[statedef 200]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,2
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,2
freqmul=1
volume=255
channel=31



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(3)=0
attr=s,na
fall.recover=0
damage=floor(var(53)/10)+20,2
animtype=medium
getpower=floor(0.5*40),4
givepower=20,2
guardflag=hl
hitflag=maf
priority=3,hit
pausetime=0,8
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-6
airguard.velocity=-2
air.velocity=-3,-2
envshake.time=3
envshake.freq=165
envshake.ampl=3



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1



[statedef 400]
type=c
physics=c
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s10,2
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s10,2
freqmul=1
volume=255
channel=31



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(2)=0
attr=c,na
fall.recover=0
damage=floor(var(53)/10)+20,2
animtype=medium
getpower=floor(0.5*40),4
givepower=20,2
guardflag=l
hitflag=maf
priority=3,hit
pausetime=0,8
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-6
airguard.velocity=-2
air.velocity=-3,-2
envshake.time=3
envshake.freq=165
envshake.ampl=3



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=11
ctrl=1



[statedef 430]
type=c
physics=c
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-2
value=s0,0
freqmul=1+0.1*cos(random)
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-2
value=s10,2
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-2
value=s10,2
freqmul=1
volume=255
channel=31



[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(3)=-2
x=2



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(3)=0
attr=c,na
fall.recover=0
damage=floor(var(53)/10)+20,2
animtype=medium
getpower=floor(0.5*40),4
givepower=20,2
guardflag=l
hitflag=maf
priority=3,hit
pausetime=0,8
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-6
airguard.velocity=-2
air.velocity=-3,-2
envshake.time=3
envshake.freq=165
envshake.ampl=3



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=11
ctrl=1



[statedef 215]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,3
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,3
freqmul=1
volume=255
channel=31



[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
x=12



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-5+2+2+2
anim=21060
facing=-1
pos=45,-82
random=10,10
vel=0.5*vel x,0.5*vel y
scale=0.35,0.35
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-5+2+2
anim=21060
facing=-1
pos=45-15,-82+20
random=10,10
vel=0.5*vel x,0.5*vel y
scale=0.35,0.35
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-5+2
anim=21060
facing=-1
pos=45-15-15,-82+20+0
random=10,10
vel=0.5*vel x,0.5*vel y
scale=0.35,0.35
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-5
anim=21060
facing=-1
pos=45-15-15-10,-82+20+0+15
random=10,10
vel=0.5*vel x,0.5*vel y
scale=0.35,0.35
sprpriority=6
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-5+1+1+1
anim=21060
facing=-1
pos=45,-82
random=10,10
vel=0.25*vel x,0.25*vel y
scale=0.35,0.35
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-5+1+1
anim=21060
facing=-1
pos=45-15,-82+20
random=10,10
vel=0.25*vel x,0.25*vel y
scale=0.35,0.35
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-5+1
anim=21060
facing=-1
pos=45-15-15,-82+20+0
random=10,10
vel=0.25*vel x,0.25*vel y
scale=0.35,0.35
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-5
anim=21060
facing=-1
pos=45-15-15-10,-82+20+0+15
random=10,10
vel=0.25*vel x,0.25*vel y
scale=0.35,0.35
sprpriority=6
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(3)=0
attr=s,na
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hl
hitflag=maf
priority=3,hit
pausetime=0,10
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-12
airguard.velocity=-2
air.velocity=-7,-2
envshake.time=6
envshake.freq=165
envshake.ampl=6



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1



[statedef 230]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,5
freqmul=0.9
volume=-128
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,7
freqmul=1.3+0.1*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,3
freqmul=1.1+0.1*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,0
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,0
freqmul=1
volume=255
channel=31



[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
x=10



[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
stateno=231
pos=25,-97
ownpal=1
[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
stateno=232
pos=25,-97
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21020
facing=-1
pos=120,-20
scale=1,1
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7,0.7
sprpriority=7
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(3)=0
attr=s,sa
fall.recover=0
damage=floor(var(53)/10)+80,8
animtype=hard
getpower=floor(0.5*160),16
givepower=80,8
guardflag=h
hitflag=mafd
priority=3,hit
pausetime=0,24
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-6,-18
airguard.velocity=-2
air.velocity=-6,-18
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
yaccel=1.4
p2facing=1
palfx.time=24
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 231]
type=s
physics=s
movetype=i
anim=20030
sprpriority=-6
velset=0.2*root,vel x*cos(-36*(pi/180)),0.2*root,vel x*sin(-36*(pi/180))
[state ]
type=trans
trigger1=1
trans=sub
[state ]
type=angledraw
trigger1=1
value=36
scale=0.75,0.75
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=posadd
trigger1=root,var(40)=0
x=root,vel x
y=root,vel y
[state ]
type=destroyself
trigger1=animtime=0

[statedef 232]
type=s
physics=s
movetype=i
anim=21030
sprpriority=8
velset=0.1*root,vel x*cos(-36*(pi/180)),0.1*root,vel x*sin(-36*(pi/180))
[state ]
type=trans
trigger1=1
trans=add
[state ]
type=angledraw
trigger1=1
value=36
scale=1,0.4
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=posadd
trigger1=time=0
x=30*cos(-36*(pi/180))
y=30*sin(-36*(pi/180))
[state ]
type=posadd
trigger1=root,var(40)=0
x=root,vel x
y=root,vel y
[state ]
type=destroyself
trigger1=time=8

[statedef 234]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=time=0
trigger2=!hitshakeover
value=5030
ignorehitpause=0
[state ]
type=changeanim2
triggerall=hitshakeover
trigger1=1
value=234
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
triggerall=!hitshakeover
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
triggerall=!hitshakeover
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=angledraw
triggerall=hitshakeover
trigger1=1
value=36*time
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=hitvelset
triggerall=hitshakeover
trigger1=1
x=1
y=1
persistent=0
ignorehitpause=0
[state ]
type=offset
triggerall=hitshakeover
trigger1=anim=234
x=facing*const(size.mid.pos.x)
y=const(size.mid.pos.y)
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+gethitvar(yaccel)
ignorehitpause=0
[state ]
type=selfstate
triggerall=hitshakeover
trigger1=pos y>=25-const(size.mid.pos.y)*cos(-(pi/180)*36*time)&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 220]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10000,3
freqmul=0.8+0.05*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10000,4
freqmul=1.7+0.1*cos(random)
volume=0

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,4
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,4
freqmul=1
volume=255
channel=31



[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
x=18



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21020
facing=-1
pos=120,-20
scale=0.75,0.75
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7*0.75,0.7*0.75
sprpriority=7
ownpal=1



[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
stateno=221
pos=82,-35
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(4)=0
attr=s,na
fall.recover=0
damage=floor(var(53)/10)+60,6
animtype=hard
getpower=floor(0.5*120),12
givepower=60,6
guardflag=hl
hitflag=maf
priority=3,hit
pausetime=0,9+5*(enemynear,statetype=a)
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=low
ground.slidetime=3
ground.hittime=28
ground.velocity=-20
airguard.velocity=-2
air.velocity=-4,12
envshake.time=8
envshake.freq=165
envshake.ampl=12
air.fall=1
palfx.time=24
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 221]
type=s
physics=s
movetype=i
anim=21101
sprpriority=8
velset=0.2*root,vel x*cos(-36*(pi/180)),0.2*root,vel x*sin(-36*(pi/180))
[state ]
type=trans
trigger1=1
trans=add
[state ]
type=angledraw
trigger1=1
value=-105
scale=0.5,0.5
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=posadd
trigger1=root,var(40)=0
x=root,vel x
y=root,vel y
[state ]
type=destroyself
trigger1=animtime=0



[statedef 440]
type=c
physics=c
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,4
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,4
freqmul=1
volume=255
channel=31



[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
x=18



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21020
facing=-1
pos=120,-20
scale=0.75,0.75
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7*0.75,0.7*0.75
sprpriority=7
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(4)=0
attr=c,na
fall.recover=0
damage=floor(var(53)/10)+60,6
animtype=hard
getpower=floor(0.5*120),12
givepower=60,6
guardflag=l
hitflag=maf
priority=3,hit
pausetime=0,9+15*(enemynear,statetype=a)
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=low
ground.slidetime=3
ground.hittime=28
ground.velocity=-20
airguard.velocity=-2
air.velocity=-12,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
air.fall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=11
ctrl=1



[statedef 210]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10000,5
freqmul=0.9
volume=-128
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10000,7
freqmul=1.3+0.1*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10000,3
freqmul=1.1+0.1*cos(random)
volume=0

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,0
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,0
freqmul=1
volume=255
channel=31



[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
x=18



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=20030
trans=sub
facing=-1
pos=60,-80
vel=0.2*vel x
scale=1,1
sprpriority=-6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21030
pos=90,-80
vel=0.1*vel x
scale=1,0.3
sprpriority=6
removetime=8
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21020
facing=-1
pos=120,-20
scale=1,1
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7,0.7
sprpriority=8
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(4)=0
attr=s,sa
fall.recover=0
damage=floor(var(53)/10)+80,8
animtype=hard
getpower=floor(0.5*160),16
givepower=80,8
guardflag=h
hitflag=maf
priority=3,hit
pausetime=0,24
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-18
airguard.velocity=-2
air.velocity=-12,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
p2facing=1
palfx.time=28
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 214]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=1
value=5030
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=-32
y=0
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
triggerall=hitshakeover
trigger1=facing*pos x+160<-0.25*(const(size.air.front)+const(size.air.back))
trigger2=time>=24+8
value=213
persistent=256
ignorehitpause=0

[statedef 213]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
triggerall=time<=19
trigger1=1
value=213
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
trigger1=time=20
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=envshake
trigger1=time=[0,9]
time=2
freq=180
ampl=floor((16-16*sin((pi/2/10)*time))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=width
triggerall=time<=19
trigger1=1
edge=0,-(const(size.air.front)+const(size.air.back))
ignorehitpause=1
[state ]
type=velset
triggerall=time<=19
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=offset
triggerall=time<=19
trigger1=1
x=facing*((1+time)%2)
ignorehitpause=0
[state ]
type=posset
triggerall=time<=19
trigger1=time=0
x=facing*(-160+0.25*(const(size.air.front)+const(size.air.back)))
ignorehitpause=0
[state ]
type=turn
triggerall=time>=20
trigger1=time=20
ignorehitpause=0
[state ]
type=velset
triggerall=time>=20
trigger1=time=20
x=-2
y=-2
ignorehitpause=0
[state ]
type=veladd
triggerall=time>=20
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 235]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,5
freqmul=0.9
volume=-128
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,7
freqmul=1.3+0.1*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,3
freqmul=1.1+0.1*cos(random)
volume=0

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,4
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,4
freqmul=1
volume=255
channel=31



[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
x=18



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=20030
trans=sub
facing=-1
pos=60,-85
vel=0.2*vel x
scale=1,1
sprpriority=-6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21030
pos=90,-85
vel=0.1*vel x
scale=1,0.3
sprpriority=6
removetime=8
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21020
facing=-1
pos=120,-20
scale=0.75,0.75
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7*0.75,0.7*0.75
sprpriority=8
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(3)=0
attr=s,na
fall.recover=0
damage=floor(var(53)/10)+60,6
animtype=hard
getpower=floor(0.5*120),12
givepower=60,6
guardflag=h
hitflag=maf
priority=3,hit
pausetime=0,9+15*(enemynear,statetype=a)
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=low
ground.slidetime=3
ground.hittime=28
ground.velocity=-20
airguard.velocity=-2
air.velocity=-20,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
air.fall=1
p2facing=1
palfx.time=24
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1



[statedef 410]
type=c
physics=c
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s100,17
freqmul=1.8+0.1*cos(random)
volume=128

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,4
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,4
freqmul=1
volume=255
channel=31



[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
x=18



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=[-5,2]
anim=21060
pos=62+30,0
random=140,20
vel=2*cos(random),-4-4*cos(random)
scale=0.5,0.5
sprpriority=-6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=[-5,2]
anim=21060
pos=62+30,0
random=140,20
vel=2*cos(random),-2.5-2.5*cos(random)
scale=0.7,0.7
sprpriority=6
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21000
trans=sub
facing=-1
pos=62+30,0
vel=0,0
scale=1,1
sprpriority=-8
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21000
trans=add
facing=-1
pos=62+30,0
vel=0,0
scale=0.75,0.75
sprpriority=-7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21000
trans=add
facing=-1
pos=62+30,0
vel=0,0
scale=0.4,0.4
sprpriority=6
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21020
facing=1
pos=62-30,-20
scale=0.75,0.75
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
anim=21020
trans=sub
facing=1
pos=62-30,-20
scale=0.7*0.75,0.7*0.75
sprpriority=8
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(4)=0
attr=c,na
fall.recover=0
damage=floor(var(53)/10)+60,6
animtype=hard
getpower=floor(0.5*120),12
givepower=60,6
guardflag=l
hitflag=maf
priority=3,hit
pausetime=0,9+15*(enemynear,statetype=a)
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=low
ground.slidetime=3
ground.hittime=28
ground.velocity=-20
airguard.velocity=-2
air.velocity=-20,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
air.fall=1
p2facing=1
palfx.time=24
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=11
ctrl=1



[statedef 260]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno
[state ]
type=statetypeset
triggerall=var(40)=0
trigger1=animelemtime(3)=0
statetype=a
physics=n



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=0
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=0
value=s100,3
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=0
value=s100,3
freqmul=0.8001
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=0
value=s10,15
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=0
value=s10,15
freqmul=1
volume=255
channel=31



[state ]
type=removeexplod
triggerall=var(40)=0
triggerall=numexplod(stateno)>=1
trigger1=animelemtime(4)>=0
trigger1=movecontact=1
id=stateno
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=0
id=stateno
anim=21170
pos=60,-70
vel=0,0
bindtime=-1
scale=0.9,0.6
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=0
id=stateno
anim=21170
pos=60,-70
vel=0,0
bindtime=-1
scale=0.8,0.3
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)>=0
trigger1=movecontact=1
anim=21180
pos=65,-70
vel=0,0
bindtime=-1
scale=0.9,0.6
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)>=0
trigger1=movecontact=1
anim=21180
pos=65,-70
vel=0,0
bindtime=-1
scale=0.8,0.3
sprpriority=7
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)>=-3
trigger1=animelemtime(4)%4=0
anim=21070
facing=-1
pos=48,-76
vel=-0.25*vel x,-0.25*vel y
scale=0.3*0.25,0.3
sprpriority=-6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)>=-3
trigger1=animelemtime(4)%3=0
anim=21060
facing=-1
pos=38,-72
random=10,10
scale=0.4,0.4
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)>=-3
trigger1=animelemtime(4)%2=0
anim=21060
facing=-1
pos=38,-72
random=10,10
scale=0.2,0.2
sprpriority=6
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=0
anim=21020
facing=-1
pos=120,-20
scale=1,1
sprpriority=8
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=0
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7,0.7
sprpriority=9
ownpal=1



[state ]
type=afterimage
triggerall=var(40)=0
trigger1=animelemtime(3)=0
time=1
length=12
timegap=1
framegap=1
palcolor=256
palinvertall=0
palbright=0,0,0
palcontrast=256,256,256
paladd=-16,-16,-16
palmul=1,1,1
trans=add
[state ]
type=afterimagetime
trigger1=animelemtime(3)>=0
time=2



[state ]
type=veladd
trigger1=animelemtime(3)=0
x=16
y=-11
[state ]
type=veladd
trigger1=animelemtime(3)>=0
y=3*const(movement.yaccel)



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(4)=0
attr=a,sa
fall.recover=0
damage=floor(var(53)/10)+80,8
animtype=hard
getpower=floor(0.5*160),16
givepower=80,8
guardflag=h
hitflag=maf
priority=3,hit
pausetime=0,24
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-4,-21
airguard.velocity=-2
air.velocity=-4,-21
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
p2facing=1
palfx.time=28
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=pos y>0&&vel y>0
value=261
ctrl=1

[statedef 261]
type=s
physics=s
movetype=i
ctrl=0
sprpriority=2
movehitpersist=1

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=posset
triggerall=var(40)=0
trigger1=animelemtime(1)=0
y=0
[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(1)=0
y=0
[state ]
type=width
trigger1=animelemtime(1)=[0,9]
edge=floor(60*sin((pi/2/10)*animelemtime(1))),0
[state ]
type=width
trigger1=animelemtime(1)>=10
edge=60,0



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 269]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=1
value=5030
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=-32
y=0
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
triggerall=hitshakeover
trigger1=facing*pos x+160<-0.25*(const(size.air.front)+const(size.air.back))
trigger2=time>=24+8
value=268
persistent=256
ignorehitpause=0

[statedef 268]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
triggerall=time<=19
trigger1=1
value=268
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
trigger1=time=20
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=envshake
triggerall=time<=19
trigger1=time=[0,19]
time=2
freq=180
ampl=floor((8-8*sin((pi/2/20)*time))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=width
triggerall=time<=19
trigger1=1
edge=0,-(const(size.air.front)+const(size.air.back))
ignorehitpause=1
[state ]
type=velset
triggerall=time<=19
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=offset
triggerall=time<=19
trigger1=1
x=facing*((1+time)%2)
ignorehitpause=0
[state ]
type=posset
triggerall=time<=19
trigger1=time=0
x=facing*(-160+0.25*(const(size.air.front)+const(size.air.back)))
ignorehitpause=0
[state ]
type=turn
triggerall=time>=20
trigger1=time=20
ignorehitpause=0
[state ]
type=velset
triggerall=time>=20
trigger1=time=20
x=-2
y=-2
ignorehitpause=0
[state ]
type=veladd
triggerall=time>=20
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 250]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,8
freqmul=1.9
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,9
freqmul=1.2
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10000,10
freqmul=1.5
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,0
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,0
freqmul=1
volume=255
channel=31



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
time=15
freq=165
ampl=4
phase=90



[state ]
type=posadd
triggerall=var(40)=0
trigger1=animelemtime(1)=[0,4]
trigger1=facing*pos x>0
x=0.25*(0-facing*pos x)
[state ]
type=veladd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
x=4



[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
stateno=251
pos=27,-110
ownpal=1
[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
stateno=252
pos=27,-110
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21160
pos=130,0
scale=0.75,0.75
sprpriority=-6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21131
pos=120,10
scale=0.5,0.6
sprpriority=10
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21140
pos=150-5,-10
scale=0.5,1.6
sprpriority=9
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21140
pos=130-15,-10
scale=0.3,0.8
sprpriority=9
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21020
facing=-1
pos=120,-20
scale=1,1
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7,0.7
sprpriority=8
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(3)=0
attr=s,sa
fall.recover=0
damage=floor(var(53)/10)+80,8
animtype=hard
getpower=floor(0.5*160),16
givepower=80,8
guardflag=hl
hitflag=maf
priority=3,hit
pausetime=0,18
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-2,-21
airguard.velocity=-2
air.velocity=-2,-21
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
yaccel=1.4
p2facing=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 251]
type=s
physics=s
movetype=i
anim=20030
sprpriority=-7
velset=0.2*root,vel x*cos(-36*(pi/180)),0.2*root,vel x*sin(-36*(pi/180))
[state ]
type=trans
trigger1=1
trans=sub
[state ]
type=angledraw
trigger1=1
value=80
scale=0.75,0.75
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=posadd
trigger1=root,var(40)=0
x=root,vel x
y=root,vel y
[state ]
type=destroyself
trigger1=animtime=0

[statedef 252]
type=s
physics=s
movetype=i
anim=21030
sprpriority=6
velset=0.1*root,vel x*cos(-36*(pi/180)),0.1*root,vel x*sin(-36*(pi/180))
[state ]
type=trans
trigger1=1
trans=add
[state ]
type=angledraw
trigger1=1
value=80
scale=1,0.4
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=posadd
trigger1=time=0
x=30*cos(-36*(pi/180))
y=30*sin(-36*(pi/180))
[state ]
type=posadd
trigger1=root,var(40)=0
x=root,vel x
y=root,vel y
[state ]
type=destroyself
trigger1=time=8

[statedef 259]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=time=0
trigger2=!hitshakeover
value=5030
ignorehitpause=0
[state ]
type=changeanim2
triggerall=hitshakeover
trigger1=1
value=234
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
triggerall=!hitshakeover
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
triggerall=!hitshakeover
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=angledraw
triggerall=hitshakeover
trigger1=1
value=36*time
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=hitvelset
triggerall=hitshakeover
trigger1=1
x=1
y=1
persistent=0
ignorehitpause=0
[state ]
type=offset
triggerall=hitshakeover
trigger1=anim=234
x=facing*const(size.mid.pos.x)
y=const(size.mid.pos.y)
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+gethitvar(yaccel)
ignorehitpause=0
[state ]
type=selfstate
triggerall=hitshakeover
trigger1=pos y>=25-const(size.mid.pos.y)*cos(-(pi/180)*36*time)&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 600]
type=a
physics=a
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger1=anim!=stateno+5
trigger2=var(44)=1
value=stateno+5*ifelse(prevstateno!=600,enemynear,pos y-(pos y+vel y*3+0.5*const(movement.yaccel)*3*3)<45,anim=600)



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s10,2
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s10,2
freqmul=1
volume=255
channel=31



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(2)=0
attr=a,na
fall.recover=0
damage=floor(var(53)/10)+20,2
animtype=high
getpower=floor(0.5*40),4
givepower=20,2
guardflag=ha
hitflag=maf
priority=3,hit
pausetime=0,16
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-6
airguard.velocity=-2
air.velocity=-3,-2
envshake.time=3
envshake.freq=165
envshake.ampl=3



[statedef 630]
type=a
physics=a
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,3
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,3
freqmul=1
volume=255
channel=31



[state ]
type=velmul
triggerall=var(40)=0
trigger1=animelemtime(3)<=3-1
y=ifelse(vel y<0,1,0.7)



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(3)=0
attr=a,na
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=ha
hitflag=maf
priority=3,hit
pausetime=0,16
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-12
airguard.velocity=-2
air.velocity=-7,-2
envshake.time=6
envshake.freq=165
envshake.ampl=6



[statedef 610]
type=a
physics=a
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,3
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,3
freqmul=1
volume=255
channel=31



[state ]
type=velmul
triggerall=var(40)=0
trigger1=animelemtime(4)<=-3+2-1
y=ifelse(vel y<0,1,0.7)
[state ]
type=velset
triggerall=var(40)=0
trigger1=prevstateno=630
trigger1=animelemtime(4)=-3+2
y=-5



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(4)=0
attr=a,na
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=ha
hitflag=maf
priority=3,hit
pausetime=0,16
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-12
airguard.velocity=-2
air.velocity=-7,-2
envshake.time=6
envshake.freq=165
envshake.ampl=6



[statedef 650]
type=a
physics=n
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno
[state ]
type=statetypeset
triggerall=var(40)=0
trigger1=animelemtime(7)>=3
physics=a



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(7)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(7)=-3
value=s10000,3
freqmul=0.8+0.05*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(7)=-3
value=s10000,4
freqmul=1.7+0.1*cos(random)
volume=0

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(7)=-3
value=s10,4
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(7)=-3
value=s10,4
freqmul=1
volume=255
channel=31



[state ]
type=velmul
triggerall=var(40)=0
trigger1=animelemtime(7)<=-3+2-1
x=0.9
y=0.9
[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(7)=-3+2
x=2
y=-2



[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(7)=-3
stateno=651
pos=73,13
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(7)=0
attr=a,na
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=ha
hitflag=maf
priority=3,hit
pausetime=0,16
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
palfx.time=24
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1

[statedef 651]
type=s
physics=s
movetype=i
anim=21221
sprpriority=6
velset=0,0
[state ]
type=trans
trigger1=1
trans=add
[state ]
type=angledraw
trigger1=1
value=-115
scale=0.5,0.75
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=destroyself
trigger1=animtime=0



[statedef 640]
type=a
physics=n
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno
[state ]
type=statetypeset
triggerall=var(40)=0
trigger1=animelemtime(6)>=3
physics=a



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s10000,11
freqmul=1.3
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s10000,4
freqmul=1.7
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s10000,10
freqmul=1.7
volume=255

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s10,0
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s10,0
freqmul=1
volume=255
channel=31



[state ]
type=envshake
trigger1=animelemtime(6)=-3
time=15
freq=165
ampl=4
phase=90



[state ]
type=velmul
triggerall=var(40)=0
trigger1=animelemtime(6)<=-3+2-1
x=0.9
y=0.9
[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(6)=-3+2
x=-2
y=-4



[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
stateno=641
pos=47,-2-10
ownpal=1
[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
stateno=642
pos=47,-2-10
ownpal=1
[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
stateno=643
pos=47,-2-10
ownpal=1
[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
stateno=644
pos=47,-2-10
ownpal=1
[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
stateno=645
pos=47,-2-10
ownpal=1



[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47-200*cos(36*(pi/180))),floor(-2-10-200*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47-150*cos(36*(pi/180))),floor(-2-10-150*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47-100*cos(36*(pi/180))),floor(-2-10-100*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47-50*cos(36*(pi/180))),floor(-2-10-50*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47+0*cos(36*(pi/180))),floor(-2-10+0*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47+50*cos(36*(pi/180))),floor(-2-10+50*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47+100*cos(36*(pi/180))),floor(-2-10+100*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47+150*cos(36*(pi/180))),floor(-2-10+150*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=projectile
triggerall=var(40)=0
trigger1=animelemtime(6)=[0,9]
trigger1=projcontacttime(stateno)!=[0,8]
projid=stateno
projanim=70000
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(47+200*cos(36*(pi/180))),floor(-2-10+200*sin(36*(pi/180)))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr=a,sp
fall.recover=0
damage=floor(var(53)/10)+40,4
animtype=light
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hla
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=23
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=6
envshake.freq=165
envshake.ampl=6
fall=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1

[statedef 641]
type=s
physics=n
movetype=i
anim=21191
sprpriority=6
velset=21*cos(36*(pi/180)),21*sin(36*(pi/180))
[state ]
type=trans
trigger1=1
trans=addalpha
alpha=160,256
[state ]
type=angledraw
trigger1=1
value=-36
scale=1.25+0.75*sin((pi/2/21)*time),0.5-0.3*sin((pi/2/21)*time)
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=destroyself
trigger1=animtime=0

[statedef 642]
type=s
physics=n
movetype=i
anim=21192
sprpriority=-6
velset=21*cos(36*(pi/180)),21*sin(36*(pi/180))
[state ]
type=trans
trigger1=1
trans=addalpha
alpha=160,256
[state ]
type=angledraw
trigger1=1
value=-36
scale=1.25+0.75*sin((pi/2/21)*time),0.5-0.1*sin((pi/2/21)*time)
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=destroyself
trigger1=animtime=0

[statedef 643]
type=s
physics=n
movetype=i
anim=21211
sprpriority=-8
velset=21*cos(36*(pi/180)),21*sin(36*(pi/180))
[state ]
type=trans
trigger1=1
trans=sub
[state ]
type=angledraw
trigger1=1
value=-36
scale=1.25+0.75*sin((pi/2/21)*time),0.7-0.14*sin((pi/2/21)*time)
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=destroyself
trigger1=animtime=0

[statedef 644]
type=s
physics=n
movetype=i
anim=21201
sprpriority=-7
velset=0,0
[state ]
type=trans
trigger1=1
trans=add
[state ]
type=angledraw
trigger1=1
value=-36
scale=0.5,0.5
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=posadd
trigger1=time=0
x=-250*cos(36*(pi/180))
y=-250*sin(36*(pi/180))
[state ]
type=destroyself
trigger1=animtime=0

[statedef 645]
type=s
physics=n
movetype=i
anim=21201
sprpriority=-7
velset=0,0
[state ]
type=trans
trigger1=1
trans=add
[state ]
type=angledraw
trigger1=1
value=-36
scale=0.5,0.5
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=posadd
trigger1=time=0
x=-50*cos(36*(pi/180))
y=-50*sin(36*(pi/180))
[state ]
type=destroyself
trigger1=animtime=0

[statedef 649]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=time=0
trigger2=!hitshakeover
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=hitvelset
triggerall=hitshakeover
trigger1=1
x=1
y=1
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+gethitvar(yaccel)
ignorehitpause=0
[state ]
type=changestate
triggerall=hitshakeover
trigger1=pos y>=25&&vel y>0
value=648
persistent=256
ignorehitpause=0

[statedef 648]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
triggerall=time<=5
trigger1=1
value=5100
ignorehitpause=0
[state ]
type=changeanim2
triggerall=time>=6
trigger1=1
value=648
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
triggerall=time<=5
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
triggerall=time<=5
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=envshake
triggerall=time<=5
trigger1=time=[0,5]
time=2
freq=180
ampl=floor((7-7*sin((pi/2/6)*time))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=angledraw
triggerall=time>=6
trigger1=1
value=90+36*(time-10)
ignorehitpause=0
[state ]
type=velset
triggerall=time<=5
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=posset
triggerall=time<=5
trigger1=1
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=time>=6
trigger1=1
x=-3
y=-8
persistent=0
ignorehitpause=0
[state ]
type=offset
triggerall=time>=6
trigger1=1
x=facing*const(size.mid.pos.x)
y=const(size.mid.pos.y)
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=velset
triggerall=time>=6
trigger1=1
x=vel x
y=vel y+gethitvar(yaccel)
ignorehitpause=0
[state ]
type=selfstate
triggerall=time>=6
trigger1=pos y>=25-const(size.mid.pos.y)*cos(-(pi/180)*(90+36*(time-10)))&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 300]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=varset
triggerall=var(40)=0
trigger1=animelemtime(4)=0
var(30)=-1
[state ]
type=varadd
triggerall=var(40)=0
trigger1=animelemtime(4)=[0,89]
var(30)=1



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10,22
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10,22
freqmul=1
volume=255
channel=31

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=90
value=s100,8
freqmul=1
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=90
value=s10,30
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=90
value=s10,30
freqmul=1
volume=255
channel=31

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=[0,89]
trigger1=animelemtime(4)%15=0
value=s100,6
freqmul=1
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)>=90
trigger1=animelemtime(4)%15=0
value=s100,6
freqmul=1.2
volume=0



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(4)=[0,89]
trigger1=animelemtime(4)%5=0
time=5
freq=165
ampl=2
phase=90
[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(4)>=90
trigger1=animelemtime(4)%5=0
time=5
freq=165
ampl=4
phase=90



[state ]
type=palfx
trigger1=animelemtime(4)=[0,89]
trigger1=animelemtime(4)%5=0
add=112,112,0
time=2
[state ]
type=palfx
trigger1=animelemtime(4)>=90
trigger1=animelemtime(4)%5=0
add=144,144,144
time=2



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=90
anim=21231
pos=20,-59
scale=0.5,0.5
sprpriority=-6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=90
anim=21250
pos=20,-59
scale=0.4,0.4
sprpriority=-7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=90
anim=21080
trans=sub
pos=20,-59
scale=0.7,0.7
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=90
anim=21110
pos=20,-59
scale=0.8,0.8
sprpriority=7
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=[0,89]
trigger1=animelemtime(4)%10=0
anim=21260
pos=10-10,0
scale=0.35,0.35
sprpriority=-8
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)>=90
trigger1=animelemtime(4)%10=0
anim=21260
pos=10-10,0
scale=0.5,0.5
sprpriority=-8
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=[0,89]
trigger1=animelemtime(4)%10=5
anim=21260
facing=-1
pos=10+10,0
scale=0.35,0.35
sprpriority=-8
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)>=90
trigger1=animelemtime(4)%10=5
anim=21260
facing=-1
pos=10+10,0
scale=0.5,0.5
sprpriority=-8
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=[0,89]
trigger1=animelemtime(4)%15=0
anim=21160
facing=-1
pos=10,0
scale=0.35,0.35
sprpriority=-7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)>=90
trigger1=animelemtime(4)%15=0
anim=21160
facing=-1
pos=10,0
scale=0.5,0.5
sprpriority=-7
ownpal=1



[state ]
type=changestate
triggerall=var(40)=0
triggerall=animelemtime(4)>=10
trigger1=var(20)=0
trigger1=command!="holdx"
trigger2=var(20)!=0
trigger2=enemynear,movetype=h
trigger2=enemynear,stateno=259
trigger2=enemynear,pos y-pos y>=-125
trigger3=var(20)!=0
trigger3=enemynear,movetype=a||enemynear,movetype=i&&animelemtime(4)>=90+10
trigger3=enemynear,statetype!=l
trigger3=enemynear,pos y-pos y>=-55
trigger4=var(20)!=0
trigger4=roundstate!=[0,2]
value=301

[statedef 301]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
triggerall=var(30)!=89
trigger1=animelemtime(2)=-1
value=s10,41
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
triggerall=var(30)!=89
trigger1=animelemtime(2)=-1
value=s10,41
freqmul=1
volume=255
channel=31

[state ]
type=playsnd
triggerall=var(40)=0
triggerall=var(30)=89
trigger1=animelemtime(2)=-1
value=s10,40
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
triggerall=var(30)=89
trigger1=animelemtime(2)=-1
value=s10,40
freqmul=1
volume=255
channel=31



[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(2)=-1
x=10+8*(var(30)=89)+0.3*var(30)



[state ]
type=explod
triggerall=var(40)=0
triggerall=var(30)!=89
trigger1=animelemtime(2)=-1
anim=21020
facing=-1
pos=120,-20
scale=0.75,0.75
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
triggerall=var(30)!=89
trigger1=animelemtime(2)=-1
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7*0.75,0.7*0.75
sprpriority=7
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
triggerall=var(30)=89
trigger1=animelemtime(2)=-1
anim=21020
facing=-1
pos=120,-20
scale=1,1
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
triggerall=var(30)=89
trigger1=animelemtime(2)=-1
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7,0.7
sprpriority=7
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
triggerall=var(30)!=89
trigger1=animelemtime(2)=0
attr=s,sa
fall.recover=0
damage=floor(var(53)/10)+floor(60+0.5*var(30)),floor(6+0.05*var(30))
animtype=hard
getpower=floor(0.5*60),6
givepower=30,3
guardflag=h
hitflag=maf
priority=3,hit
pausetime=0,24
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-18
airguard.velocity=-2
air.velocity=-12,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
p2facing=1
palfx.time=28
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=hitdef
triggerall=var(40)=0
triggerall=var(30)=89
trigger1=animelemtime(2)=0
attr=s,sa
fall.recover=0
damage=floor(var(53)/10)+170,17
animtype=hard
getpower=floor(0.5*60),6
givepower=30,3
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,24
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-18
airguard.velocity=-2
air.velocity=-12,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
p2facing=1
palfx.time=28
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1



[statedef 310]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno
[state ]
type=ctrlset
trigger1=animelemtime(8)>=8
value=1
[state ]
type=assertspecial
trigger1=1
flag=nowalk



[state ]
type=playsnd
trigger1=animelemtime(8)=0
value=s5110,1
freqmul=1.2
volume=255
[state ]
type=playsnd
trigger1=animelemtime(8)=0
value=s10000,1
freqmul=1.9
volume=0
[state ]
type=playsnd
trigger1=animelemtime(8)=0
value=s10000,1
freqmul=1.2
volume=0

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=0
value=s10,44
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=0
value=s10,44
freqmul=1
volume=255
channel=31



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(8)=0
time=6
freq=165
ampl=4
phase=90



[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(8)=0
x=20
[state ]
type=posadd
triggerall=var(40)=0
trigger1=animelemtime(8)=0
x=60
[state ]
type=offset
triggerall=var(40)=0
trigger1=animelemtime(8)=[0,15]
x=facing*(-45+(1-2*(animelemtime(1)%2))*30)
[state ]
type=offset
triggerall=var(40)=0
trigger1=animelemtime(8)=[6,15]
x=facing*(-45+(1-2*(animelemtime(1)%2))*(30-(2*(animelemtime(1)-6))))



[state ]
type=afterimage
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=1
length=20
timegap=1
framegap=1
palcolor=256
palinvertall=1
palbright=0,0,0
palcontrast=96,96,96
paladd=-8,-8,-8
palmul=1,1,1
trans=sub
[state ]
type=afterimagetime
trigger1=animelemtime(1)>=0&&animelemtime(8)<=5
time=2



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=0
anim=21020
facing=-1
pos=120,-20
scale=1,1
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=0
anim=21020
trans=sub
facing=-1
pos=100,-20
scale=0.7,0.7
sprpriority=7
ownpal=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1



[statedef 360]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno
[state ]
type=ctrlset
trigger1=animelemtime(7)>=8
value=1
[state ]
type=assertspecial
trigger1=1
flag=nowalk



[state ]
type=playsnd
trigger1=animelemtime(7)=0
value=s5110,1
freqmul=1.2
volume=255
[state ]
type=playsnd
trigger1=animelemtime(7)=0
value=s10000,1
freqmul=1.9
volume=0
[state ]
type=playsnd
trigger1=animelemtime(7)=0
value=s10000,1
freqmul=1.2
volume=0

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(7)=0
value=s10,44
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(7)=0
value=s10,44
freqmul=1
volume=255
channel=31



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(7)=0
time=6
freq=165
ampl=4
phase=90



[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(7)=0
x=-20
[state ]
type=posadd
triggerall=var(40)=0
trigger1=animelemtime(7)=0
x=-60
[state ]
type=offset
triggerall=var(40)=0
trigger1=animelemtime(7)=[0,15]
x=facing*(45+(1-2*(animelemtime(1)%2))*30)
[state ]
type=offset
triggerall=var(40)=0
trigger1=animelemtime(7)=[6,15]
x=facing*(45+(1-2*(animelemtime(1)%2))*(30-(2*(animelemtime(1)-6))))



[state ]
type=afterimage
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=1
length=20
timegap=1
framegap=1
palcolor=256
palinvertall=1
palbright=0,0,0
palcontrast=96,96,96
paladd=-8,-8,-8
palmul=1,1,1
trans=sub
[state ]
type=afterimagetime
trigger1=animelemtime(1)>=0&&animelemtime(7)<=5
time=2



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=0
anim=21020
facing=1
pos=-120,-20
scale=1,1
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=0
anim=21020
trans=sub
facing=1
pos=-100,-20
scale=0.7,0.7
sprpriority=7
ownpal=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1



[statedef 350]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,2
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(3)=-3
value=s10,2
freqmul=1
volume=255
channel=31



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(3)=0
attr=s,st
fall.recover=0
damage=0,0
animtype=medium
getpower=0,0
givepower=0,0
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,0
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-6
airguard.velocity=-2
air.velocity=-3,-2
envshake.time=3
envshake.freq=165
envshake.ampl=3
p2facing=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 351]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-10
value=s10,43
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-10
value=s10,43
freqmul=1
volume=255
channel=31

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s1,3
freqmul=0.6
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s1,4
freqmul=0.9
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
value=s100,17
freqmul=1.8+0.1*cos(random)
volume=128

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
value=s10000,9
freqmul=0.75
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
value=s10000,8
freqmul=1.5
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
value=s10000,10
freqmul=1.7
volume=255



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
time=6
freq=165
ampl=12
phase=90
[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
time=12
freq=165
ampl=16
phase=90



[state ]
type=velset
trigger1=animelemtime(6)=-3
x=10

[state ]
type=width
trigger1=animelemtime(4)=[0,3]
edge=floor(100*sin((pi/2/12)*animelemtime(4))),0
[state ]
type=width
trigger1=animelemtime(4)>=4
edge=100,0



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
anim=21290
facing=1
pos=81+30,5
scale=1.2,1.2
sprpriority=11
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(6)=-3
anim=21300
facing=1
pos=81+30,5
scale=1,1
sprpriority=-6
ownpal=1



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
anim=21160
facing=-1
pos=81,0
scale=0.75,0.75
sprpriority=-11
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
anim=21270
trans=addalpha
alpha=160,256
facing=-1
pos=81,0
scale=0.6,1
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
anim=21270
trans=addalpha
alpha=160,256
facing=-1
pos=81,0
scale=0.6,1
sprpriority=-8
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
anim=21090
trans=addalpha
alpha=160,256
pos=81,-120
scale=1,1
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
anim=21090
trans=addalpha
alpha=160,256
pos=81,-120
scale=1,1
sprpriority=-7
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
anim=21040
trans=sub
pos=81+40,0
scale=0.6,0.6
sprpriority=-10
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
anim=21040
trans=sub
facing=-1
pos=81-40,0
scale=0.6,0.6
sprpriority=-10
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(8)=-3
anim=21280
pos=81,0
scale=1,1
sprpriority=-9
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(8)=0
attr=s,sa
fall.recover=0
damage=floor(var(53)/10)+80,8
animtype=hard
getpower=floor(0.5*80),8
givepower=40,4
guardflag=hl
hitflag=maf
priority=3,hit
pausetime=0,14
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-3.5,-24
airguard.velocity=-2
air.velocity=-3.5,-24
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
yaccel=1.4
p2facing=1
palfx.time=36
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=targetlifeadd
trigger1=animelemtime(6)=0
trigger1=numtarget=[1,8]
value=-40
kill=0
[state ]
type=targetstate
trigger1=animelemtime(1)>=0&&animelemtime(5)<=-1
trigger1=numtarget=[1,8]
value=359
[state ]
type=targetstate
trigger1=animelemtime(5)>=0&&animelemtime(6)<=-1
trigger1=numtarget=[1,8]
value=358
[state ]
type=targetstate
trigger1=animelemtime(6)>=0&&animelemtime(8)<=-1
trigger1=numtarget=[1,8]
value=357
[state ]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<=-1
trigger1=numtarget=[1,8]
pos=40,-10
time=1
[state ]
type=targetbind
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=numtarget=[1,8]
pos=40-2,-10-7
time=1
[state ]
type=targetbind
trigger1=animelemtime(3)>=0&&animelemtime(4)<=-1
trigger1=numtarget=[1,8]
pos=40-2-4,-10-7-4
time=1
[state ]
type=targetbind
trigger1=animelemtime(4)>=0&&animelemtime(5)<=-1
trigger1=numtarget=[1,8]
pos=40-2-4+3,-10-7-4+3
time=1
[state ]
type=targetbind
trigger1=animelemtime(5)>=0&&animelemtime(6)<=-1
trigger1=numtarget=[1,8]
pos=40+6,-10+9+12
time=1
[state ]
type=targetbind
trigger1=animelemtime(6)>=0&&animelemtime(8)<=-1
trigger1=numtarget=[1,8]
pos=81-vel x,-3+10-vel y
time=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 359]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
trigger1=1
value=359
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=3
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=time>=1
value=5050
persistent=256
ignorehitpause=0

[statedef 358]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
trigger1=1
value=358
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=3
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=time>=1
value=5050
persistent=256
ignorehitpause=0

[statedef 357]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=1
value=5100
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=0
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=time>=2
value=5110
persistent=256
ignorehitpause=0

[statedef 356]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=time=0
trigger2=!hitshakeover
value=5100
ignorehitpause=0
[state ]
type=changeanim2
triggerall=hitshakeover
trigger1=1
value=356
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
triggerall=!hitshakeover
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
triggerall=!hitshakeover
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=hitvelset
triggerall=hitshakeover
trigger1=1
x=1
y=1
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+gethitvar(yaccel)
ignorehitpause=0
[state ]
type=selfstate
triggerall=hitshakeover
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 320]
type=u
physics=u
movetype=u
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno

[state ]
type=varadd
triggerall=var(40)=0
trigger1=movetype=h
var(31)=1
[state ]
type=varset
triggerall=var(40)=0
trigger1=movetype=h
var(32)=48+90

[state ]
type=statetypeset
triggerall=var(40)=0
trigger1=1
movetype=a
[state ]
type=statetypeset
triggerall=var(40)=0
trigger1=statetype!=a
statetype=s
physics=s
[state ]
type=statetypeset
triggerall=var(40)=0
trigger1=statetype=a
physics=a



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-4
value=s10000,12
freqmul=0.6
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-4
value=s10000,13
freqmul=1.2
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-4
value=s10,27
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-4
value=s10,27
freqmul=1
volume=255
channel=31



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(2)=-4
time=12
freq=165
ampl=6
phase=90



[state ]
type=velset
trigger1=1
x=0
y=0
[state ]
type=offset
trigger1=1
y=-10*sin((pi/48)*animelemtime(1))



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-4
anim=21260
pos=5-10,0
scale=0.5*1.5,0.5*1.5
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-4
anim=21260
facing=-1
pos=5+10,0
scale=0.5*1.5,0.5*1.5
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-4
anim=21160
facing=-1
pos=5,0
scale=0.5*1.5,0.5*1.5
sprpriority=7
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
triggerall=statetype!=a
trigger1=animelemtime(2)=0
attr=s,sa
fall.recover=0
damage=0,0
animtype=hard
getpower=0,0
givepower=0,0
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,12
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-18
airguard.velocity=-2
air.velocity=-12,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
p2facing=1
palfx.time=28
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=hitdef
triggerall=var(40)=0
triggerall=statetype=a
trigger1=animelemtime(2)=0
attr=a,sa
fall.recover=0
damage=0,0
animtype=hard
getpower=0,0
givepower=0,0
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,12
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-18
airguard.velocity=-2
air.velocity=-12,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
p2facing=1
palfx.time=28
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=50*(statetype=a)
ctrl=1



[statedef 370]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=hitoverride
trigger1=1||var(52):=0
attr=sca,aa,at,ap
stateno=372
time=1



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,12
freqmul=1.7
volume=64
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,17
freqmul=1.8
volume=64



[state ]
type=palfx
trigger1=animelemtime(1)=0
trigger2=animelemtime(1)=8
trigger3=animelemtime(1)=16
add=72,72,72
time=2



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 371]
type=a
physics=a
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=hitoverride
trigger1=1||var(52):=0
attr=sca,aa,at,ap
stateno=373
time=1



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,12
freqmul=1.7
volume=64
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,17
freqmul=1.8
volume=64



[state ]
type=palfx
trigger1=animelemtime(1)=0
trigger2=animelemtime(1)=8
trigger3=animelemtime(1)=16
add=72,72,72
time=2



[state ]
type=velmul
triggerall=var(40)=0
trigger1=animelemtime(1)=0
x=0.75
y=0.75
[state ]
type=veladd
triggerall=var(40)=0
trigger1=1
y=-0.5*const(movement.yaccel)



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=50
ctrl=1

[statedef 372]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=100

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,19
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,18
freqmul=1.7
volume=128

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s13,3
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s13,3
freqmul=1
volume=255
channel=31

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=0
value=s0,0
freqmul=1+0.1*cos(random)
volume=255



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=4
freq=165
ampl=12
phase=90

[state ]
type=bgpalfx
trigger1=1||var(0):=512
trigger1=animelemtime(1)=[0,1]
time=2
add=floor(-128+(32768/var(0))+64),floor(-128+(32768/var(0))+64),floor(-128+(32768/var(0))+64)
mul=var(0),var(0),var(0)
color=0
[state ]
type=bgpalfx
trigger1=1||var(0):=512
trigger1=animelemtime(1)>=2&&animelemtime(7)<=-1
time=2
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
color=0

[state ]
type=superpause
triggerall=var(40)=0
trigger1=animelemtime(1)=[0,11]
time=1
movetime=0
anim=-1
darken=0
p2defmul=1
unhittable=0



[state ]
type=afterimage
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=1
length=20
timegap=1
framegap=1
palcolor=256
palinvertall=1
palbright=0,0,0
palcontrast=96,96,96
paladd=-8,-8,-8
palmul=1,1,1
trans=sub
[state ]
type=afterimagetime
trigger1=animelemtime(1)>=0&&animelemtime(7)<=-1
time=2



[state ]
type=turn
triggerall=var(40)=0
trigger1=animelemtime(1)=0
trigger1=facing*(enemynear,pos x-pos x)<0
[state ]
type=width
triggerall=var(40)=0
trigger1=1
edge=-60,0
[state ]
type=posadd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
x=-60
[state ]
type=offset
trigger1=animelemtime(1)=[0,11]
x=facing*(60-60*(sin((pi/2/12)*animelemtime(1))**0.2))
[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(1)=12
x=20



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21231
pos=20,-59
scale=0.5,0.5
sprpriority=-6
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21250
pos=20,-59
scale=0.4,0.4
sprpriority=-7
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21080
trans=sub
pos=20,-59
scale=0.7,0.7
sprpriority=6
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21110
pos=20,-59
scale=0.8,0.8
sprpriority=7
ownpal=1
supermovetime=2147483647



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=-5+2+2+2
anim=21060
facing=-1
pos=45,-82
random=10,10
vel=0.5*vel x,0.5*vel y
scale=0.35,0.35
sprpriority=101
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=-5+2+2
anim=21060
facing=-1
pos=45-15,-82+20
random=10,10
vel=0.5*vel x,0.5*vel y
scale=0.35,0.35
sprpriority=101
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=-5+2
anim=21060
facing=-1
pos=45-15-15,-82+20+0
random=10,10
vel=0.5*vel x,0.5*vel y
scale=0.35,0.35
sprpriority=101
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=-5
anim=21060
facing=-1
pos=45-15-15-10,-82+20+0+15
random=10,10
vel=0.5*vel x,0.5*vel y
scale=0.35,0.35
sprpriority=101
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=-5+1+1+1
anim=21060
facing=-1
pos=45,-82
random=10,10
vel=0.25*vel x,0.25*vel y
scale=0.35,0.35
sprpriority=101
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=-5+1+1
anim=21060
facing=-1
pos=45-15,-82+20
random=10,10
vel=0.25*vel x,0.25*vel y
scale=0.35,0.35
sprpriority=101
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=-5+1
anim=21060
facing=-1
pos=45-15-15,-82+20+0
random=10,10
vel=0.25*vel x,0.25*vel y
scale=0.35,0.35
sprpriority=101
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(7)=-5
anim=21060
facing=-1
pos=45-15-15-10,-82+20+0+15
random=10,10
vel=0.25*vel x,0.25*vel y
scale=0.35,0.35
sprpriority=101
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
triggerall=enemynear,statetype!=a
trigger1=animelemtime(3)=0
attr=s,sa
fall.recover=0
damage=floor(var(53)/10)+110,11
animtype=hard
getpower=floor(0.5*110),11
givepower=55,5
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,20
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=15
ground.hittime=50
ground.velocity=-15
airguard.velocity=-2
air.velocity=0,-2
envshake.time=12
envshake.freq=165
envshake.ampl=18
fall=0
p2facing=1
palfx.time=50
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1
[state ]
type=hitdef
triggerall=var(40)=0
triggerall=enemynear,statetype=a
trigger1=animelemtime(7)=0
attr=s,sa
fall.recover=0
damage=floor(var(53)/10)+110,11
animtype=hard
getpower=floor(0.5*110),11
givepower=55,5
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,24
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-3,-15
airguard.velocity=-2
air.velocity=-3,-15
envshake.time=12
envshake.freq=165
envshake.ampl=18
fall=1
yaccel=1.05
p2facing=1
palfx.time=40
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 373]
type=a
physics=n
movetype=a
ctrl=0
sprpriority=100

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno
[state ]
type=statetypeset
triggerall=var(40)=0
trigger1=animelemtime(8)>=0
physics=a



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,19
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,18
freqmul=1.7
volume=128

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s13,2
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s13,2
freqmul=1
volume=255
channel=31

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=0
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=0
value=s10000,3
freqmul=0.8+0.05*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(6)=0
value=s10000,4
freqmul=1.7+0.1*cos(random)
volume=0



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=4
freq=165
ampl=12
phase=90

[state ]
type=bgpalfx
trigger1=1||var(0):=512
trigger1=animelemtime(1)=[0,1]
time=2
add=floor(-128+(32768/var(0))+64),floor(-128+(32768/var(0))+64),floor(-128+(32768/var(0))+64)
mul=var(0),var(0),var(0)
color=0
[state ]
type=bgpalfx
trigger1=1||var(0):=512
trigger1=animelemtime(1)>=2&&animelemtime(7)<=-1
time=2
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
color=0

[state ]
type=superpause
triggerall=var(40)=0
trigger1=animelemtime(1)=[0,11]
time=1
movetime=0
anim=-1
darken=0
p2defmul=1
unhittable=0



[state ]
type=afterimage
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=1
length=20
timegap=1
framegap=1
palcolor=256
palinvertall=1
palbright=0,0,0
palcontrast=96,96,96
paladd=-8,-8,-8
palmul=1,1,1
trans=sub
[state ]
type=afterimagetime
trigger1=animelemtime(1)>=0&&animelemtime(7)<=-1
time=2



[state ]
type=turn
triggerall=var(40)=0
trigger1=animelemtime(1)=0
[state ]
type=posadd
triggerall=var(40)=0
trigger1=animelemtime(1)>=0&&animelemtime(7)<=-1
trigger1=facing*(enemynear,pos x-pos x)<50
x=(ifelse(facing*(enemynear,pos x-pos x)<-10,-10,facing*(enemynear,pos x-pos x))-50)/8
[state ]
type=posadd
triggerall=var(40)=0
trigger1=animelemtime(1)>=0&&animelemtime(7)<=-1
trigger1=enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y<-10
y=(ifelse(enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y<-30,-30,enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y)+10)/8
[state ]
type=velmul
triggerall=var(40)=0
trigger1=animelemtime(1)=0
x=0.2
y=0.1



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21231
pos=20,-59
scale=0.5,0.5
sprpriority=-6
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21250
pos=20,-59
scale=0.4,0.4
sprpriority=-7
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21080
trans=sub
pos=20,-59
scale=0.7,0.7
sprpriority=6
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21110
pos=20,-59
scale=0.8,0.8
sprpriority=7
ownpal=1
supermovetime=2147483647



[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(7)=-4
stateno=374
pos=73,13
ownpal=1



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(7)=0
attr=a,sa
fall.recover=0
damage=floor(var(53)/10)+110,11
animtype=hard
getpower=floor(0.5*110),11
givepower=55,5
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,24
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-4,32
airguard.velocity=-2
air.velocity=-4,32
envshake.time=12
envshake.freq=165
envshake.ampl=18
fall=1
yaccel=0.35
p2facing=1
palfx.time=40
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1

[statedef 374]
type=s
physics=s
movetype=i
anim=21221
sprpriority=101
velset=0,0
[state ]
type=trans
trigger1=1
trans=add
[state ]
type=angledraw
trigger1=1
value=-115
scale=0.5,0.75
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=destroyself
trigger1=animtime=0

[statedef 379]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
triggerall=!hitshakeover
trigger1=1
value=379
ignorehitpause=0
[state ]
type=changeanim2
triggerall=hitshakeover
trigger1=1
value=356
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=offset
triggerall=!hitshakeover
trigger1=1
x=facing*((1+time)%2)
ignorehitpause=0
[state ]
type=hitvelset
triggerall=hitshakeover
trigger1=1
x=1
y=1
persistent=0
ignorehitpause=0
[state ]
type=posadd
triggerall=hitshakeover
trigger1=time=16
x=-const(size.mid.pos.x)
y=-const(size.mid.pos.y)
ignorehitpause=1
[state ]
type=veladd
triggerall=hitshakeover
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=0
[state ]
type=selfstate
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 3000]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno
[state ]
type=changeanim
triggerall=var(40)=0
triggerall=numenemy=1&&numpartner=0
triggerall=enemynear,name!="Kagerou Akagane"
triggerall=anim=stateno
triggerall=animelemtime(6)>=0
trigger1=enemynear,alive=0
trigger1=enemynear,stateno=3007||enemynear,stateno=3006&&enemynear,time<=129
value=stateno
elem=6



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,19
freqmul=0.9
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,19
freqmul=0.9002
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,20
freqmul=1.1
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,20
freqmul=1.1
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,21
freqmul=0.9
volume=255
[state ]
type=superpause
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=20
movetime=20
anim=-1
darken=0
p2defmul=1
unhittable=0
[state ]
type=powerset
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=0
[state ]
type=bgpalfx
trigger1=1||var(0):=512
trigger1=animelemtime(1)=[0,19]
time=2
add=floor(-128+(32768/var(0))+0.5*(256-var(0))),floor(-128+(32768/var(0))+0.5*(256-var(0))),floor(-128+(32768/var(0))+0.5*(256-var(0)))
mul=var(0),var(0),var(0)
[state ]
type=bgpalfx
trigger1=1||var(0):=floor(256+256*cos((pi/2/20)*(animelemtime(1)-20)))
trigger1=animelemtime(1)=[20,39]
time=2
add=floor(-128+(32768/var(0))+0.5*(256-var(0))),floor(-128+(32768/var(0))+0.5*(256-var(0))),floor(-128+(32768/var(0))+0.5*(256-var(0)))
mul=var(0),var(0),var(0)
[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=8
freq=165
ampl=12
phase=90
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21330
pos=160,50
postype=back
scale=0.75,0.5
sprpriority=-7
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=[0,24]
anim=25001
trans=addalpha
alpha=256,0
pos=floor(140+200*(1-sin((pi/2/40)*animelemtime(1))**0.2)),120+40
postype=back
scale=0.25,0.25
sprpriority=-6
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=[25,39]
anim=25001
trans=addalpha
alpha=floor(256*cos((pi/2/35)*(animelemtime(1)-25))),floor(256*sin((pi/2/35)*(animelemtime(1)-25)))
pos=floor(140+200*(1-sin((pi/2/40)*animelemtime(1))**0.2)-120*(sin((pi/2/35)*(animelemtime(1)-25))**0.4)),120+40
postype=back
scale=0.25+0.75*(sin((pi/2/35)*(animelemtime(1)-25))**0.4),0.25+0.75*(sin((pi/2/35)*(animelemtime(1)-25))**0.4)
sprpriority=-6
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=[40,59]
anim=25001
trans=addalpha
alpha=floor(256*cos((pi/2/35)*(animelemtime(1)-25))),floor(256*sin((pi/2/35)*(animelemtime(1)-25)))
pos=floor(140-120*(sin((pi/2/35)*(animelemtime(1)-25))**0.4)),120+40
postype=back
scale=0.25+0.75*(sin((pi/2/35)*(animelemtime(1)-25))**0.4),0.25+0.75*(sin((pi/2/35)*(animelemtime(1)-25))**0.4)
sprpriority=-6
ownpal=1
supermovetime=2147483647



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%12=0
value=s10000,23
freqmul=0.9
volume=255
channel=1
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%12=0
value=s10000,24
freqmul=0.9
volume=255
channel=2

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=0
value=s10,47
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=0
value=s10,47
freqmul=1
volume=255
channel=31

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s0,0
freqmul=1+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10000,3
freqmul=0.8+0.05*cos(random)
volume=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10000,4
freqmul=1.7+0.1*cos(random)
volume=0

[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,12
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
value=s10,12
freqmul=1
volume=255
channel=31



[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%4=0
time=4
freq=165
ampl=2
phase=90
[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
time=8
freq=165
ampl=12
phase=90

[state ]
type=assertspecial
triggerall=numenemy=1&&numpartner=0
triggerall=enemynear,name!="Kagerou Akagane"
triggerall=enemynear,alive!=0
trigger1=var(52)=0
trigger1=life-gethitvar(damage)>0
trigger2=var(52)=1
trigger2=life>0
flag=nokosnd



[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
x=4
[state ]
type=playerpush
trigger1=1
value=0



[state ]
type=explod
triggerall=var(40)=0
triggerall=1||var(0):=random
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1-24
trigger1=animelemtime(2)%24=0
anim=21110
pos=-28,-58
scale=0.35,0.35
sprpriority=9
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
triggerall=1||var(0):=random
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%4=0
anim=21340
pos=floor(-28+50*cos(var(0))*cos(var(0)**2)),floor(-58+50*cos(var(0))*sin(var(0)**2))
vel=(-50.0/20)*cos(var(0))*cos(var(0)**2),(-50.0/20)*cos(var(0))*sin(var(0)**2)
scale=0.3,0.3
sprpriority=10
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
triggerall=1||var(0):=random
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%4=0
anim=21350
pos=floor(-28+20*cos(var(0))*cos(var(0)**2)),floor(-58+20*cos(var(0))*sin(var(0)**2))
scale=0.4,0.4
sprpriority=11
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
triggerall=1||var(0):=random
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1-12
trigger1=animelemtime(2)%12=0
anim=21122
pos=-28,-58
scale=0.35,0.35
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
triggerall=1||var(0):=random
trigger1=animelemtime(3)=-33+4
id=stateno
anim=21123
trans=sub
pos=-28,-58
scale=1.25,1.25
sprpriority=8
ownpal=1
[state ]
type=modifyexplod
triggerall=var(40)=0
trigger1=animelemtime(3)>=-33+4+33-33&&animelemtime(3)<=-33+4+33-1
id=stateno
scale=1.25*cos((pi/2/33)*(animelemtime(3)-(-33+4+33-33))),1.25*cos((pi/2/33)*(animelemtime(3)-(-33+4+33-33)))

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%10=5
anim=21160
facing=-1
pos=-15,0
scale=0.5,0.5
sprpriority=-7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%15=0
anim=21261
pos=-15-10,0
scale=0.5,0.5
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%15=0
anim=21261
facing=-1
pos=-15+10,0
scale=0.5,0.5
sprpriority=6
ownpal=1



[state ]
type=explod
triggerall=var(40)=0
triggerall=enemynear,statetype!=a
trigger1=animelemtime(2)>=0&&animelemtime(3)<=-1
trigger1=animelemtime(2)%10=0
anim=21380
facing=1-2*(facing*(enemynear,pos x-pos x)<0)
pos=floor(facing*(enemynear,pos x-pos x)+40+random%60),0
scale=1,1
sprpriority=6
ownpal=1



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-5
id=stateno+100000
anim=21440
pos=0,0
scale=0.5,0.5
sprpriority=-6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(4)=-5
id=stateno+200000
anim=21441
pos=0,0
scale=0.5*0.9,0.5*0.9
sprpriority=13
ownpal=1

[state ]
type=modifyexplod
triggerall=var(40)=0
trigger1=animelemtime(4)=[-5,-5+15]
id=stateno+100000
pos=floor(0-25+125*sin((pi/2/15)*(animelemtime(4)+5))),-60
postype=p1
scale=0.1+0.4*sin((pi/2/15)*(animelemtime(4)+5)),0.1+0.4*sin((pi/2/15)*(animelemtime(4)+5))
vel=0.5,0
[state ]
type=modifyexplod
triggerall=var(40)=0
trigger1=animelemtime(4)=[-5,-5+15]
id=stateno+200000
pos=floor(0-25+125*sin((pi/2/15)*(animelemtime(4)+5))),-60
postype=p1
scale=(0.1+0.4*sin((pi/2/15)*(animelemtime(4)+5)))*0.9,(0.1+0.4*sin((pi/2/15)*(animelemtime(4)+5)))*0.9
vel=0.5,0



[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(2)=0
stateno=3001
pos=0,0
ownpal=1
[state ]
type=helper
triggerall=var(40)=0
trigger1=animelemtime(4)=-3
stateno=3002
pos=82,-35
ownpal=1
[state ]
type=helper
triggerall=var(40)=0
triggerall=numenemy=1&&numpartner=0
triggerall=enemynear,name!="Kagerou Akagane"
trigger1=animelemtime(4)=0
stateno=3003
pos=0,0
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(4)=0
attr=s,ha
fall.recover=0
damage=floor(400/2000.0*var(33))+var(53),floor(floor(40/2000.0*var(33))+0.1*var(53))
animtype=hard
getpower=0,0
givepower=0,0
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,8
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-18
airguard.velocity=-2
air.velocity=-12,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
p2facing=1
palfx.time=9
palfx.add=0-64,96-64,128-64
palfx.sinadd=48,160,96,10
palfx.color=0
palfx.invertall=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1

[statedef 3001]
type=s
physics=n
movetype=i
anim=70010
[state ]
type=nothitby
trigger1=1
value=sca
[state ]
type=nothitby
trigger1=1
value2=sca
[state ]
type=turn
trigger1=facing*(root,pos x-pos x)<0
[state ]
type=posadd
trigger1=abs(facing*(enemynear,pos x-pos x))>60
x=facing*(enemynear,pos x-pos x)-30
[state ]
type=velset
trigger1=1
x=5
[state ]
type=playerpush
trigger1=1
value=1
[state ]
type=destroyself
trigger1=root,stateno!=3000
trigger2=root,animelemtime(5)>=0

[statedef 3002]
type=s
physics=s
movetype=i
anim=21101
sprpriority=12
velset=0.2*root,vel x*cos(-36*(pi/180)),0.2*root,vel x*sin(-36*(pi/180))
[state ]
type=trans
trigger1=1
trans=add
[state ]
type=angledraw
trigger1=1
value=-105
scale=0.5,0.5
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type=posadd
trigger1=root,var(40)=0
x=root,vel x
y=root,vel y
[state ]
type=destroyself
trigger1=animtime=0

[statedef 3003]
type=s
physics=s
movetype=i
anim=70020

[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=1
value=s10000,23
freqmul=0.4
volume=255
[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=1
value=s10000,23
freqmul=0.4
volume=255
[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=1
value=s10000,23
freqmul=0.4009
volume=255
[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=1
value=s10000,23
freqmul=0.4009
volume=255

[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=21
value=s0,4
freqmul=0.7
volume=255
[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=21
value=s0,4
freqmul=0.7
volume=255

[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=61
value=s1,7
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=61
value=s10000,26
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=61
value=s10000,25
freqmul=0.7
volume=255

[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=131
value=s1,7
freqmul=0.6
volume=255
abspan=320
[state ]
type=playsnd
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=131
value=s1,4
freqmul=0.7
volume=255
abspan=320



[state ]
type=bgpalfx
trigger1=1||var(0):=512
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=[1,60]
time=2
add=floor(-128+(32768/var(0))-64),floor(-128+(32768/var(0))-64),floor(-128+(32768/var(0))-64)
mul=var(0),var(0),var(0)
color=0
[state ]
type=bgpalfx
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=61
time=2
add=64,64,64

[state ]
type=envshake
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=[21,40]
time=2
freq=180
ampl=floor((12-12*sin((pi/2/20)*(enemynear,time-21)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=envshake
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=[61,75]
time=2
freq=180
ampl=floor((30-30*sin((pi/2/15)*(enemynear,time-61)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=envshake
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=[131,210]
time=2
freq=180
ampl=floor((16-16*sin((pi/2/80)*(enemynear,time-131)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0

[state ]
type=assertspecial
triggerall=enemynear,alive=0
trigger1=enemynear,stateno!=3006
trigger2=enemynear,time<=130
flag=noko
[state ]
type=assertspecial
trigger1=enemynear,stateno=3006
trigger1=enemynear,time=[1,60]
flag=nobardisplay



[state ]
type=explod
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=21
anim=21011
facing=facing*enemynear,facing
pos=floor(-pos x*facing+facing*enemynear,facing*(-160-10)),floor(enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y)
scale=0.5,0.5
sprpriority=-7
ownpal=1
[state ]
type=explod
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=21
anim=20031
facing=facing*enemynear,facing
pos=floor(-pos x*facing+facing*enemynear,facing*(-160-30)),floor(enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y)
scale=0.9,0.9
sprpriority=-6
ownpal=1

[state ]
type=explod
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=21-3
anim=21390
pos=floor(-pos x*facing+facing*enemynear,facing*(-160-50)),floor(enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y)
scale=0.5,0.5
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=21-3
anim=21390
facing=-1
vfacing=-1
pos=floor(-pos x*facing+facing*enemynear,facing*(-160-50)),floor(enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y)
scale=0.75,0.5
sprpriority=-9
ownpal=1
[state ]
type=explod
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=21-3
anim=21390
pos=floor(-pos x*facing+facing*enemynear,facing*(-160-50)),floor(enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y)
scale=0.5,0.25
sprpriority=-9
ownpal=1

[state ]
type=explod
triggerall=enemynear,stateno=3006
trigger1=enemynear,time=61
anim=21190
facing=-facing*enemynear,facing
pos=floor(-pos x*facing+facing*enemynear,facing*(-160-160)),floor(enemynear,pos y+enemynear,const(size.mid.pos.y)-pos y)
scale=2,0.3
sprpriority=-8
ownpal=1



[state ]
type=destroyself
trigger1=root,stateno!=3000
trigger2=enemynear,stateno=5150

[statedef 3009]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
triggerall=numenemy=1&&numpartner=0
triggerall=name!="Kagerou Akagane"
triggerall=alive=0
trigger1=1
value=3008
persistent=256
ignorehitpause=0
[state ]
type=changeanim
trigger1=1
value=5030
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=-32
y=0
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
triggerall=hitshakeover
trigger1=facing*pos x+160<-0.25*(const(size.air.front)+const(size.air.back))
trigger2=time>=36+8
value=3007
persistent=256
ignorehitpause=0

[statedef 3008]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
trigger1=1
value=3009
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=afterimage
triggerall=hitshakeover
trigger1=1
time=1
length=60
timegap=1
framegap=1
palcolor=256
palinvertall=0
palbright=0,0,0
palcontrast=256,256,256
paladd=-8,-8,-8
palmul=1,1,1
trans=add
persistent=0
ignorehitpause=0
[state ]
type=afterimagetime
triggerall=hitshakeover
trigger1=1
time=2
ignorehitpause=1
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=-32
y=0
persistent=0
ignorehitpause=0
[state ]
type=offset
triggerall=!hitshakeover
trigger1=1
x=-50*facing
ignorehitpause=0
[state ]
type=posadd
triggerall=hitshakeover
trigger1=1
x=-50
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
triggerall=hitshakeover
trigger1=facing*pos x+160<-50+1.75*(const(size.air.front)+const(size.air.back))+32
trigger2=time>=36+8
value=3006
persistent=256
ignorehitpause=0

[statedef 3007]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
triggerall=time<=19
trigger1=1
value=213
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
trigger1=time=20
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=envshake
trigger1=time=[0,9]
time=2
freq=180
ampl=floor((16-16*sin((pi/2/10)*time))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=width
triggerall=time<=19
trigger1=1
edge=0,-(const(size.air.front)+const(size.air.back))
ignorehitpause=1
[state ]
type=velset
triggerall=time<=19
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=offset
triggerall=time<=19
trigger1=1
x=facing*((1+time)%2)
ignorehitpause=0
[state ]
type=posset
triggerall=time<=19
trigger1=time=0
x=facing*(-160+0.25*(const(size.air.front)+const(size.air.back)))
ignorehitpause=0
[state ]
type=turn
triggerall=time>=20
trigger1=time=20
ignorehitpause=0
[state ]
type=velset
triggerall=time>=20
trigger1=time=20
x=-2
y=-2
ignorehitpause=0
[state ]
type=veladd
triggerall=time>=20
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0

[statedef 3006]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
trigger1=time=0
value=3006
ignorehitpause=0
[state ]
type=changeanim2
trigger1=time=20
value=3005
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=playsnd
trigger1=time=130
value=s11,0
freqmul=1.0
volume=255
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=0
[state ]
type=afterimagetime
trigger1=time=[0,59]
time=2
ignorehitpause=1
[state ]
type=afterimage
trigger1=time=60
time=0
length=1
timegap=1
framegap=1
palcolor=256
palinvertall=0
palbright=0,0,0
palcontrast=256,256,256
paladd=-8,-8,-8
palmul=1,1,1
trans=add
ignorehitpause=0
[state ]
type=posset
trigger1=time=0
x=facing*(-160+1.75*(const(size.air.front)+const(size.air.back)))
ignorehitpause=0
[state ]
type=velset
trigger1=time=[0,19]
x=-0.25
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=time=[20,59]
x=-0.1
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=time=[60,209]
x=-32
y=0
ignorehitpause=0
[state ]
type=posset
trigger1=time=210
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=time=210
x=0
y=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
trigger1=time=210
value=5150
persistent=256
ignorehitpause=0

[statedef 3100]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=0
value=s10,40
freqmul=1
volume=255
channel=0
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=0
value=s10,40
freqmul=1
volume=255
channel=31



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,19
freqmul=0.9
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,19
freqmul=0.9002
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,20
freqmul=1.1
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,20
freqmul=1.1
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(1)=0
value=s10000,21
freqmul=0.9
volume=255
[state ]
type=superpause
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=20
movetime=20
anim=-1
darken=0
p2defmul=1
unhittable=0
poweradd=-1000
[state ]
type=bgpalfx
trigger1=1||var(0):=floor(256+256*cos((pi/2/25)*animelemtime(1)))
trigger1=animelemtime(1)=[0,24]
time=2
add=floor(-128+(32768/var(0))+0.5*(256-var(0))),floor(-128+(32768/var(0))+0.5*(256-var(0))),floor(-128+(32768/var(0))+0.5*(256-var(0)))
mul=var(0),var(0),var(0)
[state ]
type=envshake
triggerall=var(40)=0
trigger1=animelemtime(1)=0
time=8
freq=165
ampl=12
phase=90
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=0
anim=21330
pos=160,50
postype=back
scale=0.75,0.5
sprpriority=-7
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=[0,14]
anim=25001
trans=addalpha
alpha=256,0
pos=floor(180-120*(1-sin((pi/2/25)*animelemtime(1))**0.2)),120+40
postype=back
scale=0.25,0.25
sprpriority=-6
ownpal=1
supermovetime=2147483647
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(1)=[15,24]
anim=25001
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(1)-15))),floor(256*sin((pi/2/10)*(animelemtime(1)-15)))
pos=floor(180-120*(1-sin((pi/2/25)*animelemtime(1))**0.2)),120+40
postype=back
scale=0.25,0.25
sprpriority=-6
ownpal=1
supermovetime=2147483647



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=0
value=s3,2
freqmul=1.8
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=0
value=s5110,1
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(8)=0
value=s5110,1
freqmul=1.2
volume=255



[state ]
type=envshake
trigger1=animelemtime(8)=0
time=3
ampl=5
freq=165



[state ]
type=velset
trigger1=animelemtime(8)>=0
x=10
[state ]
type=playerpush
trigger1=1
value=0
[state ]
type=assertspecial
trigger1=1
flag=noautoturn
flag2=nowalk



[state ]
type=afterimage
trigger1=animelemtime(8)=0
time=1
length=8
framegap=1
palbright=0,0,0
palcontrast=256,256,256
paladd=-16,-16,-16
palmul=1,1,1
palinvertall=0
trans=add1
[state ]
type=afterimagetime
trigger1=1
time=2



[state ]
type=hitdef
triggerall=var(40)=0
trigger1=animelemtime(9)=0
attr=s,ha
fall.recover=0
damage=0,0
animtype=hard
getpower=0,0
givepower=0,0
guardflag=
hitflag=maf
priority=3,hit
pausetime=0,0
numhits=1
hitsound=-1
guardsound=-1
sparkno=-1
ground.type=high
ground.slidetime=3
ground.hittime=13
ground.velocity=-18
airguard.velocity=-2
air.velocity=-12,-2
envshake.time=8
envshake.freq=165
envshake.ampl=12
fall=1
p2facing=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=101
ctrl=1



[statedef 3101]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,1
ignorehitpause=0



[state ]
type=velset
trigger1=1
x=20



[state ]
type=afterimagetime
trigger1=1
time=2



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
trigger2=animelemtime(1)>=4
trigger2=facing*pos x>70
value=3102



[statedef 3102]
type=s
physics=s
movetype=a
ctrl=0
sprpriority=2

[state ]
type=changeanim
triggerall=var(40)=0
trigger1=anim!=stateno
trigger2=var(44)=1
value=stateno



[state ]
type=posset
triggerall=var(40)=0
trigger1=animelemtime(1)=0
x=70*facing



[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s10000,9
freqmul=0.75
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s10000,8
freqmul=1.5
volume=255
[state ]
type=playsnd
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
value=s10000,10
freqmul=1.7
volume=255



[state ]
type=velset
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
x=6



[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
anim=21160
facing=-1
pos=81,0
scale=0.75,0.75
sprpriority=-11
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
anim=21270
trans=addalpha
alpha=160,256
facing=-1
pos=81,0
scale=0.6,1
sprpriority=6
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
anim=21270
trans=addalpha
alpha=160,256
facing=-1
pos=81,0
scale=0.6,1
sprpriority=-8
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
anim=21090
trans=addalpha
alpha=160,256
pos=81,-120
scale=1,1
sprpriority=7
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
anim=21090
trans=addalpha
alpha=160,256
pos=81,-120
scale=1,1
sprpriority=-7
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
anim=21040
trans=sub
pos=81+40,0
scale=0.6,0.6
sprpriority=-10
ownpal=1
[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
anim=21040
trans=sub
facing=-1
pos=81-40,0
scale=0.6,0.6
sprpriority=-10
ownpal=1

[state ]
type=explod
triggerall=var(40)=0
trigger1=animelemtime(2)=-3
anim=21280
pos=81,0
scale=1,1
sprpriority=-9
ownpal=1



[state ]
type=changestate
triggerall=var(40)=0
trigger1=animtime=0
value=0
ctrl=1



[statedef 3109]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
trigger1=1
value=3109
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=3
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=selfstate
trigger1=time>=1
value=5150
persistent=256
ignorehitpause=0

[statedef 3108]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim2
triggerall=time<=39
trigger1=1
value=3006
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=40
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=40
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=40
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=40
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=40
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=time=0
time=2
add=64,64,64
ignorehitpause=0
[state ]
type=envshake
trigger1=time=[0,29]
time=2
freq=180
ampl=floor((24-24*sin((pi/2/30)*time))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=width
triggerall=time<=39
trigger1=1
edge=0,-(const(size.air.front)+const(size.air.back))
ignorehitpause=1
[state ]
type=velset
triggerall=time<=39
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=offset
triggerall=time<=39
trigger1=1
x=facing*((1+time)%2)
ignorehitpause=0
[state ]
type=posset
triggerall=time<=39
trigger1=time=0
x=facing*(-160+0.25*(const(size.air.front)+const(size.air.back)))
ignorehitpause=0
[state ]
type=posadd
triggerall=time<=39
trigger1=time=0
y=-1.5*const(size.mid.pos.y)
ignorehitpause=0
[state ]
type=turn
triggerall=time>=40
trigger1=time=40
ignorehitpause=0
[state ]
type=velset
triggerall=time>=40
trigger1=time=40
x=-2
y=-2
ignorehitpause=0
[state ]
type=veladd
triggerall=time>=40
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=0
[state ]
type=palfx
trigger1=time=0
time=40
add=0-64,96-64,128-64
sinadd=48,160,96,10
color=0
invertall=1
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0









