;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕僐儌儞曗彆崁栚丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僶僢僋僗僥僢億僁丅

[statedef 105]
type=s
physics=s
anim=105
sprpriority=1
[state ]
type=velset
trigger1=1
x=const(velocity.run.back.x)
[state ]
type=assertspecial
trigger1=1
flag=nowalk
[state ]
type=assertspecial
trigger1=1
flag=noautoturn
[state ]
type=changestate
trigger1=command!="holdback"
value=0


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僀儞僩儘丅

[statedef 190]
type=s
physics=s
sprpriority=1

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=190
value=190
ignorehitpause=1

;僗僥乕僩暘婒丅
[state ];僨僶僢僌丅
type=null;changestate
trigger1=animelemtime(1)=0
value=192
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=random<333
value=191
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=random<500
value=192
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
value=s0,23
freqmul=0.5+0.1*cos(random)
volume=255
channel=4+gametime%5
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(1)=120
value=s0,0
volume=0
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=120
value=s0,1
volume=0
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=120
value=s0,19
freqmul=1.0
volume=0
channel=3
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
trigger1=animelemtime(1)>=120&&animelemtime(1)<=139
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(1)-120))),floor(256*sin((pi/2/20)*(animelemtime(1)-120)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=120&&animelemtime(1)<=129
time=2
color=0
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=130&&animelemtime(1)<=179
time=2
color=floor(256*sin((pi/2/50)*(animelemtime(1)-130)))
ignorehitpause=1

;偦偺懠夋柺岠壥丅
[state ]
type=assertspecial
trigger1=1
flag=intro
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=animelemtime(1)%4=0
time=4
freq=85
ampl=4
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)=120
time=25
freq=85
ampl=20
phase=90
ignorehitpause=1



;僽儔僢僋儂乕儖丅
[state ]
type=explod
triggerall=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=animelemtime(1)%8=0
trigger1=1
anim=10170
scale=2.52*const(size.xscale),0.84*const(size.yscale)
pos=0,floor(-screenpos y)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=animelemtime(1)%8=0
trigger1=1
anim=10172
scale=1.26*const(size.xscale),0.42*const(size.yscale)
pos=0,floor(-screenpos y)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=animelemtime(1)%12=0
trigger1=1
anim=10180
scale=1.26*const(size.xscale),0.42*const(size.yscale)
pos=0,floor(-screenpos y)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;僒僀僘曄峏丅
[state ]
type=varset
triggerall=animelemtime(1)>=110-2&&animelemtime(1)<=119
trigger1=1
fvar(0)=0.5+0.1*0.5*(animelemtime(1)-110)
ignorehitpause=1

;僽儔僢僋儂乕儖偐傜瑕愇丅
[state ]
type=explod
trigger1=animelemtime(1)>=110-2&&animelemtime(1)<=119-2
anim=10170
scale=fvar(0)*1.0*const(size.xscale),fvar(0)*1.0*const(size.yscale)
pos=0,-240+24*(animelemtime(1)-(110-2))
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483605
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=110-2&&animelemtime(1)<=119-2
anim=10172
scale=fvar(0)*1.5*const(size.xscale),fvar(0)*1.5*const(size.yscale)
pos=0,-240+24*(animelemtime(1)-(110-2))
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;瑕愇偵敽偆徴寕攇丅
[state ]
type=explod
trigger1=animelemtime(1)>=110&&animelemtime(1)<=119
trigger1=animelemtime(1)%2=0
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-240+24+24*(animelemtime(1)-110)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483604
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=110&&animelemtime(1)<=119
trigger1=animelemtime(1)%2=0
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-240+24+24*(animelemtime(1)-110)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483606
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;瑕愇棊壓偵傛傞敋敪丅
[state ]
type=varset
trigger1=1
fvar(0)=2.0
ignorehitpause=1
[state ];敋敪偺僶僢僋僌儔僂儞僪乮敋敪偺椫妔妋曐梡乯丅
type=explod
trigger1=animelemtime(1)=120
anim=10210
scale=fvar(0)*0.8*const(size.xscale),fvar(0)*0.8*const(size.yscale)
pos=var(0),var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483607
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ];敋敪偺僶僢僋僌儔僂儞僪乮儌儎儌儎姶乯丅
type=explod
trigger1=animelemtime(1)=120
anim=10221
scale=fvar(0)*0.6*const(size.xscale),fvar(0)*0.6*const(size.yscale)
pos=var(0),var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483608
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ];敋敪杮懱乮惵崟偔偰媴懱偺傗偮乯丅
type=explod
trigger1=animelemtime(1)=120
anim=10121
scale=fvar(0)*0.6*const(size.xscale),fvar(0)*0.6*const(size.yscale)
pos=var(0),var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483609
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ];敋敪杮懱乮婳摴偲偄偆偐儀僋僩儖偲偄偆偐慡懱揑側僶儔儞僗惂屼丄壛嶼張棟乯丅
type=explod
trigger1=animelemtime(1)=120
facing=-1
anim=10150
scale=fvar(0)*0.4*const(size.xscale),fvar(0)*0.4*const(size.yscale)
pos=var(0),var(1)
random=5,5
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483610
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ];敋敪杮懱乮婳摴偲偄偆偐儀僋僩儖偲偄偆偐慡懱揑側僶儔儞僗惂屼丄尭嶼張棟乯丅
type=explod
trigger1=animelemtime(1)=120
facing=-1
anim=10160
scale=fvar(0)*0.4*const(size.xscale),fvar(0)*0.4*const(size.yscale)
pos=var(0),var(1)
random=5,5
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483611
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ];敋敪曗彆乮僷乕僥傿僋儖乯丅
type=explod
trigger1=animelemtime(1)=120
anim=10142
scale=fvar(0)*1.25*const(size.xscale),fvar(0)*1.25*const(size.yscale)
pos=var(0),var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483612
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;敋敪偵敽偆杺朄恮丅
[state ]
type=explod
trigger1=animelemtime(1)=120
anim=10171
scale=3.0*const(size.xscale),1.0*const(size.yscale)
pos=0,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=120
trigger2=animelemtime(1)=130
anim=10180
scale=1.5*const(size.xscale),0.5*const(size.yscale)
pos=0,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;敋敪偵敽偆杮懱搊応偺偨傔丄徴寕攇敪惗丅
[state ]
type=varset
trigger1=1
fvar(0)=0.8
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=120&&animelemtime(1)<=139
trigger1=animelemtime(1)%4=0
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-10*(animelemtime(1)-120)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483613
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=120&&animelemtime(1)<=139
trigger1=animelemtime(1)%4=0
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-10*(animelemtime(1)-120)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483614
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
persistent=256
ignorehitpause=1

[statedef 191]
type=s
physics=s
sprpriority=1

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=191
value=191
ignorehitpause=1
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=149
flag=noshadow
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=0.15
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=0.18
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=0.21
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=0.24
volume=255
channel=4
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=0&&animelemtime(1)<=149
time=2
add=floor(-255*sin((pi/2/150)*animelemtime(1))),floor(-255*sin((pi/2/150)*animelemtime(1))),floor(-255*sin((pi/2/150)*animelemtime(1)))
invertall=1
color=0
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=150&&animelemtime(1)<=189
time=2
add=floor(-255+255*sin((pi/2/40)*(animelemtime(1)-150))),floor(-255+255*sin((pi/2/40)*(animelemtime(1)-150))),floor(-255+255*sin((pi/2/40)*(animelemtime(1)-150)))
ignorehitpause=1

;偦偺懠夋柺岠壥丅
[state ]
type=assertspecial
trigger1=1
flag=intro
ignorehitpause=1



;庺偄丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
anim=30010
scale=1.0*const(size.xscale),1.0*const(size.yscale)
pos=160,120
random=320,240
postype=left
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
anim=30010
scale=1.0*const(size.xscale),1.0*const(size.yscale)
pos=160,120
random=320,240
postype=left
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
persistent=256
ignorehitpause=1

[statedef 192]
type=s
physics=s
sprpriority=1

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=192
value=192
ignorehitpause=1

;栚偵岝偑摂偭偰備偔丅
[state ]
type=trans
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
trans=addalpha
alpha=0,0
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=60&&animelemtime(1)<=119
trans=addalpha
alpha=floor(256*sin((pi/2/60)*(animelemtime(1)-60))),0
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s0,0
volume=0
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s0,1
volume=0
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s0,19
freqmul=1.0
volume=0
channel=3
ignorehitpause=1



;偦偺懠夋柺岠壥丅
[state ]
type=assertspecial
trigger1=1
flag=intro
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)=60
time=15
freq=85
ampl=45
phase=90
ignorehitpause=1



;僽儔僢僋儂乕儖丅
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=95
trigger1=animelemtime(1)%2=0
anim=10170
scale=2.52*const(size.xscale),0.84*const(size.yscale)
pos=0,-15*(animelemtime(1)-60)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-8
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=95
trigger1=animelemtime(1)%2=0
anim=10172
scale=1.26*const(size.xscale),0.42*const(size.yscale)
pos=0,-15*(animelemtime(1)-60)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=95
trigger1=animelemtime(1)%3=0
anim=10180
scale=1.26*const(size.xscale),0.42*const(size.yscale)
pos=0,-15*(animelemtime(1)-60)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕彑棙億乕僘丅

[statedef 180]
type=s
physics=s
sprpriority=1

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=180
value=180
ignorehitpause=1

;僗僥乕僩暘婒丅
[state ];僨僶僢僌丅
type=null;changestate
trigger1=animelemtime(1)=0
value=182
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=random<333
value=181
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=random<500
value=182
ignorehitpause=1

;彊乆偵壓偵堏摦偟側偑傜丄徚柵丅
[state ]
type=trans
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
trans=addalpha
alpha=floor(256*cos((pi/2/120)*animelemtime(1))),floor(256*sin((pi/2/120)*animelemtime(1)))
ignorehitpause=1
[state ]
type=offset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
y=floor(0.25*animelemtime(1))
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
value=s0,23
freqmul=0.5+0.1*cos(random)
volume=255
channel=1+gametime%5
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=animelemtime(1)%4=0
time=4
freq=85
ampl=4
phase=90
ignorehitpause=1

;偦偺懠夋柺岠壥丅
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
flag=roundnotover
ignorehitpause=1



;僽儔僢僋儂乕儖丅
[state ]
type=explod
triggerall=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=animelemtime(1)%12=0
trigger1=1
anim=10180
scale=1.26*const(size.xscale),0.42*const(size.yscale)
pos=0,-floor(0.25*animelemtime(1))
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=animelemtime(1)%8=0
trigger1=1
anim=10172
scale=1.26*const(size.xscale),0.42*const(size.yscale)
pos=0,-floor(0.25*animelemtime(1))
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=animelemtime(1)%8=0
trigger1=1
anim=10170
scale=2.52*const(size.xscale),0.84*const(size.yscale)
pos=0,-floor(0.25*animelemtime(1))
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-10
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;僽儔僢僋儂乕儖偐傜偲丄栚嬍偐傜悂偒弌偡僷乕僥傿僋儖丅
[state ]
type=explod
triggerall=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=1
anim=10200
scale=0.3*const(size.xscale),0.3*const(size.yscale)
pos=0,-floor(0.25*animelemtime(1))
random=100,50
postype=p1
vel=2*cos(gametime**4)*cos(gametime**3),-2+5*cos(gametime**4)*sin(gametime**3)
accel=0,-0.1
removetime=-2
bindtime=1
sprpriority=-8
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=0&&animelemtime(1)<=119
trigger1=1
anim=10200
scale=0.3*const(size.xscale),0.3*const(size.yscale)
pos=0,-100
postype=p1
vel=3*cos(gametime**4)*cos(gametime**3),2*cos(gametime**4)*sin(gametime**3)
accel=0,0
removetime=-2
bindtime=1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[statedef 181]
type=s
physics=s
sprpriority=1

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=181
value=181
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.05
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.07
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.09
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.11
volume=255
channel=4
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/60)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;偦偺懠夋柺岠壥丅
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=359
flag=roundnotover
ignorehitpause=1



;庺偄丅
[state ]
type=explod
trigger1=animelemtime(1)>=0
anim=30010
scale=1.0*const(size.xscale),1.0*const(size.yscale)
pos=160,120
random=320,240
postype=left
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0
anim=30010
scale=1.0*const(size.xscale),1.0*const(size.yscale)
pos=160,120
random=320,240
postype=left
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[statedef 182]
type=s
physics=s
sprpriority=1

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=182
value=182
ignorehitpause=1

;摟柧搙曄壔丅
[state ]
type=trans
trigger1=animelemtime(1)>=80&&animelemtime(1)<=99
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(1)-80))),floor(256*sin((pi/2/20)*(animelemtime(1)-80)))
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=100
trans=addalpha
alpha=0,256
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=79
value=s0,23
freqmul=0.5+0.1*cos(random)
volume=255
channel=5+gametime%5
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=80
value=s0,1
freqmul=0.6
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=80
value=s0,1
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=80
value=s0,1
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=80
value=s0,27
freqmul=0.9
volume=255
channel=4
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=79
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/80)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=80&&animelemtime(1)<=139
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=140&&animelemtime(1)<=279
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/140)*(animelemtime(1)-140)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;偦偺懠夋柺岠壥丅
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=279
flag=roundnotover
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=79
trigger1=animelemtime(1)%4=0
time=4
freq=85
ampl=2
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)=80
time=25
freq=85
ampl=25
phase=90
ignorehitpause=1



;僽儔僢僋儂乕儖丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=79
trigger1=animelemtime(1)%2=0
anim=10173
scale=0.84*sin((pi/2/80)*animelemtime(1))*const(size.xscale),2.52*sin((pi/2/80)*animelemtime(1))*const(size.yscale)
pos=floor(-60*sin((pi/2/80)*animelemtime(1))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-8
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=79
trigger1=animelemtime(1)%2=0
anim=10174
scale=0.42*sin((pi/2/80)*animelemtime(1))*const(size.xscale),1.26*sin((pi/2/80)*animelemtime(1))*const(size.yscale)
pos=floor(-60*sin((pi/2/80)*animelemtime(1))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=79
trigger1=animelemtime(1)%3=0
anim=10181
scale=0.42*sin((pi/2/80)*animelemtime(1))*const(size.xscale),1.26*sin((pi/2/80)*animelemtime(1))*const(size.yscale)
pos=floor(-60*sin((pi/2/80)*animelemtime(1))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=80&&animelemtime(1)<=119
trigger1=animelemtime(1)%2=0
anim=10170
scale=0.84*const(size.xscale),2.52*const(size.yscale)
pos=-60+floor(380*sin((pi/2/40)*(animelemtime(1)-80))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-8
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=80&&animelemtime(1)<=119
trigger1=animelemtime(1)%2=0
anim=10172
scale=0.42*const(size.xscale),1.26*const(size.yscale)
pos=-60+floor(380*sin((pi/2/40)*(animelemtime(1)-80))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=80&&animelemtime(1)<=119
trigger1=animelemtime(1)%3=0
anim=10180
scale=0.42*const(size.xscale),1.26*const(size.yscale)
pos=-60+floor(380*sin((pi/2/40)*(animelemtime(1)-80))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕晧偗億乕僘丅

[statedef 170]
type=s
physics=s
sprpriority=1

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=170
value=170
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)>=15
value=s0,23
freqmul=2.0+cos(random)
volume=255
channel=1+gametime%5
ignorehitpause=1



;惗庱's丅
[state ]
type=explod
trigger1=animelemtime(1)>=15
anim=30000
scale=1.0*const(size.xscale),1.0*const(size.yscale)
pos=-10,-105
postype=p1
vel=4.0*cos(gametime**3),4.0*sin(gametime**3)
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕巰朣僗僥乕僩丅

[statedef 5150]
type=l
movetype=h
physics=n
sprpriority=-3

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侕帺暘張棟丅

[state ]
type=changeanim
triggerall=name="FalseEcho"
triggerall=time=0
triggerall=selfanimexist(5140)
trigger1=(anim!=[5111,5119])&&(anim!=[5171,5179])
trigger2=!selfanimexist(5140+(anim%10))
value=5140
[state ]
type=changeanim
triggerall=name="FalseEcho"
trigger1=time=0
trigger1=(anim=[5111,5119])||(anim=[5171,5179])
trigger1=selfanimexist(5140+(anim%10))
value=5140+(anim%10)
[state ]
type=changeanim
persistent=0
triggerall=name="FalseEcho"
trigger1=matchover=1
trigger1=anim=[5140,5149]
trigger1=selfanimexist(anim+10)
value=anim+10
[state ]
type=changeanim
triggerall=name="FalseEcho"
trigger1=time=0
trigger1=anim!=[5140,5159]
trigger1=anim!=[5110,5119]
value=5110
[state ]
type=velmul
triggerall=name="FalseEcho"
trigger1=1
x=0.85
[state ]
type=velset
triggerall=name="FalseEcho"
trigger1=vel x<.05
persistent=0
x=0
[state ]
type=nothitby
triggerall=name="FalseEcho"
trigger1=1
value=sca
time=1



;time>=var(0)
[state ]
type=varset
triggerall=name="FalseEcho"
trigger1=1
var(0)=60
ignorehitpause=1
[state ]
type=trans
triggerall=name="FalseEcho"
trigger1=time>=var(0)&&time<=var(0)+49
trans=addalpha
alpha=floor(256*cos((pi/2/50)*(time-var(0)))),floor(256*sin((pi/2/50)*(time-var(0))))
ignorehitpause=1
[state ]
type=trans
triggerall=name="FalseEcho"
trigger1=time>=var(0)+50
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=offset
triggerall=name="FalseEcho"
trigger1=time>=var(0)&&time<=var(0)+49
y=floor(0.25*(time-var(0)))
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侕揋張棟丅

;徚柵丅
[state ]
type=assertspecial
trigger1=name!="FalseEcho"
flag=invisible
flag2=noshadow
ignorehitpause=1
[state ]
type=afterimage
trigger1=name!="FalseEcho"
time=0
ignorehitpause=1
[state ]
type=posfreeze
trigger1=name!="FalseEcho"
ignorehitpause=1



;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕捠忢峌寕丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=s&&command="x"

[statedef 200]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=200+100000*(palno=2||palno=[7,12])
value=200+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(6)=0
value=s0,8
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=0.7
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=0.8
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10000
id=20010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10010
id=20010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10020
id=20010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(6)=0
attr=s,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=s&&(command="y"||command="z")

[statedef 210]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=210+100000*(palno=2||palno=[7,12])
value=210+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(16)=0
value=s0,22
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(16)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(16)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(16)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(16)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;偪傚偭偲慜恑丅
[state ]
type=veladd
trigger1=animelemtime(16)=-5
x=5
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=0.6
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=1.1
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(16)=-10
stateno=10000
id=21010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(16)=-10
stateno=10010
id=21010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(16)=-10
stateno=10020
id=21010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(16)=0
attr=s,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=45,11
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=low
air.type=low
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=s&&command="a"

[statedef 220]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=220+100000*(palno=2||palno=[7,12])
value=220+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(5)=0
value=s0,8
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=0.6
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=0.8
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10000
id=22010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10010
id=22010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10020
id=22010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(5)=0
attr=s,na
hitflag=maf
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=trip
air.type=low
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=s&&command="b"

[statedef 230]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
juggle=35*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=230+100000*(palno=2||palno=[7,12])
value=230+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(7)=0
value=s0,22
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
value=s0,2
freqmul=1.4
volume=255
channel=4
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
value=s0,3
freqmul=1.4
volume=255
channel=5
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;偪傚偭偲慜恑丅
[state ]
type=veladd
trigger1=animelemtime(7)=0
x=15
ignorehitpause=1



;敋敪僄僼僃僋僩丅
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
var(0)=90-random%181
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
var(1)=56-random%113
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
fvar(0)=0.9
ignorehitpause=1

[state ]
type=explod
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
anim=10110
scale=fvar(0)*0.7*const(size.xscale),fvar(0)*0.7*const(size.yscale)
pos=10+var(0),-56+var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
anim=10120
scale=fvar(0)*0.45*const(size.xscale),fvar(0)*0.45*const(size.yscale)
pos=10+var(0),-56+var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
attr=s,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=40,20
givepower=20,10
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 231]
type=a
movetype=h
physics=n
ctrl=0

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=5050
value=5050
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitover
trigger1=vel y>=1.0
trigger1=selfanimexist(anim+10)
value=anim+10
persistent=0
ignorehitpause=1



;偦偺懠夋柺岠壥丅
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1



;懍搙僙僢僩丅
[state ]
type=posfreeze
triggerall=!hitover
trigger1=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=facing*gethitvar(xvel)
y=gethitvar(yvel)
persistent=0
ignorehitpause=1
[state ]
type=veladd
triggerall=hitover
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1



;僟僀僫儈僢僋婣戭丅
[state ]
type=selfstate
triggerall=hitover
trigger1=vel y>0.0
trigger1=pos y>=25.0
value=5100
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=60
value=5050
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=s&&command="c"

[statedef 240]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=240+100000*(palno=2||palno=[7,12])
value=240+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(14)=0
value=s0,22
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;偪傚偭偲慜恑丅
[state ]
type=veladd
trigger1=animelemtime(14)=-5
x=5
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=1.0
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=1.3
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
stateno=10000
id=24010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
stateno=10010
id=24010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
stateno=10020
id=24010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(14)=0
attr=s,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=80,20
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,8
airguard.velocity=-4,8
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=c&&(command="x"||command="y"||command="z")

[statedef 400]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=400+100000*(palno=2||palno=[7,12])
value=400+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(6)=0
value=s0,8
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=0.7
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=0.8
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10000
id=40010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10010
id=40010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10020
id=40010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(6)=0
attr=c,na
hitflag=maf
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=low
air.type=low
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=c&&command="a"

[statedef 420]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=420+100000*(palno=2||palno=[7,12])
value=420+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(5)=0
value=s0,8
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=0.6
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=0.8
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10000
id=42010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10010
id=42010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10020
id=42010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(5)=0
attr=c,na
hitflag=mafd
guardflag=
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=trip
air.type=low
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=c&&(command="b"||command="c")

[statedef 430]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=5
juggle=35*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=430+100000*(palno=2||palno=[7,12])
value=430+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(7)=0
value=s0,22
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
value=s0,2
freqmul=1.4
volume=255
channel=4
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
value=s0,3
freqmul=1.4
volume=255
channel=5
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;偪傚偭偲慜恑丅
[state ]
type=veladd
trigger1=animelemtime(7)=0
x=15
ignorehitpause=1



;敋敪僄僼僃僋僩丅
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
var(0)=90-random%181
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
var(1)=56-random%113
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
fvar(0)=0.9
ignorehitpause=1

[state ]
type=explod
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
anim=10110
scale=fvar(0)*0.7*const(size.xscale),fvar(0)*0.7*const(size.yscale)
pos=10+var(0),-56+6+var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
anim=10120
scale=fvar(0)*0.45*const(size.xscale),fvar(0)*0.45*const(size.yscale)
pos=10+var(0),-56+6+var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
attr=c,na
hitflag=maf
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=40,20
givepower=20,10
pausetime=0,10
guard.pausetime=0,10
ground.type=low
air.type=low
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=a&&command="x"

[statedef 600]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=600+100000*(palno=2||palno=[7,12])
value=600+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(6)=0
value=s0,8
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=0.7
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=0.8
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10000
id=60010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10010
id=60010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(6)=-10
stateno=10020
id=60010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(6)=0
attr=a,na
hitflag=maf
guardflag=a
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=a&&(command="y"||command="z")

[statedef 610]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=610+100000*(palno=2||palno=[7,12])
value=610+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(14)=0
value=s0,22
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;偪傚偭偲慜恑丅
[state ]
type=velset
trigger1=animelemtime(14)=5
x=-5
y=-3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=1.0
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=1.3
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
stateno=10000
id=61010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
stateno=10010
id=61010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
stateno=10020
id=61010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(14)=0
attr=a,na
hitflag=maf
guardflag=a
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=80,20
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,8
airguard.velocity=-4,8
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=a&&command="a"

[statedef 620]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5
juggle=10*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=620+100000*(palno=2||palno=[7,12])
value=620+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(5)=0
value=s0,8
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=0.6
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=0.8
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10000
id=62010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10010
id=62010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(5)=-10
stateno=10020
id=62010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(5)=0
attr=a,na
hitflag=maf
guardflag=a
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=200,100
givepower=100,50
pausetime=0,5+15*(palno=2||palno=[7,12])
guard.pausetime=0,5+15*(palno=2||palno=[7,12])
ground.type=low
air.type=low
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕statetype=a&&(command="b"||command="c")

[statedef 630]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5
juggle=35*((palno=2||palno=[7,12])=0)

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=630+100000*(palno=2||palno=[7,12])
value=630+100000*(palno=2||palno=[7,12])
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(7)=0
value=s0,22
volume=255
channel=1
ignorehitpause=1

[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
value=s0,2
freqmul=1.4
volume=255
channel=4
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
value=s0,3
freqmul=1.4
volume=255
channel=5
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;偪傚偭偲慜恑 or 屻戅丅
[state ]
type=veladd
trigger1=animelemtime(7)=0
x=ifelse(vel x>=0,3,-3)
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(7)=0
y=-2
ignorehitpause=1



;敋敪僄僼僃僋僩丅
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
var(0)=90-random%181
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
var(1)=56-random%113
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
fvar(0)=0.9
ignorehitpause=1

[state ]
type=explod
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
anim=10110
scale=fvar(0)*0.7*const(size.xscale),fvar(0)*0.7*const(size.yscale)
pos=10+var(0),-56+var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(7)=[0,39]
trigger1=animelemtime(7)%2=0
anim=10120
scale=fvar(0)*0.45*const(size.xscale),fvar(0)*0.45*const(size.yscale)
pos=10+var(0),-56+var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(7)=0
trigger2=animelemtime(7)=7
trigger3=animelemtime(7)=15
trigger4=animelemtime(7)=22
trigger5=animelemtime(7)=30
trigger6=animelemtime(7)=37
attr=a,na
hitflag=maf
guardflag=a
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=30,7
getpower=40,20
givepower=20,10
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,2
airguard.velocity=-4,2
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕昁嶦媄丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕壩拰丅

[statedef 1000]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=1000
value=1000
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,18
freqmul=0.8
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)=0
value=s0,18
freqmul=1.0
volume=255
channel=7
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)=0
value=s0,18
freqmul=1.2
volume=255
channel=8
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(14)=0
value=s0,13
freqmul=1.0
volume=255
channel=9
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(14)=0
value=s0,16
freqmul=0.8
volume=255
channel=10
ignorehitpause=1
[state ]
type=playsnd
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=0
value=s0,17
freqmul=0.8
volume=255
channel=11
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(14)=0
time=15
freq=85
ampl=35
phase=90
ignorehitpause=1



;偪傚偭偲屻戅偟偰偐傜丄慜恑丅
[state ]
type=veladd
trigger1=animelemtime(6)=0
x=-8
ignorehitpause=1
[state ]
type=veladd
trigger1=animelemtime(14)=-5
x=5
ignorehitpause=1



;壩拰僄僼僃僋僩丅
[state ]
type=varset
triggerall=(palno=2||palno=[7,12])=0
trigger1=1
fvar(0)=0.7
ignorehitpause=1
[state ]
type=varset
triggerall=(palno=2||palno=[7,12])=0
trigger1=1
fvar(1)=0.9
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=1
fvar(0)=1.0
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=1
fvar(1)=1.0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(14)=-10
anim=10060
scale=fvar(0)*1.5*const(size.xscale),fvar(1)*1.5*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(14)=-10
anim=10070
scale=fvar(0)*1.8*const(size.xscale),fvar(1)*1.8*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(14)=-10
anim=10070
scale=fvar(0)*1.8*const(size.xscale),fvar(1)*1.8*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(14)=-10
anim=10080
scale=fvar(0)*1.2*const(size.xscale),fvar(1)*1.2*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(14)=-10
anim=10080
scale=fvar(0)*1.2*const(size.xscale),fvar(1)*1.2*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(14)=-10
anim=10090
scale=fvar(0)*0.8*1.8*const(size.xscale),fvar(1)*0.8*1.8*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(14)=-10
anim=10100
scale=fvar(0)*1.2*const(size.xscale),fvar(1)*1.2*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(14)=[0,23]
trigger1=animelemtime(14)%8=0
projid=1000
projanim=40070
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=80,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=45,11
getpower=25,12
givepower=50,25
pausetime=0,3
guard.pausetime=0,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=3
air.hittime=3
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(14)=[0,23]
trigger1=animelemtime(14)%8=0
projid=1000
projanim=40080
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=80,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=45,11
getpower=25,12
givepower=50,25
pausetime=0,3
guard.pausetime=0,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=3
air.hittime=3
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕敋抏丅

[statedef 1100]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=1100
value=1100
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(15)=0
value=s0,0
freqmul=4.0
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(15)=0
value=s0,11
freqmul=1.0
volume=255
channel=7
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(15)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;偪傚偭偲屻戅丅
[state ]
type=veladd
trigger1=animelemtime(15)=0
x=-8
ignorehitpause=1



;僄僼僃僋僩攞棪曄峏丅
[state ]
type=varset
triggerall=(palno=2||palno=[7,12])=0
trigger1=1
fvar(0)=0.7
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=1
fvar(0)=1.0
ignorehitpause=1



;旘傃摴嬶敪惗僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(15)=-9
anim=10150
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.5*const(size.yscale)
pos=floor(30+10*fvar(0)),-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(15)=-9
anim=10160
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.5*const(size.yscale)
pos=floor(30+10*fvar(0)),-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;敪惗帪偺徴寕攇丅
[state ]
type=explod
trigger1=animelemtime(15)=-9
anim=10220
scale=fvar(0)*0.3*const(size.xscale),fvar(0)*0.9*const(size.yscale)
pos=30,-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;敪惗帪偺僷乕僥傿僋儖丅
[state ]
type=explod
trigger1=animelemtime(15)=-9
anim=10140
scale=fvar(0)*1.0*const(size.xscale),fvar(0)*1.25*const(size.yscale)
pos=30,-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;旘傃摴嬶丅
[state ]
type=helper
trigger1=animelemtime(15)=0
stateno=10060
id=10060
name="10060"
pos=30,-80
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(0)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 1110]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=1110
value=1110
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(15)=0
value=s0,0
freqmul=4.0
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(15)=0
value=s0,11
freqmul=1.0
volume=255
channel=7
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(15)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;偪傚偭偲忋徃偟側偑傜屻戅丅
[state ]
type=veladd
trigger1=animelemtime(15)=0
x=-2
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(15)=0
y=-3
ignorehitpause=1



;僄僼僃僋僩攞棪曄峏丅
[state ]
type=varset
triggerall=(palno=2||palno=[7,12])=0
trigger1=1
fvar(0)=0.7
ignorehitpause=1
[state ]
type=varset
triggerall=palno=2||palno=[7,12]
trigger1=1
fvar(0)=1.0
ignorehitpause=1



;旘傃摴嬶敪惗僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(15)=-9
anim=10150
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.5*const(size.yscale)
pos=floor(30+10*fvar(0)),-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(15)=-9
anim=10160
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.5*const(size.yscale)
pos=floor(30+10*fvar(0)),-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;敪惗帪偺徴寕攇丅
[state ]
type=explod
trigger1=animelemtime(15)=-9
anim=10220
scale=fvar(0)*0.3*const(size.xscale),fvar(0)*0.9*const(size.yscale)
pos=30,-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;敪惗帪偺僷乕僥傿僋儖丅
[state ]
type=explod
trigger1=animelemtime(15)=-9
anim=10140
scale=fvar(0)*1.0*const(size.xscale),fvar(0)*1.25*const(size.yscale)
pos=30,-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;旘傃摴嬶丅
[state ]
type=helper
trigger1=animelemtime(15)=0
stateno=10060
id=10061
name="10061"
pos=30,-80
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(0)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕敋抏丅

[statedef 1200]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=1200
value=1200
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(16)=0
value=s0,19
freqmul=1.3
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(16)=0
value=s0,21
freqmul=1.0
volume=255
channel=7
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(16)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1



;偪傚偭偲慜恑丅
[state ]
type=veladd
trigger1=animelemtime(16)=-5
x=5
ignorehitpause=1



;旘傃摴嬶丅
[state ]
type=helper
trigger1=animelemtime(16)=0
stateno=10070
id=10070
name="10070"
pos=60,-80
postype=p1
size.xscale=1.0*const(size.xscale)
size.yscale=1.0*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕儚乕僾丅

[statedef 1300]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=1300
value=1300
ignorehitpause=1

;摟柧搙曄壔丅
[state ]
type=trans
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
trans=addalpha
alpha=floor(256*cos((pi/2/20)*animelemtime(1))),floor(256*sin((pi/2/20)*animelemtime(1)))
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
value=sca
ignorehitpause=1
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
value2=sca
ignorehitpause=1
[state ]
type=ctrlset
trigger1=animelemtime(1)>=20
value=1
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
value=s0,7
freqmul=1.6-0.9*sin((pi/2/20)*animelemtime(1))
volume=255
channel=6+gametime%5
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)=0
time=40
freq=85
ampl=2
phase=90
ignorehitpause=1



;嵗昗堏摦丅
[state ]
type=posadd
trigger1=animelemtime(1)=20
x=200
ignorehitpause=1
[state ]
type=turn
trigger1=animelemtime(1)=20
trigger1=facing*floor(enemynear,screenpos x+enemynear,const(size.mid.pos.x)-screenpos x)<0
ignorehitpause=1



;儚乕僾奐巒帪徴寕攇丅
[state ]
type=varset
trigger1=1
fvar(0)=0.8
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%4=0
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-8*animelemtime(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%4=0
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-8*animelemtime(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;儚乕僾廔椆帪徴寕攇丅
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10231
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*1
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10241
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*1
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10232
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*2
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10242
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*2
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10233
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*3
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10243
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*3
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10234
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*4
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10244
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*4
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%10=0
projid=1300
projanim=40140
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=100,50
givepower=50,25
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=20&&animelemtime(1)<=39
trigger1=animelemtime(1)%10=0
projid=1301
projanim=40140
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=100,50
givepower=50,25
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,8
guard.velocity=-4
air.velocity=-4,8
airguard.velocity=-4,8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 1301]
type=a
movetype=h
physics=n
ctrl=0

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=5050
value=5050
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitover
trigger1=vel y>=1.0
trigger1=selfanimexist(anim+10)
value=anim+10
persistent=0
ignorehitpause=1



;懍搙僙僢僩丅
[state ]
type=posfreeze
triggerall=!hitover
trigger1=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=facing*gethitvar(xvel)
y=gethitvar(yvel)
persistent=0
ignorehitpause=1
[state ]
type=veladd
triggerall=hitover
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1



;僟僀僫儈僢僋婣戭丅
[state ]
type=selfstate
triggerall=hitover
trigger1=vel y>0.0
trigger1=pos y>=25.0
value=5100
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=60
value=5050
ignorehitpause=1

[statedef 1310]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=1310
value=1310
ignorehitpause=1

;摟柧搙曄壔丅
[state ]
type=trans
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
trans=addalpha
alpha=floor(256*cos((pi/2/20)*animelemtime(1))),floor(256*sin((pi/2/20)*animelemtime(1)))
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
value=sca
ignorehitpause=1
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
value2=sca
ignorehitpause=1
[state ]
type=ctrlset
trigger1=animelemtime(1)>=20
value=1
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
value=s0,7
freqmul=1.6-0.9*sin((pi/2/20)*animelemtime(1))
volume=255
channel=6+gametime%5
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)=0
time=40
freq=85
ampl=2
phase=90
ignorehitpause=1



;偪傚偭偲慜恑丅
[state ]
type=posadd
trigger1=animelemtime(1)=20
x=-200
ignorehitpause=1
[state ]
type=turn
trigger1=animelemtime(1)=20
trigger1=facing*floor(enemynear,screenpos x+enemynear,const(size.mid.pos.x)-screenpos x)<0
ignorehitpause=1



;儚乕僾奐巒帪徴寕攇丅
[state ]
type=varset
trigger1=1
fvar(0)=0.8
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%4=0
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-8*animelemtime(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%4=0
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-8*animelemtime(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;儚乕僾廔椆帪徴寕攇丅
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10231
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*1
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10241
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*1
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10232
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*2
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10242
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*2
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10233
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*3
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10243
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*3
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10234
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*4
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10244
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*4
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%10=0
projid=1310
projanim=40140
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=100,50
givepower=50,25
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=20&&animelemtime(1)<=39
trigger1=animelemtime(1)%10=0
projid=1311
projanim=40140
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=100,50
givepower=50,25
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,8
guard.velocity=-4
air.velocity=-4,8
airguard.velocity=-4,8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 1320]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=1320
value=1320
ignorehitpause=1

;摟柧搙曄壔丅
[state ]
type=trans
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
trans=addalpha
alpha=floor(256*cos((pi/2/20)*animelemtime(1))),floor(256*sin((pi/2/20)*animelemtime(1)))
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=statetypeset
trigger1=animelemtime(1)=20
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=statetypeset
trigger1=animelemtime(1)=40
physics=a
ignorehitpause=1

[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
value=sca
ignorehitpause=1
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
value2=sca
ignorehitpause=1
[state ]
type=ctrlset
trigger1=animelemtime(1)>=20
value=1
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
value=s0,7
freqmul=1.6-0.9*sin((pi/2/20)*animelemtime(1))
volume=255
channel=6+gametime%5
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)=0
time=40
freq=85
ampl=2
phase=90
ignorehitpause=1



;偪傚偭偲慜恑丅
[state ]
type=posadd
trigger1=animelemtime(1)=20
x=100
y=-50
ignorehitpause=1
[state ]
type=turn
trigger1=animelemtime(1)=20
trigger1=facing*floor(enemynear,screenpos x+enemynear,const(size.mid.pos.x)-screenpos x)<0
ignorehitpause=1
[state ]
type=veladd
trigger1=animelemtime(1)=20
x=3
y=-2
ignorehitpause=1



;儚乕僾奐巒帪徴寕攇丅
[state ]
type=varset
trigger1=1
fvar(0)=0.8
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%4=0
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-8*animelemtime(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%4=0
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-8*animelemtime(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;儚乕僾廔椆帪徴寕攇丅
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10231
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*1
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10241
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*1
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10232
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*2
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10242
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*2
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10233
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*3
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10243
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*3
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10234
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*4
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10244
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*4
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%10=0
projid=1320
projanim=40140
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=100,50
givepower=50,25
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=20&&animelemtime(1)<=39
trigger1=animelemtime(1)%10=0
projid=1321
projanim=40140
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=100,50
givepower=50,25
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,8
guard.velocity=-4
air.velocity=-4,8
airguard.velocity=-4,8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

[statedef 1330]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=1330
value=1330
ignorehitpause=1

;摟柧搙曄壔丅
[state ]
type=trans
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
trans=addalpha
alpha=floor(256*cos((pi/2/20)*animelemtime(1))),floor(256*sin((pi/2/20)*animelemtime(1)))
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
value=sca
ignorehitpause=1
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
value2=sca
ignorehitpause=1
[state ]
type=ctrlset
trigger1=animelemtime(1)>=20
value=1
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
value=s0,7
freqmul=1.6-0.9*sin((pi/2/20)*animelemtime(1))
volume=255
channel=6+gametime%5
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)=0
time=40
freq=85
ampl=2
phase=90
ignorehitpause=1



;儚乕僾奐巒帪徴寕攇丅
[state ]
type=varset
trigger1=1
fvar(0)=0.8
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%4=0
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-8*animelemtime(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%4=0
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-20-8*animelemtime(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;儚乕僾廔椆帪徴寕攇丅
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10230
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10240
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10231
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*1
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10241
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*1
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10232
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*2
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10242
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*2
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10233
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*3
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10243
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*3
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10234
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*4
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
facing=-1
anim=10244
scale=fvar(0)*0.5*const(size.xscale),fvar(0)*0.3*const(size.yscale)
pos=0,-140+32*4
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=animelemtime(1)%10=0
projid=1330
projanim=40140
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=100,50
givepower=50,25
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)>=20&&animelemtime(1)<=39
trigger1=animelemtime(1)%10=0
projid=1331
projanim=40140
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,sp
hitflag=maf
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=100,50
givepower=50,25
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,8
guard.velocity=-4
air.velocity=-4,8
airguard.velocity=-4,8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1



;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕挻昁嶦媄丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僞儞僕僃儞僥傿傾儖僼儗傾丅

[statedef 3000]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=3000
value=3000
ignorehitpause=1
[state ]
type=afterimage
trigger1=animelemtime(1)=0
time=25
length=25
timegap=1
framegap=1
trans=addalpha
alpha=0,0
paladd=0,0,0
palmul=1,1,1
palcontrast=256,256,256
palcolor=256
palinvertall=0
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=1
value2=sca
ignorehitpause=1

;挻昁墘弌丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,26
freqmul=1.0
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=1.0
volume=255
channel=7
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.7
volume=255
channel=8
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10260
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=0,-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(16)=-20
anim=10261
facing=-1
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=60,-80
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/40)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=0&&animelemtime(16)<=-1
time=2
color=128
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(16)=0
time=10
freq=85
ampl=35
phase=90
ignorehitpause=1



;偐側傝屻戅丅
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=turn
trigger1=animelemtime(1)=0
trigger1=frontedgedist>backedgedist
ignorehitpause=1
[state ]
type=veladd
trigger1=animelemtime(1)=0
x=-60
ignorehitpause=1



;旘傃摴嬶丅
[state ]
type=helper
trigger1=animelemtime(16)=0
stateno=10080
id=10080
name="10080"
pos=60,-80
postype=p1
size.xscale=1.0*const(size.xscale)
size.yscale=1.0*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕儔僢僔儏丅

[statedef 3100]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=3100
value=3100
ignorehitpause=1
[state ]
type=afterimage
trigger1=animelemtime(1)=0
time=-animtime
length=30
timegap=1
framegap=1
trans=sub
paladd=0,0,0
palmul=1,1,1
palcontrast=256,256,256
palcolor=256
palinvertall=0
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
triggerall=palno=2||palno=[7,12]
trigger1=1
value2=sca
ignorehitpause=1

;挻昁墘弌丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,26
freqmul=1.0
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=1.0
volume=255
channel=7
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.7
volume=255
channel=8
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10260
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=0,-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
anim=10261
facing=-1
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=50,-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;壒嬁乚儔僢僔儏丅
[state ]
type=playsnd
trigger1=animelemtime(6)=0
trigger2=animelemtime(21)=0
trigger3=animelemtime(25)=0
trigger4=animelemtime(38)=0
trigger5=animelemtime(47+6)=0
trigger6=animelemtime(47+21)=0
trigger7=animelemtime(47+25)=0
trigger8=animelemtime(47+38)=0
value=s0,7
freqmul=1.4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=0
trigger2=animelemtime(21)=0
trigger3=animelemtime(25)=0
trigger4=animelemtime(38)=0
trigger5=animelemtime(47+6)=0
trigger6=animelemtime(47+21)=0
trigger7=animelemtime(47+25)=0
trigger8=animelemtime(47+38)=0
value=s0,7
freqmul=0.8
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=0
trigger2=animelemtime(21)=0
trigger3=animelemtime(25)=0
trigger4=animelemtime(38)=0
trigger5=animelemtime(47+6)=0
trigger6=animelemtime(47+21)=0
trigger7=animelemtime(47+25)=0
trigger8=animelemtime(47+38)=0
value=s0,12
freqmul=0.8
volume=255
channel=3
ignorehitpause=1

;壒嬁乚偖傞偖傞夞揮峌寕丅
[state ]
type=playsnd
trigger1=animelemtime(47+38-1+7)=0
trigger2=animelemtime(47+38-1+7)=7
trigger3=animelemtime(47+38-1+7)=15
trigger4=animelemtime(47+38-1+7)=22
trigger5=animelemtime(47+38-1+7)=30
trigger6=animelemtime(47+38-1+7)=37
value=s0,2
freqmul=1.4
volume=255
channel=4
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(47+38-1+7)=0
trigger2=animelemtime(47+38-1+7)=7
trigger3=animelemtime(47+38-1+7)=15
trigger4=animelemtime(47+38-1+7)=22
trigger5=animelemtime(47+38-1+7)=30
trigger6=animelemtime(47+38-1+7)=37
value=s0,3
freqmul=1.4
volume=255
channel=5
ignorehitpause=1

;壒嬁乚壩拰丅
[state ]
type=playsnd
trigger1=animelemtime(119+1)=0
value=s0,18
freqmul=0.8
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(119+1)=0
value=s0,18
freqmul=1.0
volume=255
channel=7
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(119+1)=0
value=s0,18
freqmul=1.2
volume=255
channel=8
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(119+14)=0
value=s0,13
freqmul=1.0
volume=255
channel=9
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(119+14)=0
value=s0,16
freqmul=0.8
volume=255
channel=10
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(119+14)=0
value=s0,17
freqmul=0.8
volume=255
channel=11
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/40)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(6)=0
trigger2=animelemtime(21)=0
trigger3=animelemtime(25)=0
trigger4=animelemtime(38)=0
trigger5=animelemtime(47+6)=0
trigger6=animelemtime(47+21)=0
trigger7=animelemtime(47+25)=0
trigger8=animelemtime(47+38)=0
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(47+38-1+7)=0
trigger2=animelemtime(47+38-1+7)=7
trigger3=animelemtime(47+38-1+7)=15
trigger4=animelemtime(47+38-1+7)=22
trigger5=animelemtime(47+38-1+7)=30
trigger6=animelemtime(47+38-1+7)=37
time=5
freq=85
ampl=15
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(119+14)=0
time=15
freq=85
ampl=35
phase=90
ignorehitpause=1



;慜恑偟側偑傜愗傝楐偔丅
[state ]
type=velset
trigger1=animelemtime(1)=0
x=5
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(6)>=0&&animelemtime(85)<=0
x=1.0
ignorehitpause=1

[state ]
type=veladd
trigger1=animelemtime(47+38-1+7)=0
x=15
ignorehitpause=1

[state ]
type=veladd
trigger1=animelemtime(119+6)=0
x=-8
ignorehitpause=1
[state ]
type=veladd
trigger1=animelemtime(119+14)=-5
x=5
ignorehitpause=1



;捾僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=0.7
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=0.8
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(6)=-10
trigger2=animelemtime(47+6)=-10
stateno=10000
id=20010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(6)=-10
trigger2=animelemtime(47+6)=-10
stateno=10010
id=20010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(6)=-10
trigger2=animelemtime(47+6)=-10
stateno=10020
id=20010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=varset
trigger1=1
fvar(0)=0.6
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=1.1
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(21)=-10
trigger2=animelemtime(47+21)=-10
stateno=10000
id=21010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(21)=-10
trigger2=animelemtime(47+21)=-10
stateno=10010
id=21010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(21)=-10
trigger2=animelemtime(47+21)=-10
stateno=10020
id=21010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=varset
trigger1=1
fvar(0)=0.6
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=0.8
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(25)=-10
trigger2=animelemtime(47+25)=-10
stateno=10000
id=22010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(25)=-10
trigger2=animelemtime(47+25)=-10
stateno=10010
id=22010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(25)=-10
trigger2=animelemtime(47+25)=-10
stateno=10020
id=22010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=varset
trigger1=1
fvar(0)=1.0
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=1.3
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(38)=0
trigger2=animelemtime(47+38)=0
stateno=10000
id=24010000
name="10000"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(38)=0
trigger2=animelemtime(47+38)=0
stateno=10010
id=24010010
name="10010"
pos=0,0
postype=p1
size.xscale=fvar(0)*const(size.xscale)
size.yscale=fvar(1)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(38)=0
trigger2=animelemtime(47+38)=0
stateno=10020
id=24010020
name="10020"
pos=0,0
postype=p1
size.xscale=fvar(0)*1.7*const(size.xscale)
size.yscale=fvar(1)*1.7*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;敋敪僄僼僃僋僩丅
[state ]
type=varset
trigger1=animelemtime(47+38-1+7)=[0,39]
trigger1=animelemtime(47+38-1+7)%2=0
var(0)=90-random%181
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(47+38-1+7)=[0,39]
trigger1=animelemtime(47+38-1+7)%2=0
var(1)=56-random%113
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(47+38-1+7)=[0,39]
trigger1=animelemtime(47+38-1+7)%2=0
fvar(0)=0.9
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(47+38-1+7)=[0,39]
trigger1=animelemtime(47+38-1+7)%2=0
anim=10110
scale=fvar(0)*0.7*const(size.xscale),fvar(0)*0.7*const(size.yscale)
pos=10+var(0),-56+var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(47+38-1+7)=[0,39]
trigger1=animelemtime(47+38-1+7)%2=0
anim=10120
scale=fvar(0)*0.45*const(size.xscale),fvar(0)*0.45*const(size.yscale)
pos=10+var(0),-56+var(1)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;壩拰僄僼僃僋僩丅
[state ]
type=varset
trigger1=1
fvar(0)=1.0
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=1.0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(119+14)=-10
anim=10060
scale=fvar(0)*1.5*const(size.xscale),fvar(1)*1.5*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(119+14)=-10
anim=10070
scale=fvar(0)*1.8*const(size.xscale),fvar(1)*1.8*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(119+14)=-10
anim=10070
scale=fvar(0)*1.8*const(size.xscale),fvar(1)*1.8*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(119+14)=-10
anim=10080
scale=fvar(0)*1.2*const(size.xscale),fvar(1)*1.2*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(119+14)=-10
anim=10080
scale=fvar(0)*1.2*const(size.xscale),fvar(1)*1.2*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(119+14)=-10
anim=10090
scale=fvar(0)*0.8*1.8*const(size.xscale),fvar(1)*0.8*1.8*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(119+14)=-10
anim=10100
scale=fvar(0)*1.2*const(size.xscale),fvar(1)*1.2*const(size.yscale)
pos=80,0
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱乚儔僢僔儏帪丅
[state ]
type=hitdef
trigger1=animelemtime(6)=0
trigger2=animelemtime(21)=0
trigger3=animelemtime(25)=0
trigger4=animelemtime(38)=0
trigger5=animelemtime(47+6)=0
trigger6=animelemtime(47+21)=0
trigger7=animelemtime(47+25)=0
attr=s,ha
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=15,3
getpower=0,0
givepower=50,25
pausetime=0,6
guard.pausetime=0,6
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=6
air.hittime=6
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-3
guard.velocity=-4
air.velocity=-4,-3
airguard.velocity=-4,-3
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1

;峌寕杮懱乚儔僢僔儏偺嵟屻丄抧柺偵扏偒偮偗傞峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(47+38)=0
attr=s,ha
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=35,8
getpower=0,0
givepower=50,25
pausetime=0,0
guard.pausetime=0,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=0
air.hittime=0
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-1,11
guard.velocity=-4
air.velocity=-1,11
airguard.velocity=-1,11
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1

;峌寕杮懱乚偖傞偖傞夞揮峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(47+38-1+7)=0
trigger2=animelemtime(47+38-1+7)=7
trigger3=animelemtime(47+38-1+7)=15
trigger4=animelemtime(47+38-1+7)=22
trigger5=animelemtime(47+38-1+7)=30
trigger6=animelemtime(47+38-1+7)=37
attr=s,ha
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=10,2
getpower=0,0
givepower=20,10
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-1,-6
guard.velocity=-1
air.velocity=-1,-6
airguard.velocity=-1,-6
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1

;峌寕杮懱乚壩拰丅
[state ]
type=projectile
trigger1=animelemtime(119+14)=[0,23]
trigger1=animelemtime(119+14)%8=0
projid=3100
projanim=40080
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=80,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=45,11
getpower=0,0
givepower=50,25
pausetime=0,3
guard.pausetime=0,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=3
air.hittime=3
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4,-8
guard.velocity=-4
air.velocity=-4,-8
airguard.velocity=-4,-8
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1



;僞乕僎僢僩屌掕丅
[state ]
type=targetbind
trigger1=animelemtime(6)=0
trigger2=animelemtime(47+6)=0
pos=30,-30
time=15
ignorehitpause=1

[state ]
type=targetbind
trigger1=animelemtime(21)=0
trigger2=animelemtime(47+21)=0
pos=50,0
time=15
ignorehitpause=1

[state ]
type=targetbind
trigger1=animelemtime(25)=0
trigger2=animelemtime(47+25)=0
pos=60,-10
time=15
ignorehitpause=1

[state ]
type=targetbind
trigger1=animelemtime(38)=0
pos=40,15
time=15
ignorehitpause=1

[state ]
type=null;targetbind
trigger1=animelemtime(6)=0
trigger2=animelemtime(21)=0
trigger3=animelemtime(25)=0
trigger4=animelemtime(38)=0
trigger5=animelemtime(47+6)=0
trigger6=animelemtime(47+21)=0
trigger7=animelemtime(47+25)=0
pos=50,0
time=15
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 3101]
type=a
movetype=h
physics=n
ctrl=0

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=5050
value=5050
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitover
trigger1=vel y>=1.0
trigger1=selfanimexist(anim+10)
value=anim+10
persistent=0
ignorehitpause=1



;懍搙僙僢僩丅
[state ]
type=posfreeze
triggerall=!hitover
trigger1=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=facing*gethitvar(xvel)
y=gethitvar(yvel)
persistent=0
ignorehitpause=1
[state ]
type=veladd
triggerall=hitover
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1



;抧柺偵摉偨偭偨傜僗僥乕僩堏摦丅
[state ]
type=changestate
triggerall=hitover
trigger1=vel y>0.0
trigger1=pos y>=25.0
value=3102
persistent=256
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=60
value=5050
ignorehitpause=1

[statedef 3102]
type=l
movetype=h
physics=n
ctrl=0

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
triggerall=time=0
trigger1=(anim!=[5051,5059])&&(anim!=[5061,5069])
trigger2=!selfanimexist(5100+(anim%10))
value=5100
ignorehitpause=1
[state ]
type=changeanim
trigger1=time=0
trigger1=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=selfanimexist(5100+(anim%10))
value=5100+(anim%10)
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=fallenvshake
trigger1=time=0
ignorehitpause=1



;抧柺偵偨偨偒偮偗傜傟偨弖娫偺張棟丅
[state ]
type=posfreeze
trigger1=1
ignorehitpause=1
[state ]
type=posset
trigger1=time=0
y=0
ignorehitpause=1
[state ]
type=velmul
trigger1=time=0
x=0.75
ignorehitpause=1
[state ]
type=velset
trigger1=time=0
y=0
ignorehitpause=1



;搚毢僄僼僃僋僩丅
[state ]
type=gamemakeanim
trigger1=time=1
value=62
pos=0,0
under=0
ignorehitpause=1
[state ]
type=playsnd
trigger1=time=1
value=f7,2
ignorehitpause=1



;僶僂儞僪摦嶌僗僥乕僩堏摦丅
[state ]
type=changestate
trigger1=animtime=0
value=3103
persistent=256
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=60
value=5050
ignorehitpause=1

[statedef 3103]
type=a
movetype=h
physics=n
ctrl=0

;僶僂儞僪丅
[state ]
type=velset
trigger1=1
y=-6
persistent=0
ignorehitpause=1
[state ]
type=veladd
triggerall=hitover
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1



;僟僀僫儈僢僋婣戭丅
[state ]
type=selfstate
triggerall=hitover
trigger1=vel y>0.0
trigger1=pos y>=25.0
value=5100
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=120
value=5050
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕傾億僇儕僾僗丅

[statedef 3200]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=3200
value=3200
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
trans=addalpha
alpha=256,floor(256*sin((pi/2/120)*animelemtime(1)))
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=120&&animelemtime(11)<=14
trans=addalpha
alpha=256,256
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1

;挻昁墘弌丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,26
freqmul=1.0
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=1.0
volume=255
channel=7
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.7
volume=255
channel=8
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-2000
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10260
scale=1.85*1.25*const(size.xscale),1.85*1.25*const(size.yscale)
pos=0,-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-8
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10262
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=0,-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(11)<=-1
trigger1=animelemtime(1)%20=0
id=3200
anim=10263
facing=-1
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=facing*floor(enemynear,screenpos x+enemynear,const(size.mid.pos.x)-screenpos x),floor(enemynear,screenpos y+enemynear,const(size.mid.pos.y)-screenpos y)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=-7
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(11)<=-1
trigger1=animelemtime(1)%20=0
id=3200
anim=10264
facing=-1
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=facing*floor(enemynear,screenpos x+enemynear,const(size.mid.pos.x)-screenpos x),floor(enemynear,screenpos y+enemynear,const(size.mid.pos.y)-screenpos y)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=modifyexplod
trigger1=animelemtime(1)>=20&&animelemtime(11)<=-1+30
id=3200
pos=facing*floor(enemynear,screenpos x+enemynear,const(size.mid.pos.x)-screenpos x),floor(enemynear,screenpos y+enemynear,const(size.mid.pos.y)-screenpos y)
postype=p1
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.08+0.03
volume=255
channel=9
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.1+0.03
volume=255
channel=10
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.12+0.03
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.16+0.03
volume=255
channel=12
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=0&&animelemtime(11)<=-1
time=2
add=floor(-70+120*sin((pi/2/15)*animelemtime(1))),floor(-50+100*sin((pi/2/15)*animelemtime(1))),floor(-50+100*sin((pi/2/15)*animelemtime(1)))
invertall=1
color=0
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(11)>=0&&animelemtime(11)<=14
time=2
add=floor(-70+325*sin((pi/2/15)*animelemtime(1))),floor(-50+305*sin((pi/2/15)*animelemtime(1))),floor(-50+305*sin((pi/2/15)*animelemtime(1)))
invertall=1
color=0
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(11)=15
time=30
add=-255,-255,-255
sinadd=255,255,255,30*4
ignorehitpause=1

;偦偺懠夋柺岠壥丅
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(11)<=14
flag=nobardisplay
flag2=globalnoshadow
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(11)<=-1
trigger1=animelemtime(1)%4=0
time=4
freq=85
ampl=4
phase=90
ignorehitpause=1



;嵗昗娭學丄墴偟弌偟敾掕偺徚幐丅
[state ]
type=playerpush
trigger1=animelemtime(1)>=0&&animelemtime(11)<=14
value=0
ignorehitpause=1



;庺偄丅
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(11)<=14
anim=30010
facing=-1
scale=1.0*const(size.xscale),1.0*const(size.yscale)
pos=160,120
random=320,240
postype=left
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(11)<=14
anim=30010
facing=-1
scale=1.0*const(size.xscale),1.0*const(size.yscale)
pos=160,120
random=320,240
postype=left
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(10)>=0&&animelemtime(11)<=-1
trigger1=animelemtime(10)%7=0
projid=3200
projanim=40010
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=25,6
getpower=0,0
givepower=20,10
pausetime=0,3
guard.pausetime=0,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=3
air.hittime=3
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-1,-1
guard.velocity=-1
air.velocity=-1,-1
airguard.velocity=-1,-1
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 3201]
type=a
movetype=h
physics=n
ctrl=0

;巰朣僗僥乕僩堏峴丅
[state ]
type=changestate
trigger1=!alive
trigger1=name!="FalseEcho"
value=5150
persistent=256
ignorehitpause=1



;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=5050
value=5050
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitover
trigger1=vel y>=1.0
trigger1=selfanimexist(anim+10)
value=anim+10
persistent=0
ignorehitpause=1



;懍搙僙僢僩丅
[state ]
type=posfreeze
triggerall=!hitover
trigger1=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=facing*gethitvar(xvel)
y=gethitvar(yvel)
persistent=0
ignorehitpause=1
[state ]
type=veladd
triggerall=hitover
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1



;僟僀僫儈僢僋婣戭丅
[state ]
type=selfstate
triggerall=hitover
trigger1=vel y>0.0
trigger1=pos y>=25.0
value=5100
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=60
value=5050
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕儚乕儖僪僋儗償傽乕僗丅

[statedef 3300]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=3300
value=3300
ignorehitpause=1

;摟柧搙曄壔丅
[state ]
type=trans
trigger1=animelemtime(1)>=40&&animelemtime(1)<=59
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(1)-40))),floor(256*sin((pi/2/20)*(animelemtime(1)-40)))
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=60&&animelemtime(1)<=99
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=100&&animelemtime(1)<=129
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(1)-100))),floor(256*cos((pi/2/30)*(animelemtime(1)-100)))
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1

;挻昁墘弌丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,26
freqmul=1.0
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=1.0
volume=255
channel=7
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.7
volume=255
channel=8
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10260
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=0,-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=20
anim=10261
facing=-1
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=-60,-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=40
value=s0,1
freqmul=0.6
volume=255
channel=9
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=40
value=s0,1
freqmul=0.8
volume=255
channel=10
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=40
value=s0,1
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=40
value=s0,27
freqmul=0.9
volume=255
channel=12
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/40)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=40&&animelemtime(1)<=79
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=80&&animelemtime(1)<=119
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/40)*(animelemtime(1)-80)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
trigger1=animelemtime(1)%4=0
time=4
freq=85
ampl=2
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)=40
time=25
freq=85
ampl=25
phase=90
ignorehitpause=1



;嵗昗娭學丄墴偟弌偟敾掕偺徚幐丅
[state ]
type=playerpush
trigger1=animelemtime(1)>=40&&animelemtime(1)<=129
value=0
ignorehitpause=1



;僽儔僢僋儂乕儖丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
trigger1=animelemtime(1)%2=0
anim=10173
scale=0.84*sin((pi/2/40)*animelemtime(1))*const(size.xscale),2.52*sin((pi/2/40)*animelemtime(1))*const(size.yscale)
pos=floor(-60*sin((pi/2/40)*animelemtime(1))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
trigger1=animelemtime(1)%2=0
anim=10174
scale=0.42*sin((pi/2/40)*animelemtime(1))*const(size.xscale),1.26*sin((pi/2/40)*animelemtime(1))*const(size.yscale)
pos=floor(-60*sin((pi/2/40)*animelemtime(1))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=39
trigger1=animelemtime(1)%3=0
anim=10181
scale=0.42*sin((pi/2/40)*animelemtime(1))*const(size.xscale),1.26*sin((pi/2/40)*animelemtime(1))*const(size.yscale)
pos=floor(-60*sin((pi/2/40)*animelemtime(1))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=40&&animelemtime(1)<=79
trigger1=animelemtime(1)%2=0
anim=10170
scale=0.84*const(size.xscale),2.52*const(size.yscale)
pos=-60+floor(380*sin((pi/2/40)*(animelemtime(1)-40))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=-6
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=40&&animelemtime(1)<=79
trigger1=animelemtime(1)%2=0
anim=10172
scale=0.42*const(size.xscale),1.26*const(size.yscale)
pos=-60+floor(380*sin((pi/2/40)*(animelemtime(1)-40))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=40&&animelemtime(1)<=79
trigger1=animelemtime(1)%3=0
anim=10180
scale=0.42*const(size.xscale),1.26*const(size.yscale)
pos=-60+floor(380*sin((pi/2/40)*(animelemtime(1)-40))),-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
triggerall=(palno=2||palno=[7,12])=0
trigger1=animelemtime(1)=42
trigger2=animelemtime(1)=44
trigger3=animelemtime(1)=46
projid=3300
projanim=40110
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=-60,-64
postype=p1
velocity=12,0
accel=0,0
projremove=1
projremovetime=36
projsprpriority=2147483647
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=0,62
getpower=0,0
givepower=200,100
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-12,-3
guard.velocity=-1
air.velocity=-12,-3
airguard.velocity=-12,-3
fall=1
air.fall=1
kill=0
guard.kill=0
fall.kill=0
p2facing=1
ignorehitpause=1

[state ]
type=projectile
triggerall=palno=2||palno=[7,12]
trigger1=animelemtime(1)=42
trigger2=animelemtime(1)=44
trigger3=animelemtime(1)=46
projid=3300
projanim=40110
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=-60,-64
postype=p1
velocity=12,0
accel=0,0
projremove=1
projremovetime=36
projsprpriority=2147483647
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=100,87
getpower=0,0
givepower=200,100
pausetime=0,10
guard.pausetime=0,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-12,-3
guard.velocity=-1
air.velocity=-12,-3
airguard.velocity=-12,-3
fall=1
air.fall=1
kill=0
guard.kill=0
fall.kill=0
p2facing=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 3301]
type=a
movetype=h
physics=n
ctrl=0

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=5050
value=5050
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitover
trigger1=vel y>=1.0
trigger1=selfanimexist(anim+10)
value=anim+10
persistent=0
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1



;偦偺懠夋柺岠壥丅
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1



;夋柺抂傑偱悂偒旘偽偝傟傞丅
[state ]
type=width
trigger1=1
edge=0,-100
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=-12
y=0
ignorehitpause=1



;夋柺抂偱斀幩僗僥乕僩堏峴丅
[state ]
type=changestate
trigger1=backedgedist<0
value=3302
persistent=256
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=60
value=5050
ignorehitpause=1

[statedef 3302]
type=a
movetype=h
physics=n
ctrl=0

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1



;偦偺懠夋柺岠壥丅丅
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1



;夋柺抂偱斀幩丅
[state ]
type=width
trigger1=1
edge=0,-100
ignorehitpause=1
[state ]
type=turn
trigger1=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=-0.7
y=-7
ignorehitpause=1



;斀幩僄僼僃僋僩丅
[state ]
type=explod
trigger1=1
anim=f72
pos=const(size.mid.pos.x),0
ignorehitpause=1



;儔僀僼尭彮丅
[state ]
type=lifeadd
trigger1=1
value=-250
ignorehitpause=1



;婣娨丅
[state ]
type=changestate
trigger1=1
value=3303
persistent=256
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=60
value=5050
ignorehitpause=1

[statedef 3303]
type=a
movetype=h
physics=n
ctrl=0

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1



;偦偺懠夋柺岠壥丅丅
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1



;懍搙僙僢僩丅
[state ]
type=veladd
triggerall=hitover
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1



;僟僀僫儈僢僋婣戭丅
[state ]
type=selfstate
triggerall=hitover
trigger1=vel y>0.0
trigger1=pos y>=25.0
value=5100
ignorehitpause=1



;僨僶僢僌丅
[state ]
type=selfstate
trigger1=time>=60
value=5050
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕傾僂僞乕僗儁乕僗僿僀儘僁丅

[statedef 3400]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5

;傾僯儊乕僔儑儞丅
[state ]
type=changeanim
trigger1=anim!=3400
value=3400
ignorehitpause=1

;偦偺懠僔僗僥儉丅
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1

;挻昁墘弌丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,26
freqmul=1.0
volume=255
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=1.0
volume=255
channel=7
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,20
freqmul=0.7
volume=255
channel=8
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-3000
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10262
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=0,-64
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483604
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=5
anim=10265
scale=1.25*1.25*const(size.xscale),1.25*1.25*const(size.yscale)
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483601
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=0.15
volume=255
channel=9
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=0.18
volume=255
channel=10
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=0.21
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,31
freqmul=0.24
volume=255
channel=12
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(1)=180
value=s0,0
freqmul=0.3
volume=255
channel=9
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=180
value=s0,0
freqmul=0.3
volume=255
channel=10
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=180
value=s0,1
freqmul=0.3
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=180
value=s0,3
freqmul=0.9
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=180
value=s0,26
freqmul=0.9
volume=255
channel=13
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
anim=11000
trans=addalpha
alpha=0,128
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=180&&animelemtime(1)<=359
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=180&&animelemtime(1)<=359
anim=11000
trans=addalpha
alpha=128,256
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=360&&animelemtime(1)<=479
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/120)*(animelemtime(1)-360)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=2147483600
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
trigger1=animelemtime(1)%4=0
time=4
freq=85
ampl=2
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=180&&animelemtime(1)<=359
trigger1=animelemtime(1)%4=0
time=4
freq=85
ampl=6
phase=90
ignorehitpause=1



;戝杺朄丅
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10270
scale=1.25*const(size.xscale),1.25*const(size.yscale)
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483603
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(1)>=180&&animelemtime(1)<=359
trigger1=animelemtime(1)%5=0
projid=3400
projanim=40010
projhitanim=-1
projremanim=-1
projscale=1.0*const(size.xscale),1.0*const(size.yscale)
offset=0,0
postype=p1
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483608
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=0
supermovetime=0
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=36,9
getpower=0,0
givepower=20,10
pausetime=0,3
guard.pausetime=0,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=3
air.hittime=3
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-1,-1
guard.velocity=-1
air.velocity=-1,-1
airguard.velocity=-1,-1
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1



;婣娨丄偡傞丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1









