6
bindtime = 1
removetime = -2
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3003, ]
type = Projectile
triggerall = !ishelper
trigger1 = !numtarget
trigger2 = enemynear(fvar(37)),movetype != H
projanim = 50000
projscale = 0,0
projremovetime = 1
attr = SCA,AA,AT,AP
damage = 1,1
hitflag = MAF
guardflag = 
numhits = 1
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 16
time = 50
ampl = 20
phase = 90
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
trigger1 = !fvar(27)
trigger1 = animelem = 16
value = -700*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
trigger1 = fvar(27)
trigger1 = animelem = 16
value = -400
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3801
sysvar(2) = 3801
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3801
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 2262]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 9000, 1]
type = turn
trigger1 = frontedgedist <= 0
value = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.5

[state 52]
type = palfx
trigger1 = time = 0
time = 100
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0


[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 5030


[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger2 = time >= 300
value = 2263

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

[Statedef 2263]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1000, Pause]
type = Pause
trigger1 = time = [0,13]
time = 3

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[state 52]
type = palfx
trigger1 = time = 0
time = 80
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0


[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

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

[State 1000, Turn]
type = turn
trigger1 = time = 0
value = 1

[State 1000, VelSet]
type = VelSet
trigger1 = time > 5&& time < 15
x = 2.5
y = -10


[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 320, floor(ScreenPos Y) - 70
postype = Back
sprpriority = -1
facing = -1

[State 1000, Explod]
type = Explod
trigger1 = Time = 0
anim = F73
pos = 320, floor(ScreenPos Y) - 70
postype = Back
sprpriority = 8
facing = -1

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 5
value = F5,5

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5051

[State 821, 4]
type = changeanim
trigger1 = time = 15
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 1]
type = VelAdd
Trigger1 = time > 8
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 3208]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = -2

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S  
movetype = H  
physics = N   
ignorehitpause = 1
persistent = 1

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2205, 2]
type = posset
trigger1 = 1
y = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper


[State 1000, Width]
type = Width
trigger1 = time >= 0
edge = 60,0
ignorehitpause = 1
persistent = 1

[State 2006]
type= Changeanim2
trigger1 = Time = 0
value= 3208

[State 2006]
type = SelfState
trigger1 = animtime = 0
value = 5100

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

[Statedef 3209]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S       ;S,A,C,L
movetype = H        ;I,A,H
physics = N         ;A,C,S,N
ignorehitpause = 1
persistent = 1

[State 2205, 2]
type = posset
trigger1 = 1
y = -14

[State 2006]
type= Changeanim2
trigger1 = Time = 0
value = 3209

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper


[State 2006]
type = SelfState
trigger1 = animtime = 0
value = 5100



;---------------------|EDEN
[Statedef 2900]
type    = S
movetype= A
physics = N
ctrl = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1300,]
type = Changeanim
trigger1 = anim != 2900
value = 2900
ignorehitpause = 1

[State a]
type = ReversalDef
trigger1 = !ishelper
trigger1 = numtarget
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,13
hitsound = -1
ignorehitpause = 1

[State a]
type = ReversalDef
trigger1 = !ishelper
trigger1 = !numtarget
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,13
hitsound = -1
P2stateno = 2990
ignorehitpause = 1

[State ]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = Sprpriority
trigger1 = 1
value = 7
ignorehitpause = 1

[State 1000, ]
type = Velset
trigger1 = animelem = 1
X = 0
y = 0


[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
trigger1 = AnimElemtime(4) < 0
y = -4.5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0
y = 0

[State 1000, AfterImage]
type = AfterImage
Trigger1 = animelem = 1
time = 227
PalBright   = 25,25,25
PalContrast = 270,270,270
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = add1
timegap = 1
framegap = 3
length = 15
ignorehitpause = 1

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(4) = 1
anim = 6065
sprpriority = -2
postype = p1
pos = 0,-90
bindtime = 1
facing = -1
supermovetime = 99999
pausemovetime = 99999
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(4) = 1
anim = 6064
sprpriority = 4
postype = p1
pos = 0,-110
bindtime = 1
facing = -1
supermovetime = 99999
pausemovetime = 99999
under = 0
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemtime(4) = 1
value = S221,1

[State  ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(6) = 0
anim = 6435
sprpriority = -8
postype = p1
pos = 0,-80
scale = 4,4
bindtime = 1
removetime = -2
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(7) = 0
anim = 6430
id = 6430
sprpriority = -666
postype = p1
pos = 0,-50
scale = 1.5,1.5
bindtime = 1
removetime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3250, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 3200,0

[State 3250, 2]
type = SuperPause
trigger1 = animelemtime(1) = 0
anim = -1
movetime = 80
time = 80
darken = 0
poweradd = -3000
P2defmul = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(4) = 0
ID = 2901
anim = 2901
postype = p1
pos = 2,10
sprpriority = 5
ontop = 0
bindtime = 1000
removetime = -1
ownpal = 1
scale = 1.6,1.6
SuperMoveTime = 999999
PauseMoveTime = 999999

[State ]
type = RemoveExplod
trigger1 = AnimElemTime(10) = 0
ID = 2901
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !ishelper
trigger1 = AnimElemtime(5) = 0
trigger2 = AnimElemtime(10) = 0
anim = 2904
sprpriority = 5
postype = p1
pos = -16, -50
scale = 1.6,1.6
bindtime = 1
removetime = -2
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(10) = 0
ID = 2903
anim = 2903
postype = p1
pos = 2,10
sprpriority = 5
ontop = 0
bindtime = 1000
ownpal = 1
scale = 1.6,1.6
SuperMoveTime = 999999
PauseMoveTime = 999999

[State ]
type = RemoveExplod
trigger1 = AnimElemTime(14) = 1
ID = 6430
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3901 , 9]
type = Explod
triggerall = Random < 100
trigger1 = (AnimElemTime(8) >= 0)
trigger1 = animelemtime(15) < 0
anim = 2951
ID = 2951
sprpriority = 2147483647
postype = p1
pos = 0,-5
scale = 0.8,0.8
random = 400,100
vel = -1,0
postype = p1
bindtime = 1
removetime = -2
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 3901 , 9]
type = Explod
triggerall = Random < 90
trigger1 = (AnimElemTime(8) >= 0)
trigger1 = animelemtime(15) < 0
anim = 2951
ID = 2951
sprpriority = 2147483647
postype = p1
scale = 0.8,0.8
pos = 0,5
random = 450,100
postype = p1
vel = 1,0
bindtime = 1
removetime = -2
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State explod]
type = Explod
trigger1 = animelem = 14
anim = 2950
removetime = -2
postype = back
pos = -30,0
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1
sprpriority = 2147483647
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State snd]
type = playsnd
Trigger1 = animelem = 14
value = s2300,1

[State ]
type = Explod
triggerall = !numexplod(511111)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511111
postype = back
pos = 20,ceil(screenpos Y-pos Y)
sprpriority = 2147483645
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511112)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511112
postype = back
pos = 120,ceil(screenpos Y-pos Y)+20
sprpriority = 2147483646
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511113)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511113
postype = back
pos = 230,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511114)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511114
postype = back
pos = -70,ceil(screenpos Y-pos Y)+20
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511115)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511115
postype = back
pos = -150,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511116)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511116
postype = back
pos = 300,ceil(screenpos Y-pos Y)+20
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511117)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511117
postype = back
pos = 350,ceil(screenpos Y-pos Y)-10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511118)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511118
postype = back
pos = 420,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511119)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511119
postype = back
pos = 490,ceil(screenpos Y-pos Y)
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511120)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511120
postype = back
pos = 540,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511121)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511121
postype = back
pos = -200,ceil(screenpos Y-pos Y)+10
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511122)
trigger1 = AnimElemtime(8) = 0
anim = 511111
ID = 511122
postype = back
pos = -280,ceil(screenpos Y-pos Y)
sprpriority = 2147483647
trans = add
ontop = 1
bindtime = -1
removetime = 300
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[state 13105]
type = envshake
trigger1 = animelem = 7
ampl = -4
time = 15

[State 3800, 3]
type = PlaySnd
trigger1 = animelem = 8
value = 215,11
channel = 1


[state pro]
type = projectile
triggerall = !ishelper
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(10) <= 0
trigger1 = gametime%10 = 0
trigger2 = animelemtime(7) = 0
ProjID = 2900
projanim = 50000
projremove = 0
projremovetime = 10
projpriority = 999
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
attr = SCA,AA,AT
hitflag = MAF
guardflag = 
priority = 7,hit
damage = 20,20
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,1
ground.hittime = 1
air.hittime = 1
down.hittime = 1
guard.hittime = 1
guard.ctrltime = 1
airguard.ctrltime = 1
ground.slidetime = 1
guard.slidetime = 1
ground.velocity = 0,0
air.velocity = 0,0
yaccel = .3
fall = 1
fall.recover = 0
animtype = up
ground.type = low
sparkno = s-1
guard.sparkno = s-1
sparkxy = 60,-70
hitsound = s-1
guardsound = s-1
P2stateno = 2990
palfx.time = 23
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0

[state ]
type = explod
trigger1 = numexplod(6003) <= 3
trigger1 = enemynear,stateno = 2990
trigger1 = enemynear,movetype = H
trigger1 = enemynear,time = 1
postype = p2
pos = 5,-65
sprpriority = 7
ID = 6003
anim = 6003
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ]
type = PlaySnd
triggerall = !ishelper
triggerall = target,stateno = 2990
triggerall = anim = 2900
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = gametime%10 = 0
value = S240,0
channel = 8
IgnoreHitPause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(10) <= 0
trigger1 = gametime%15 = 1
value = -20*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(10) <= 0
trigger1 = gametime%15 = 1
value = -10
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = Numtarget
trigger1 = target,ishelper = 0
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = gametime%10 = 0
value = 2990
ignorehitpause = 1
 
[State 0, TargetState]
type = TargetState
trigger1 = Numtarget
trigger1 = target,ishelper = 0
trigger1 = animelemtime(10) = 0
value = 9090
ignorehitpause = 1

[State ]
type = envshake
triggerall = !ishelper
trigger1 = animelemtime(9) = 250
time = 60
ampl = -40
freq = 100
phase = 90
ignorehitpause = 1

[State 3800, 3]
type = PlaySnd
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = gametime%14 = 0
value = 9999,2
channel = 2

[State 3800, 3]
type = PlaySnd
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = gametime%90 = 0
value = 3300,0
channel = 3

[State 3901 , 9]
type = Explod
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = gametime%5 = 0
anim = 936
ID = 936
sprpriority = 5
postype = back
pos = 160,100
random = 350,300
bindtime = 1
removetime = -2
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 3901 , 9]
type = Explod
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = gametime%15 = 0
anim = 936
ID = 936
sprpriority = 5
postype = back
pos = 170,100
random = 250,250
bindtime = 1
removetime = -2
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 3
triggerall = Random < 700
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-8
random = 400,300
bindtime = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2210) < 3
triggerall = Random < 700
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
anim = 2210
ID = 2210
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-5
random = 400,300
bindtime = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State ]
Type = envshake
triggerall = !ishelper
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = gametime%10 = 0
ampl = 8
time = 10
freq = 100
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2204) < 3
triggerall = Random < 700
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
anim = 2204
ID = 2204
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,5
random = 400,300
bindtime = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 3901 , 9]
type = explod
trigger1 = animelemtime(9) = 250
anim = 936
postype = p1
persistent = 0
scale = 1.75,1.75
pos = 0,-70
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 65
sprpriority = 3
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3901 , 9]
type = explod
trigger1 = animelemtime(9) = 249
anim = 936
postype = p1
persistent = 0
scale = 1.5,1.5
pos = 100,-60
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 65
sprpriority = 3
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3901 , 9]
type = explod
trigger1 = animelemtime(9) = 250
anim = 936
postype = p2
persistent = 0
scale = 1.75,1.75
pos = 0,-60
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 65
sprpriority = 3
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Explod]
type = explod
trigger1 = animelemtime(9) = 249
anim = 936
postype = p2
persistent = 0
scale = 1.75,1.75
pos = -40,-70
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 65
sprpriority = 3
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Explod]
type = explod
trigger1 = animelemtime(9) = 250
anim = 936
postype = p2
persistent = 0
scale = 1.5,1.5
pos = 80,-70
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 65
sprpriority = 3
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Explod]
type = explod
trigger1 = animelemtime(9) = 249
anim = 936
postype = p2
persistent = 0
scale = 1.25,1.25
pos = -60,0
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 65
sprpriority = 2
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Explod]
type = explod
trigger1 = animelemtime(9) = 250
anim = 936
postype = p2
persistent = 0
scale = 0.75,0.75
pos = 100,10
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 65
sprpriority = 1
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3800, 3]
type = PlaySnd
trigger1 = animelemtime(9) = 250
value = 2200,0
channel = 4

[State 3800, 3]
type = PlaySnd
trigger1 = animelemtime(9) = 249
value = 2200,1
channel = 5

[State VelSet]
Type = VelSet
Trigger1 = animelemtime(6) >= 0
X = 0
Y = 0

[State a]
type = veladd
triggerall = !ishelper
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(13) < 0
y = .2
ignorehitpause = 17

[State a]
type = posset
triggerall = !ishelper
trigger1 = animelemtime(14) >= 0
y = 0
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 2900
sysvar(2) = 2900
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 2900
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 3250, end2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2990]
Type = A
MoveType= H
Physics = N
Ctrl = 0
VelSet = 0, 0
SprPriority = -1

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State ]
Type = destroyself
Trigger1 = ishelper

[state ]
type = palfx
trigger1 = time = 0
time = 80
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1


[State ]
Type = ChangeAnim2
Trigger1 = 1
Value = 1553

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

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 4

[State ]
Type = selfState
trigger1 = time >= 300
Value = 5100
ctrl = 0

[Statedef 3900]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3900
value = 3900
ignorehitpause = 1

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 3
anim = 6064
sprpriority = -1
postype = p1
pos = -10,-130
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 3
anim = 6065
sprpriority = -2
postype = p1
pos = -10,-130
bindtime = 1
facing = -1
supermovetime = 99999
pausemovetime = 99999
under = 0
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S221,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemtime(3) = 20
value = S9999,22

[State 2200, 8]
type = SuperPause
trigger1 = animelem = 1
time = 60
movetime = 60
anim = -1
poweradd = -1000
darken = 1
p2defmul = 1.0

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State ]
type = posadd
triggerall = !ishelper
trigger1 = frontedgedist < 40
x = -10
ignorehitpause = 1

[State 5110, 11]
type = width
trigger1 = animelem = 1
edge = 180,0

[State ]
type = afterimage
trigger1 = !ishelper
trigger1 = animelemtime(1)%6 = 0
time = 6
trans = add1
length = 4
timegap = 4
framegap = 1
palbright = 0, 0, 0
palcontrast = 100, 100, 100
paladd = 0, 0, 0
palmul = 1, 1, 1
ignorehitpause = 1

[State 3700,Turn]
type = Turn
trigger1 = animelem = 1 && P2Dist X < 0

[State ]
type = velset
trigger1 = !ishelper
Trigger1 = animelem = 1
x = 0
y = 0
ignorehitpause = 1

[State ]
type = velset
trigger1 = !ishelper
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(8) < 0
x = 30
y = 0
ignorehitpause = 1

[State ]
type = velset
trigger1 = !ishelper
trigger1 = animelemtime(8) >= 0
x = 0
y = 0
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = !ishelper
trigger1 = animelemtime(6) >= 0
flag = nobardisplay
flag2 = Nobg
ignorehitpause = 1

[State ]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(3911)
trigger1 = animelemtime(7) = 0
anim = 6423
id = 3911
sprpriority = 66
postype = back
pos = 160,240
scale = 0.6,0.5
bindtime = -1
removetime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(7) = 8
anim = 3990
sprpriority = 666
postype = p1
pos = 0,-40
scale = 1,1
bindtime = 1
removetime = -2
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(7) = 0
anim = 3992
sprpriority = 666
postype = back
pos = 160,120
scale = 1,1
bindtime = -1
removetime = -2
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(7) = 0
anim = 3993
sprpriority = 666
postype = back
pos = 160,120
scale = 1,1
bindtime = -1
removetime = -2
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(6) = 0
value = S1300,1
ignorehitpause = 1

[State ]
type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(8) = 0
value = S3900,0
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p2stateno = 3950
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
triggerall = (enemynear,movetype != H) || !numtarget
trigger1 = animelemtime(7) > 0
trigger1 = animelemtime(9) <= 0
projID = 3900
projanim = 50001
projscale = 1,1
velocity = 0,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 80
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s-1
guardsound = s-1
numhits = 0
priority = 999
sparkno = s-1
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -60
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 3900
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
trigger1 = !fvar(27)
trigger1 = animelemtime(8) = 4
value = -400*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
trigger1 = fvar(27)
trigger1 = animelemtime(8) = 4
value = -100
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State ]
Type = envshake
Triggerall = !ishelper
Trigger1 = animelemtime(8) = 0
Trigger2 = animelemtime(8) = 20
ampl = 30
time = 20
ignorehitpause = 1

[State ]
Type = TargetState
Triggerall = !ishelper
trigger1 = numtarget
Trigger1 = animelemtime(8) = 4
trigger2 = projhit = 1
trigger2 = target,statetype != L
Trigger3 = !ishelper
Trigger3 = projhittime(3900) = 0
value = 3952
ignorehitpause = 1

[State ]
Type = TargetFacing
Triggerall = !ishelper
trigger1 = numtarget
Trigger1 = animelemtime(8) = 0
value = -1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(9) >= 5
trigger1 = target,stateno = 3950
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 3901

[State 1000]
type = playsnd
trigger1 = animelem = 7
value = 9999,5
volume = 255

[State 2200, 7]
type = Explod
trigger1 = AnimElem = 8
anim = 4519
pos = 0,0
postype = p1
sprpriority = 10
supermove = 1
bindtime = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3900
sysvar(2) = 3900
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3900
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 2000, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3901]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3901
value = 3901
ignorehitpause = 1

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State ]
Type = TargetState
Triggerall = !ishelper
trigger1 = numtarget
Trigger1 = animelem = 1
value = 3952
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemtime(6) = 0
value = S9999,16

[State 2200, 8]
type = poweradd
trigger1 = animelem = 1
value = -2000

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State ]
type = posadd
triggerall = !ishelper
trigger1 = frontedgedist < 40
x = -10
ignorehitpause = 1

[State ]
type = afterimage
trigger1 = !ishelper
trigger1 = animelemtime(1)%6 = 0
time = 6
trans = add1
length = 4
timegap = 4
framegap = 1
palbright = 0, 0, 0
palcontrast = 100, 100, 100
paladd = 0, 0, 0
palmul = 1, 1, 1
ignorehitpause = 1

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(8) = 0
anim = 6430
id = 3912
sprpriority = -666
postype = p1
pos = 0,-50
scale = 1.5,1.5
bindtime = 1
removetime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3700,Turn]
type = Turn
trigger1 = animelem = 1 && P2Dist X < 0

[State ]
type = velset
trigger1 = !ishelper
Trigger1 = animelem = 1
x = 0
y = 0
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = !ishelper
flag = nobardisplay
flag2 = Nobg
ignorehitpause = 1

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(7) = 0
anim = 3991
sprpriority = 666
postype = p1
pos = 0,0
scale = 1,1
bindtime = 1
removetime = -2
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(6) = 0
anim = 3992
sprpriority = 666
postype = back
pos = 160,120
scale = 1,1
bindtime = -1
removetime = -2
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(6) = 0
anim = 3993
sprpriority = 666
postype = back
pos = 160,120
scale = 1,1
bindtime = -1
removetime = -2
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(5) = 0
value = S1300,1
ignorehitpause = 1

[State ]
type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(8) = 0
value = S3900,0
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p2stateno = 32080
ignorehitpause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
triggerall = (enemynear,movetype != H) || !numtarget
trigger1 = animelemtime(7) > 0
trigger1 = animelemtime(9) <= 0
projID = 3900
projanim = 50001
projscale = 1,1
velocity = 0,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 80
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s-1
guardsound = s-1
numhits = 0
priority = 999
sparkno = s-1
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -60
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 3900
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State ]
Type = envshake
Triggerall = !ishelper
Trigger1 = animelemtime(8) = 0
Trigger2 = animelemtime(8) = 20
ampl = 30
time = 20
ignorehitpause = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
trigger1 = !fvar(27)
trigger1 = animelemtime(8) = 20
value = -400*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
trigger1 = fvar(27)
trigger1 = animelemtime(8) = 20
value = -100
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State ]
Type = TargetState
Triggerall = !ishelper
trigger1 = numtarget
Trigger1 = animelemtime(8) = 20
value = 3951
ignorehitpause = 1

[State ]
Type = TargetFacing
Triggerall = !ishelper
trigger1 = numtarget
Trigger1 = animelemtime(8) = 0
value = -1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State 1000]
type = playsnd
trigger1 = animelem = 7
value = 9999,5
volume = 255

[State 2200, 7]
type = Explod
trigger1 = AnimElem = 8
anim = 4519
pos = 0,0
postype = p1
sprpriority = 10
supermove = 1
bindtime = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3901
sysvar(2) = 3901
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3901
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 2000, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 3902
ctrl = 0

[Statedef 3902]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 3902
value = 3902
ignorehitpause = 1

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemtime(3) = 0
value = S9999,29

[state 192]
type = explod
trigger1 = AnimElem = 7
ID = 6009
anim = 6009
postyoe = p2
pos = 28,-85
removetime = -2
sprpriority = 9
scale = 1,1
ignorehitpause = 1

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State ]
type = posadd
triggerall = !ishelper
trigger1 = frontedgedist < 40
x = -10
ignorehitpause = 1

[State ]
type = afterimage
trigger1 = !ishelper
trigger1 = animelemtime(1)%6 = 0
time = 6
trans = add1
length = 4
timegap = 4
framegap = 1
palbright = 0, 0, 0
palcontrast = 100, 100, 100
paladd = 0, 0, 0
palmul = 1, 1, 1
ignorehitpause = 1

[State 3700,Turn]
type = Turn
trigger1 = animelem = 1 && P2Dist X < 0

[State ]
type = velset
trigger1 = !ishelper
Trigger1 = animelem = 1
x = 0
y = 0
ignorehitpause = 1


[State ]
type = AssertSpecial
trigger1 = !ishelper
flag = nobardisplay
flag2 = Nobg
ignorehitpause = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
trigger1 = !fvar(27)
trigger1 = animelemtime(7) = 30
value = -900*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = Targetlifeadd
trigger1 = fvar(27)
trigger1 = animelemtime(7) = 30
value = -300
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(7) = 20
anim = 3910
sprpriority = 6666666
postype = back
pos = 160,130
scale = 1.0,1.1
bindtime = -1
removetime = -2
ontop = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(7) = 20
value = S3900,1
ignorehitpause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p2stateno = 32080
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1= animelem = 1
value = 3955
ignorehitpause = 1

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(7) >= 20
trigger1 = animelemtime(8) < 100
trigger1 = animelemtime(8)%12 = 0
anim = 3994
sprpriority = 9999
postype = p1
pos = 0,20
scale = 1.0,1.0
bindtime = 1
removetime = -2
vel = 0,-8
random = 400,100
under = 0
ontop = 1
facing = ifelse(random<500,1,-1)
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3500,]
type = Projectile
triggerall = !ishelper
triggerall = (enemynear,movetype != H) || !numtarget
trigger1 = animelemtime(1) > 0
trigger1 = animelemtime(9) <= 0
projID = 3900
projanim = 50001
projscale = 1,1
velocity = 0,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 80
attr = S,HA
hitflag = MAF
guardflag = 
hitsound = s-1
guardsound = s-1
numhits = 0
priority = 999
sparkno = s-1
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -60
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 3900
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State ]
Type = envshake
Triggerall = !ishelper
Trigger1 = animelemtime(8) = 0
Trigger2 = animelemtime(8) = 20
ampl = 30
time = 20
ignorehitpause = 1

[State ]
Type = TargetState
Triggerall = !ishelper
trigger1 = numtarget
Trigger1 = animelemtime(7) = 5
value = 3956
ignorehitpause = 1

[State ]
Type = TargetState
Triggerall = !ishelper
trigger1 = numtarget
Trigger1 = animelemtime(7) = 25
value = 3957
ignorehitpause = 1

[State ]
Type = TargetFacing
Triggerall = !ishelper
trigger1 = numtarget
Trigger1 = animelemtime(8) = 0
value = -1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State 1000]
type = playsnd
trigger1 = animelem = 7
value = s9999,14
volume = 255

[State ]
type = Explod
trigger1 = AnimElemTime(8) = 50
trigger1 = !numexplod(1902)
anim = 1902
ID = 1902
postype = back
pos = 20,ceil(screenpos Y-pos Y)
sprpriority = 2147483645
ontop = 1
bindtime = 1
removetime = 210
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
trigger1 = AnimElemTime(8) = 56
trigger1 = !numexplod(1903)
anim = 1902
ID = 1903
postype = back
pos = 120,ceil(screenpos Y-pos Y)+20
sprpriority = 2147483646
ontop = 1
bindtime = 1
removetime = 270
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
trigger1 = AnimElemTime(8) = 59
trigger1 = !numexplod(1904)
anim = 1902
ID = 1904
postype = back
pos = 230,ceil(screenpos Y-pos Y)-10
sprpriority = 2147483647
ontop = 1
bindtime = 1
removetime = 280
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 3902
sysvar(2) = 3902
ignorehitpause = 1

[State ]
type = varset
Triggerall = !ishelper
Triggerall = anim = 3902
trigger1 = AnimTime = 0
sysvar(2) = 0
ignorehitpause = 1


[State 2000, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3950]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 4
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = posfreeze
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0) 
IgnoreHitPause = 1 

[State ]
type = selfState
trigger1 = time > 100
value = 5100
IgnoreHitPause = 1 

[Statedef 3951]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 4
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
IgnoreHitPause = 1 

[State ]
Type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 1,0
IgnoreHitPause = 1 

[State ]
type = velset
trigger1 = 1
x = 0
y = 0
IgnoreHitPause = 1

[State ]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052
IgnoreHitPause = 1 

[State ]
type = changeanim
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 5030
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[state 52]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[state ]
type = posset
trigger1 = 1
Y = 0
IgnoreHitPause = 1

[State 47002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
ignorehitpause = 1

[State ]
type = selfState
trigger1 = time >= 500
value = 5100
IgnoreHitPause = 1

[Statedef 3952]
type    = S
movetype= H
physics = N
velset = 0,0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state 52]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = 1
X = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3952

[State 1830]
type = SelfState
trigger1 = !alive
value = 5030
ctrl = 0

[State 1830]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[Statedef 3955]
type = A
movetype = H
physics = N
velset = 0,0


[State 47002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
ignorehitpause = 1

[State 47002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = selfstate
trigger1 = time >= 300
value = 5100
ctrl = 0

[Statedef 3956]
type    = S
movetype= H
physics = N
velset = 0,0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state 52]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3960

[State 1830]
type = SelfState
trigger1 = !alive
value = 5030
ctrl = 0

[State 1830]
type = SelfState
trigger1 = Animtime = 0
trigger2 = time >= 300
value = 5100
ctrl = 1

[Statedef 3957]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 4
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
IgnoreHitPause = 1 

[State ]
Type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 1,0
IgnoreHitPause = 1 

[State ]
type = velset
trigger1 = time < 12
x = 0
y = 0
IgnoreHitPause = 1

[State ]
type = velset
trigger1 = time = 12
x = -10
y = -20
IgnoreHitPause = 1

[State ]
type = VelAdd
Trigger1 = time > 12
y = .30
IgnoreHitPause = 1 

[State ]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052
IgnoreHitPause = 1 

[State ]
type = changeanim
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 5030
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[state 52]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State ]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
IgnoreHitPause = 1

[Statedef 6400]
type    = S
movetype= A
physics = S
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 6400
value = 6400
ignorehitpause = 1

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0


[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
value = 255,255,255
time = 1
under = 1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelemtime(1) = 2
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 3250, 0]
type = PlaySnd
trigger1 = animelem = 4
value = 3200,0

[State 3250, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 221,1

[state 3250 ,voice]
type = playsnd
trigger1 = animelem = 1
value = 3000,0

[State 29983]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State ]
type = Width
trigger1 = !ishelper
edge = 55,0
ignorehitpause = 1

[State 3250, 2]
type = SuperPause
trigger1 = animelem = 1
anim = -1
poweradd = -5000
movetime = 48
time = 48
darken = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElem = 3
anim = 6065
postype = p1
pos = 0,-70
sprpriority = -1
supermove = 1
bindtime = 1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElem = 3
anim = 6064
postype = p1
pos = 0,-70
sprpriority = 9
supermove = 1
bindtime = 1
ownpal = 1

[State 3000, Afterimage]
type = Afterimage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 3000, fterimagetime]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2

[State 3201, 2]
type = velset
trigger1 = animelem = 4
x = 40

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(4) = 0
value = S1300,1
IgnoreHitPause = 1

[State 3500,]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NT,ST,HT
numhits = 0
pausetime = 0,2	
sparkno = s-1
sparkxy = -15,-43
hitsound = s2,1
p1stateno = 6401
p2stateno = 6450
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
trigger1 = P2bodydist X < 60
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = P2bodydist X < 60
trigger1 = numtarget
trigger1 = !target,ishelper
value = 1680
ignorehitpause = 1

[State ]
Type = envshake
trigger1 = !ishelper
trigger1 = animelemtime(4) = 0
ampl = 20
time = 20
IgnoreHitPause = 1

[State 3500,]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(4)%2 = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(8) < 0
projID = 6400
projanim = 4105
projscale = 1,1
velocity = 40,0
getpower = 0,0
givepower = 0,0
projedgebound = 99999
projheightbound = -99999,99999
projstagebound = 99999
supermovetime = 9999999999999
pausemovetime = 9999999999999
projremovetime = 2
attr = SCA,AA,AT
hitflag = MAFLD
guardflag = 
hitsound = s-1
guardsound = s-1
numhits = 0
priority = 999
sparkno = s-1
guard.sparkno = s-1
guard.pausetime = 11, 15
sparkxy = 60, -45
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
guard.dist = 0
persistent = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 6400
envshake.time = 15
envshake.ampl = 6
envshake.phase = 90
pausemovetime = 99999
supermovetime = 99999

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = attackdist
trigger1 = 1
value = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(6400) = 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = animelemtime(4) >= 2
trigger3 = projhit = 1
Value = 6450
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(4) >= 0
trigger1 = target,stateno = 6450
trigger2 = Numtarget
trigger2 = target,ishelper = 0
trigger2 = target,stateno != [0,159]
trigger3 = numtarget
trigger3 = target,stateno != [0,159]
value = 6401

[State 3250, end2]
type = changestate
trigger1 = animtime = 0
value = 3210
ctrl = 0

;------------------------
[Statedef 6401]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 6401
value = 6401
ignorehitpause = 1

[State ]
type = targetfacing
Trigger1 = !ishelper
trigger1 = numtarget
value = -1
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 3202, muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State ]
Type = velset
trigger1 = !ishelper
x = 0
y = 0
IgnoreHitPause = 1 

[State ]
Type = posset
trigger1 = !ishelper
y = 0
IgnoreHitPause = 1 

[State 3280, push]
type = playerpush
trigger1 = 1
value = 1


[State 3280, width]
type = Width
trigger1 = 1
edge = 120,0

[State ]
type = Explod
trigger1 = animelemtime(1) = 1
anim = 4545
sprpriority = 666
postype = p1
pos = 0,0
scale = .7,.7
bindtime = 1
removetime = -2
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 9
trigger3 = animelem = 19
value = 240,0
volume = 255
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = 221,2
volume = 255
channel = 1

[State 3000, 7]
type = TargetState
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
value = 6450
ignorehitpause = 1

[state x]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 9
trigger3 = animelem = 20
anim = 6003
postype = p1
pos = 65,-65
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3000, 7]
type = TargetState
trigger1 = animelem = 9
value = 6451
ignorehitpause = 1

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(20) = 0
anim = 3942
sprpriority = -1
postype = p1
pos = 60,0
scale = 1,1
bindtime = 1
removetime = -2
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 9989, flash2]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(20) = 0
anim = 933
postype = p1
pos = 55,0
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 1
trigger2 = animelem = 9
trigger3 = animelem = 20
value = -25*fvar(5)
kill = 0
absolute = 1
persistent = 1
ignorehitpause = 1

[State ]
type = envshake
triggerall = !ishelper
trigger1 = animelemtime(1)%10 = 0
trigger1 = animelemtime(1) = [0,20]
trigger2 = animelemtime(9)%10 = 0
trigger2 = animelemtime(9) = [0,20]
trigger3 = animelemtime(20) = [0,20]
trigger3 = animelemtime(20)%10 = 0
ampl = 20
time = 20
freq = 100
ignorehitpause = 1

[State 3280, 0]
type = targetbind
trigger1 = animelem = 1
pos = 70,0

[State 3280, 0]
type = targetbind
trigger1 = animelem = 9
pos = 70,-20

[State ]
Type = targetstate
trigger1 = !ishelper
trigger1 = animelemtime(19) >= 0
trigger1 = animelemtime(20) < 0
Value = 6460
IgnoreHitPause = 1

[State ]
Type = TargetBind
trigger1 = !ishelper
trigger1 = animelemtime(20) >= 0
trigger1 = animelemtime(24) < 0
Postype = P1
Pos = 50, 0
IgnoreHitPause = 1

[State ]
Type = targetstate
triggerall = !ishelper
trigger1 = animelemtime(20) >= 0
trigger1 = animelemtime(21) < 0
Value = 6461
IgnoreHitPause = 1

[State ]
type = Explod
trigger1 = AnimElemTime(20) =0
trigger1 = numexplod(6402) = 0
anim = 6402
ID = 6402
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 210000000000
pausemovetime = 210000000000
scale = 1.05,1.05
sprpriority = 2147483647
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0

[State ]
type = Explod
trigger1 = AnimElemTime(20) =0
trigger1 = numexplod(6403) = 0
anim = 6403
ID = 6403
pos = 320, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 210000000000
pausemovetime = 210000000000
scale = 1.05,1.05
sprpriority = 2147483647
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0


[State ]
type = Explod
trigger1 = AnimElemTime(20) =0
trigger1 = numexplod(6404) = 0
anim = 6404
ID = 6404
pos = 0, 240
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 210000000000
pausemovetime = 210000000000
scale = 1.05,1.05
sprpriority = 2147483647
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0

[State ]
type = Explod
trigger1 = AnimElemTime(20) =0
trigger1 = numexplod(6405) = 0
anim = 6405
ID = 6405
pos = 320, 240
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 210000000000
pausemovetime = 210000000000
scale = 1.05,1.05
sprpriority = 99999999999999
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0

[State explod]
type = Explod
trigger1 = AnimElemTime(20) =200
anim = 6406
id = 6406
postype = back
pos = 0,0
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 210000000000
pausemovetime = 210000000000
sprpriority = 99999999999999

[State ]
type = Explod
triggerall = !ishelper
trigger1 = AnimElemTime(20) =250
anim = 17151
id = 17151
sprpriority = -666666
postype = back
pos = 160,120
scale = 1.1,1.1
bindtime = -1
removetime = -2
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(20) = 260
anim = 6435
id = 6435
sprpriority = 99999999999999
postype = p1
pos = 0,0
scale = 1.5,1.5
bindtime = 1
removetime = -2
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State  PlaySnd]
Type = PlaySnd
trigger1 = animElemTime(20) = 47
trigger2 = animElemTime(20) = 92
trigger3 = animElemTime(20) = 137
trigger4 = animElemTime(20) = 182
Value = S6400, 0
Channel = 12
volume = 255
ignorehitpause = 1

[State ]
type = envshake
trigger1 = animElemTime(20) = 47
trigger2 = animElemTime(20) = 92
trigger3 = animElemTime(20) = 137
trigger4 = animElemTime(20) = 182
time = 10
freq = 100
ampl = -10
ignorehitpause = 1

[State  PlaySnd]
Type = PlaySnd
trigger1 = animElemTime(20) = 265
Value = S888,888
Channel = 13
volume = 255
ignorehitpause = 1

[State  PlaySnd]
Type = PlaySnd
trigger1 = animElemTime(20) = 265
Value = S888,888
Channel = 14
volume = 255
ignorehitpause = 1

[State  PlaySnd]
Type = PlaySnd
trigger1 = animElemTime(20) = 265
Value = S888,888
Channel = 15
volume = 255
ignorehitpause = 1

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(21) = 2
anim = 6420
id = 6420
sprpriority = 2147483647
postype = back
pos = 120,180
scale = 1.3,2.0
bindtime = 1
removetime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(21) = 0
anim = 6430
id = 6430
sprpriority = -666
postype = p1
pos = 0,-50
scale = 1.5,1.5
bindtime = 1
removetime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(6425)
trigger1 = animelemtime(21) = 1
anim = 6425
id = 6425
sprpriority = 8
postype = back
pos = 160,240
scale = 0.6,0.5
bindtime = -1
removetime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State  ]
type = Explod
triggerall = !ishelper
trigger1 = !numexplod(6432)
trigger1 = animelemtime(21) >= 0
trigger1 = animelemtime(23) < 0
trigger1 = gametime%15 = 0
trigger2 = animelemtime(21) >= 420
trigger2 = gametime%15 = 0
anim = 6424
ID = 6424
sprpriority = 5
postype = back
pos = 80,220
scale = .5,.7
bindtime = 1
removetime = -2
random = 100,20
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State  ]
type = Explod
triggerall = !ishelper
trigger1 = !numexplod(6432)
trigger1 = animelemtime(21) >= 0
trigger1 = animelemtime(23) < 0
trigger1 = gametime%25 = 0
trigger2 = animelemtime(21) >= 420
trigger2 = gametime%25 = 0
anim = 6424
ID = 6424
sprpriority = 5
postype = back
pos = 240,220
scale = .6,.7
bindtime = 1
removetime = -2
random = 100,20
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(6432)
trigger1 = animelemtime(21) = 250
anim = 6432
id = 6432
sprpriority = 7
pos = 60,-10
postype = p1
scale = 0.7,1
bindtime = -1
removetime = -2
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(6433)
trigger1 = animelemtime(21) = 250
anim = 6433
id = 6433
sprpriority = 7
pos = 60,10
postype = p1
scale = 1,1
bindtime = -1
removetime = -2
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(21) = 240
anim = 6421
id = 6421
sprpriority = 7
postype = back
pos = 160,240
scale = .5,.5
bindtime = 1
removetime = -2
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(21) = 240
anim = 6422
id = 6422
sprpriority = 666
postype = back
pos = 160,240
scale = .5,.5
bindtime = 1
removetime = -2
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State ]
type = AssertSpecial
trigger1 = !ishelper
trigger1 = animelemtime(21) >= 0
flag = nobardisplay
flag2 = Nobg
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = !ishelper
trigger1 = animelemtime(21) >= 250
trigger1 = !Numhelper(8613)
id = 8613
name = "shouji"
stateno = 8613
pos = 0,0
postype = p1
helpertype = Player
keyctrl = 0
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(23) = 40
anim = 60071
sprpriority = 666666
ontop = 1
postype = back
pos = 160,120
scale = 1.3,1.3
bindtime = -1
removetime = -2
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = RemoveExplod
triggerall = !ishelper
trigger1 = animelemtime(23) >= 40
id = 6424
ignorehitpause = 1

[State ]
type = PlaySnd
triggerall = !ishelper
trigger1 = animelemtime(23) = 40
value = 20000,2
Volume = 255
lowpriority = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = RemoveExplod
triggerall = !ishelper
trigger1 = animelemtime(24) = 0
id = 6430
ignorehitpause = 1

[State ]
type = RemoveExplod
triggerall = !ishelper
trigger1 = animelemtime(24) = 0
id = 6420
ignorehitpause = 1

[State ]
type = RemoveExplod
triggerall = !ishelper
trigger1 = animelemtime(24) = 0
id = 6424
ignorehitpause = 1

[State ]
type = RemoveExplod
triggerall = !ishelper
trigger1 = animelemtime(24) = 0
id = 6425
ignorehitpause = 1

[State ]
Type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(21) >= 250
trigger1 = animelemtime(23) < 0
ProjID = 6401
ProjAnim = 50000
ProjScale = 1,1
ProjRemove = 0
ProjRemoveTime = 3
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 8
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
Offset = 0,-pos y
Postype = P1
Attr =  SCA,AA,AT
AnimType  = Hard
Air.AnimType = Back
Damage = enemynear,lifemax*2,999999999999
HitFlag = MAFD
GuardFlag =                            
GetPower = 0
GivePower = 0,0
Ground.Type = High
Fall = 0
Air.Fall = 1
Fall.Recover = 0
hitsound   = -1
guardsound = -1
sparkno = -1
Guard.Sparkno = -1
sparkxy = 60,-70
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1

[State ]
type = Targetlifeadd
trigger1 = !ishelper
trigger1 = animelemtime(21) >= 250
value = -2147483647
kill = 1
absolute = 1
ignorehitpause = 1

[State ]
type = TargetState
trigger1 = !ishelper
trigger1 = animelemtime(21) >= 250
;trigger1 = target,alive != 0
trigger1 = target,stateno != 689986
trigger1 = target,stateno != 689987
trigger1 = target,stateno != 667788
trigger1 = target,stateno != 4455667
trigger1 = target,stateno != 2147483641
value = 689986
ignorehitpause = 1

[State ]
type = playsnd
trigger1 = animelemtime(21) >= 0
trigger1 = animelemtime(23) < 0
trigger1 = gametime%50 = 0
value = S6409,0
ignorehitpause = 1

[State 3000, 1]; DM sound
type = PlaySnd
trigger1 = animelemtime(20) = 0
value = s9999,27

[State 3000, 1]; DM sound
type = PlaySnd
trigger1 = animelemtime(21) = 10
value = s9999,33

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelemtime(21) >= 0
trigger1 = animelemtime(21) < 250
trigger1 = !(Gametime%10)
trigger2 = animelemtime(21) >= 320
trigger2 = animelemtime(24) < 30
trigger2 = !(Gametime%10)
time = 10
ampl = -20
phase = 120

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelemtime(21) = 250
time = 100
freq = 30
ampl = 50
phase = 100

[State a]
type = playsnd
trigger1 = animelemtime(21) = 250
value = S6409,2
volume= 500
channel = 8
ignorehitpause = 1

[State 3280, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 6450]
type = S
physics = N
movetype = H
velset = 0,0
facep2 = 1

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1079

[State 820, 1]
type = selfState
trigger1 = time >= 315
value = 5100
ctrl = 0

[Statedef 6451]
type = S
movetype = H
physics = N
velset = 0,4
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .4

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 580

[State 865, 5]
type = ChangeState
trigger1 = Pos Y >= 1
trigger1 = Vel Y > 0
trigger2 = time >= 10
value = 6452

[Statedef 6452]
type     = A
movetype = H
physics  = N

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
y = -10

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
x = 0

[State 1028, VelAdd]
type = VelAdd
trigger1 = 1
y = .27

[State 1028, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 581

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 30
ampl = -10

[State 1028, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 6460]
Statetype = S
Movetype = H
Physics = N
SprPriority = -2

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State ]
Type = velset
Trigger1 = 1
x = 0
y = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 6460
IgnoreHitPause = 1 

[State ]
Type = selfState
Trigger1 = Time > 200
Value = 5100
IgnoreHitPause = 1 

[Statedef 6461]
Statetype = S
Movetype = H
Physics = N
SprPriority = -2

[State ]
Type = ctrlset
Trigger1 = 1
value = 0
IgnoreHitPause = 1 

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State ]
Type = velset
Trigger1 = 1
x = 0
y = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = ChangeAnim2
Trigger1 = anim != 6461
Value = 6461
IgnoreHitPause = 1 

[State ]
Type = selfState
Trigger1 = Time > 2000
Value = 5100
IgnoreHitPause = 1 