;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;僐儌儞丅
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

[statedef 6190]
type=s
movetype=i
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6190

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s20000,18
freqmul=0.6
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s20000,3
freqmul=0.6
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s20000,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s20000,13
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s20000,14
volume=255
ignorehitpause=1
[state ];媡弴張棟丅
type=playsnd
trigger1=animelemtime(4)=0
value=s190,0
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s190,0
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(9)=0
value=s2000,0
volume=255
ignorehitpause=1



;夋柺惈幙丅
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1
[state ]
type=assertspecial
trigger1=1
flag=intro
ignorehitpause=1

;夋柺丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
anim=29000
trans=addalpha
alpha=256,0
scale=10,10
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
supermovetime=ifelse(40-animelemtime(1)<0,0,40-animelemtime(1))
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=96
anim=29000
trans=addalpha
alpha=floor(256*cos((pi/2/67)*(animelemtime(1)-30))),floor(256*sin((pi/2/67)*(animelemtime(1)-30)))
scale=10,10
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
supermovetime=ifelse(40-animelemtime(1)<0,0,40-animelemtime(1))
ignorehitpause=1

;夋柺捈愙楳傝丅
[state ]
type=bgpalfx
trigger1=animelemtime(1)=97
add=0,0,0
mul=255,255,255
sinadd=0,0,0,0
invertall=1
time=10
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(4)<=-1
time=2
freq=180
ampl=floor(6*sin((pi/2/0.7)*animelemtime(1)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(4)>=0&&animelemtime(4)<=19
time=2
freq=180
ampl=floor((220-220*sin((pi/2/20)*animelemtime(4)))*sin((pi/2/0.7)*animelemtime(1)))
phase=90
ignorehitpause=1



;徴寕攇偲堦弿偵弌傞彫抏丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=79
anim=20001
scale=0.7,0.7
pos=1,-103
vel=8*cos(random)*cos(var(30)),8*cos(random)*sin(var(30))
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=79
anim=20111
scale=0.2,0.2
pos=1,-103
vel=16*cos(random)*cos(var(30)),16*cos(random)*sin(var(30))
accel=0,0
removetime=-2
sprpriority=3
ontop=0
ignorehitpause=1

;徴寕攇丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=89
trigger1=animelemtime(1)%10=0
anim=20153
scale=1,1
pos=1,-103
vel=0,0
accel=0,0
removetime=-2
sprpriority=2
ontop=0
ignorehitpause=1



;壩拰偲杺朄恮丅
[state ]
type=explod
trigger1=animelemtime(4)=0
anim=20031
scale=1,1
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)=-10
anim=20031
scale=0.8,0.8
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)=0
anim=20053
scale=0.8,0.2
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1



;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=0
persistent=256
ignorehitpause=1

[statedef 6180]
type=s
movetype=i
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=24000

;夋柺惈幙丅
[state ]
type=assertspecial
trigger1=time>=60
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1

;夋柺丅
[state ]
type=explod
trigger1=time>=0&&time<=59
anim=29000
trans=addalpha
alpha=floor(256*sin((pi/2/60)*time)),floor(256*cos((pi/2/60)*time))
scale=10,10
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=60
anim=29000
trans=addalpha
alpha=256,0
scale=10,10
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
ignorehitpause=1



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=time=0
stateno=6181
id=6181
pos=0,0
ownpal=1
ignorehitpause=1
[state ]
type=helper
trigger1=time=0
stateno=6182
id=6182
pos=0-320,0
ignorehitpause=1
[state ]
type=helper
trigger1=time=0
stateno=6183
id=6183
pos=0+320,-150
ignorehitpause=1

[statedef 6181]
anim=6180

;曄悢丅
[state ]
type=varset
trigger1=1
var(0)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s20000,10
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=20
value=s195,0
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=20
value=s195,0
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s20000,14
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s20000,18
freqmul=0.6
volume=255
ignorehitpause=1



;夋柺惈幙丅
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=109+120
flag=roundnotover
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
time=2
freq=180
ampl=floor(5*sin((pi/2/0.7)*time))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=60&&animelemtime(1)<=89
time=2
freq=180
ampl=floor((86-86*sin((pi/2/30)*(animelemtime(1)-60)))*sin((pi/2/0.7)*time))
phase=90
ignorehitpause=1



;傁傞傆偭偔偡丅丅
[state ]
type=trans
trigger1=1
trans=sub
ignorehitpause=1
[state ]
type=palfx
trigger1=animelemtime(1)=60
add=0,0,0
mul=255,255,255
sinadd=-255,-255,-255,60
invertall=0
time=15
ignorehitpause=1



;徴寕攇偲堦弿偵弌傞彫抏丅
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=109
anim=20001
scale=0.7,0.7
pos=0+floor(20*cos(random)*cos(var(0)**2)),-87+floor(20*cos(random)*sin(var(0)**2))
vel=8*cos(random)*cos(var(0)),8*cos(random)*sin(var(0))
accel=0,0
removetime=-2
sprpriority=2147483645
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=109
anim=20111
scale=0.2,0.2
pos=0+floor(20*cos(random)*cos(var(0)**2)),-87+floor(20*cos(random)*sin(var(0)**2))
vel=16*cos(random)*cos(var(0)),16*cos(random)*sin(var(0))
accel=0,0
removetime=-2
sprpriority=2147483644
ontop=0
ignorehitpause=1

[statedef 6182]
anim=24000

;曄悢丅
[state ]
type=varset
trigger1=1
var(0)=random
ignorehitpause=1



;埵抲屌掕丅
[state ]
type=bindtoparent
trigger1=time>=0&&time<=59
pos=floor(-320+320*sin((pi/2/60)*time)),0
ignorehitpause=1
[state ]
type=bindtoparent
trigger1=time>=60&&time<=119
pos=0,floor(-220*sin((pi/2/60)*(time-60)))
ignorehitpause=1



;杺朄恮丅
[state ]
type=explod
trigger1=time=0
anim=20052
scale=0.72,0.12
pos=0,0
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time=0
anim=20052
scale=0.72,0.12
pos=0,0
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483647
ontop=0
ignorehitpause=1



;彫抏
[state ]
type=explod
trigger1=time>=0&&time<=59
anim=20001
scale=0.5,0.5
pos=floor(54*cos(var(0))),floor(9*sin(var(0)))
vel=3*cos(random),(-1.6+1.6*cos(random))
accel=0,-0.1+0.1*cos(random)
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=time>=120
ignorehitpause=1

[statedef 6183]
anim=24000

;曄悢丅
[state ]
type=varset
trigger1=1
var(0)=random
ignorehitpause=1



;埵抲屌掕丅
[state ]
type=bindtoparent
trigger1=time>=0&&time<=59
pos=floor(320-320*sin((pi/2/60)*time)),-150
ignorehitpause=1
[state ]
type=bindtoparent
trigger1=time>=60&&time<=119
pos=0,-150+floor(220*sin((pi/2/60)*(time-60)))
ignorehitpause=1



;杺朄恮丅
[state ]
type=explod
trigger1=time=0
anim=20052
scale=0.72,0.12
pos=0,0
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time=0
anim=20052
scale=0.72,0.12
pos=0,0
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483647
ontop=0
ignorehitpause=1



;彫抏
[state ]
type=explod
trigger1=time>=0&&time<=59
anim=20001
scale=0.5,0.5
pos=floor(54*cos(var(0))),floor(9*sin(var(0)))
vel=3*cos(random),(1.6+1.6*cos(random))
accel=0,-0.1+0.1*cos(random)
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=time>=120
ignorehitpause=1



;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;捠忢峌寕丅
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭

[statedef 6200]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6200

;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s200,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s201,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(3)=0
attr=s,na
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s300,random%3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=31,-93
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6201]
sprpriority=2147483600
anim=20061

;曄悢丅
[state ]
type=varset
trigger1=time=0
var(0)=random
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(4)=30-random%61
ignorehitpause=1



;夋柺惈幙丅
[state ]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1



;傾僯儊岠壥丅
[state ]
type=angledraw
trigger1=1
value=var(0)
ignorehitpause=1
[state ]
type=trans
trigger1=1
trans=sub
ignorehitpause=1



;夋柺梙傟丅
[state ]
type=envshake
trigger1=time>=0&&time<=9
time=2
freq=180
ampl=floor((16-16*sin((pi/2/10)*time))*sin((pi/2/0.7)*time))
phase=90
ignorehitpause=1



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=time>=0&&time<=4
anim=20001
scale=0.5,0.5
pos=0,0
vel=(3+3*cos(random))*cos(pi*(-var(0)+90+var(4))/180.0),(3+3*cos(random))*sin(pi*(-var(0)+90+var(4))/180.0)
accel=0,0
removetime=-2
sprpriority=2147483599
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=4
anim=20001
scale=0.5,0.5
pos=0,0
vel=(3+3*cos(random))*cos(pi*(-var(0)-90+var(4))/180.0),(3+3*cos(random))*sin(pi*(-var(0)-90+var(4))/180.0)
accel=0,0
removetime=-2
sprpriority=2147483599
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=29
anim=20021
scale=0.12*time,0.12*time
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483598
ontop=0
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=animtime=0
ignorehitpause=1

[statedef 6205]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6205



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s200,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s201,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(3)=0
attr=s,na
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s300,random%3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=21,-77
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6210]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6210

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s210,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s211,0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=0
value=s20000,4
ignorehitpause=1



;杺朄恮丅
[state ]
type=explod
trigger1=animelemtime(7)=0
anim=20054
scale=0.1,0.4
pos=53,-71
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(7)<=9
anim=20001
scale=0.5,0.5
pos=53,-71
vel=(2+2*cos(random))*cos(var(30)),(5+5*cos(random))*sin(var(30))
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(7)=0
attr=s,na
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=63,106
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=2,5
guard.pausetime=2,5
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=0
[state ]
type=hitdef
trigger1=animelemtime(9)=0
attr=s,na
hitflag=mafd
guardflag=
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=63,106
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=2,5
guard.pausetime=2,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
trigger1=hitpausetime=1
stateno=6201
id=6201
pos=53,-71
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6215]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6215



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s210,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s211,0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=0
value=s20000,4
ignorehitpause=1



;杺朄恮丅
[state ]
type=explod
trigger1=animelemtime(5)=0
anim=20054
scale=0.1,0.4
pos=53,-71
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=9
anim=20001
scale=0.5,0.5
pos=53,-71
vel=(2+2*cos(random))*cos(var(30)),(5+5*cos(random))*sin(var(30))
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(5)=0
attr=s,na
hitflag=mafd
guardflag=
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=63,106
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=53,-71
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6230]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6230

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s200,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s221,0
ignorehitpause=1



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(3)=0
anim=20095
scale=0.3*0.7,0.3*0.7
pos=77,-91
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=0
anim=20094
scale=0.3,0.3
pos=77,-91
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(4)=0
anim=20095
scale=0.3*0.7,0.3*0.7
pos=35,-21
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)=0
anim=20094
scale=0.3,0.3
pos=35,-21
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(3)=0
attr=s,na
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s20000,9
guardsound=s20000,9
numhits=1
pausetime=4,8
guard.pausetime=4,8
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=0
[state ]
type=hitdef
trigger1=animelemtime(4)=0
attr=s,na
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s20000,9
guardsound=s20000,9
numhits=1
pausetime=4,8
guard.pausetime=4,8
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(4)<0
trigger1=movecontact=1
trigger1=hitpausetime=3
stateno=6201
id=6201
pos=77,-91
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(4)>=0
trigger1=movecontact=1
trigger1=hitpausetime=3
stateno=6201
id=6201
pos=35,-21
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1



;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6235]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6235

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s200,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s221,0
ignorehitpause=1



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(3)=0
anim=20095
scale=0.3*0.7,0.3*0.7
pos=33,-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=0
anim=20094
scale=0.3,0.3
pos=33,-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(3)=0
anim=20095
scale=0.3*0.7,0.3*0.7
pos=62,-54
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=0
anim=20094
scale=0.3,0.3
pos=62,-54
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(3)=0
attr=s,na
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s20000,9
guardsound=s20000,9
numhits=1
pausetime=4,8
guard.pausetime=4,8
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=0
[state ]
type=hitdef
trigger1=animelemtime(4)=0
attr=s,na
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s20000,9
guardsound=s20000,9
numhits=1
pausetime=4,8
guard.pausetime=4,8
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(4)<0
trigger1=movecontact=1
trigger1=hitpausetime=3
stateno=6201
id=6201
pos=33,-20
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(4)>=0
trigger1=movecontact=1
trigger1=hitpausetime=3
stateno=6201
id=6201
pos=62,-54
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1



;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6240]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6240

;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s210,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s240,1
ignorehitpause=1



;徴寕攇僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(2)=0
anim=21101
scale=1,1
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1



;墘弌梡僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(2)=0
stateno=6241
id=6241
pos=0,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(3)=0
trigger2=animelemtime(4)=0
trigger3=animelemtime(5)=0
attr=s,na
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=63,106
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=6,12
guard.pausetime=6,12
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=0,-9
airguard.velocity=0,-9
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(4)<0
trigger1=movecontact=1
trigger1=hitpausetime=5
stateno=6201
id=6201
pos=47,-80
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(4)>=0&&animelemtime(5)<0
trigger1=movecontact=1
trigger1=hitpausetime=5
stateno=6201
id=6201
pos=52,-97
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1
[state ]
type=helper
trigger1=animelemtime(5)>=0
trigger1=movecontact=1
trigger1=hitpausetime=5
stateno=6201
id=6201
pos=67,-114
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1



;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6241]
anim=24000

;椫偭偐偺戝偒偝丅
[state ]
type=varset
trigger1=1
var(0)=200
ignorehitpause=1
;嵟弶偺妏搙丅
[state ]
type=varset
trigger1=1
var(1)=-20
ignorehitpause=1
;夞揮妏搙丅
[state ]
type=varset
trigger1=1
var(2)=-125
ignorehitpause=1
;奼戝偵梫偡傞僼儗乕儉丅
[state ]
type=varset
trigger1=1
var(3)=20
ignorehitpause=1
;儔儞僟儉曄悢丅
[state ]
type=varset
trigger1=1
var(4)=random
ignorehitpause=1



;嵗昗挷惍丅
[state ]
type=bindtoparent
trigger1=time>=0&&time<=var(3)-1
pos=50+var(0)*sin((pi/2/var(3))*time)*cos((pi*var(1)/180.0)+(pi*var(2)/180)*sin((pi/2/var(3))*time)),-30+var(0)*sin((pi/2/var(3))*time)*sin((pi*var(1)/180.0)+(pi*var(2)/180)*sin((pi/2/var(3))*time))
ignorehitpause=1



;抏偽傜傑偒丅
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
anim=20001
scale=0.5,0.5
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
anim=20001
scale=0.5,0.5
pos=0,0
vel=(3+3*cos(random))*cos(var(4)),(3+3*cos(random))*sin(var(4))
accel=0,0
removetime=-2
sprpriority=2147483645
ontop=0
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=time>=var(3)
ignorehitpause=1

[statedef 6290]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6290

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s290,0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=4
trigger3=animelemtime(4)=8
trigger4=animelemtime(4)=12
trigger5=animelemtime(4)=16
value=s2300,3
channel=1
ignorehitpause=1



;杺朄恮丅
[state ]
type=explod
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=4
trigger3=animelemtime(4)=8
trigger4=animelemtime(4)=12
trigger5=animelemtime(4)=16
anim=20054
scale=0.2,0.2
pos=floor(20+30*cos(random)*cos(var(30))),floor(-76+80*cos(random)*sin(var(30)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1



;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(4)<=0
time=2
freq=180
ampl=floor(2*sin((pi/2/0.7)*animelemtime(1)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(4)>=0&&animelemtime(4)<=19
time=2
freq=180
ampl=floor((16-16*sin((pi/2/20)*animelemtime(4)))*sin((pi/2/0.7)*animelemtime(1)))
phase=90
ignorehitpause=1

;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=4
trigger3=animelemtime(4)=8
trigger4=animelemtime(4)=12
trigger5=animelemtime(4)=16
attr=s,na
hitflag=mafd
guardflag=
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=24,34
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=0,7
guard.pausetime=0,7
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=0,0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
p2stateno=21203
ignorehitpause=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=34,-76
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6800]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=5
velset=0,0
anim=6800

;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(1)=0
attr=s,nt
hitflag=mafd
guardflag=
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,miss
damage=0,0
getpower=0,0
givepower=0,0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
numhits=1
pausetime=0,0
guard.pausetime=0,0
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=0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
fall=0
air.fall=1
kill=0
guard.kill=0
fall.kill=0
p2facing=1
ignorehitpause=0



;傑偢偼僞乕僎僢僩忣曬傪惔嶼丅
[state ]
type=targetdrop
triggerall=numtarget>0
trigger1=animelemtime(1)=0
ignorehitpause=1
[state ]
type=targetdrop
triggerall=numtarget>0
trigger1=1
excludeid=0
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=1
value=6802
ignorehitpause=1
[state ]
type=changestate
triggerall=numtarget>0
trigger1=1
value=6801
ignorehitpause=1



;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6801]
anim=6801

;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s801,0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)=0
value=s2000,3
volume=255
ignorehitpause=1



;夋柺丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=31
anim=29000
trans=addalpha
alpha=floor(256*sin((pi/2/32)*animelemtime(1))),floor(256*cos((pi/2/32)*animelemtime(1)))
scale=10,10
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=32&&animelemtime(1)<=51
anim=29000
trans=addalpha
alpha=256,0
scale=10,10
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=52&&animelemtime(1)<=84
anim=29000
trans=addalpha
alpha=floor(256*cos((pi/2/33)*(animelemtime(1)-52))),floor(256*sin((pi/2/33)*(animelemtime(1)-52)))
scale=10,10
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
ignorehitpause=1



;夋柺抂敾掕丅
[state ]
type=width
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
value=floor(150*sin((pi/2/10)*animelemtime(1))),0
ignorehitpause=1
[state ]
type=width
trigger1=animelemtime(1)>=10&&animelemtime(5)<=-1
value=150,0
ignorehitpause=1



;曄懺價乕儉丅
[state ]
type=helper
triggerall=numtarget>0
trigger1=animelemtime(1)=0
stateno=6804
id=6804
pos=100,-98
ignorehitpause=1



;揋応強屌掕丅
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(5)>=-20&&animelemtime(5)<=-1
value=-2
kill=0
ignorehitpause=1
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(5)=0
value=-135
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=animelemtime(1)>=0&&animelemtime(5)<=-1
value=6802
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)=0
pos=facing*(target,screenpos x-screenpos x),target,const(size.mid.pos.y)+(target,screenpos y-screenpos y)
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)>=1&&animelemtime(1)<=29
pos=facing*(target,screenpos x-screenpos x)+0.1*(110-facing*(target,screenpos x-screenpos x)),(target,screenpos y-screenpos y)+0.1*(-108-(target,screenpos y-screenpos y))
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)>=30&&animelemtime(5)<=-1
pos=100,-98
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(5)=0
pos=100,-98-target,const(size.mid.pos.y)
ignorehitpause=1



;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6802]
type=a
movetype=h
physics=n

[state ]
type=changeanim2
trigger1=time=0
value=6802
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=changestate
trigger1=time>0
value=6803
ignorehitpause=1

[statedef 6803]
type=a
movetype=h
physics=n

[state ]
type=changeanim2
trigger1=time=0
value=6803
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=velset
trigger1=time=0
x=-1
y=-10
ignorehitpause=1
[state ]
type=veladd
trigger1=animelemtime(3)>=0
y=0.6
ignorehitpause=1
[state ]
type=selfstate
trigger1=vel y>=0
trigger1=pos y>=0
value=5100
persistent=256
ignorehitpause=1

;墘弌憤崌惂屼僿儖僷乕丅
[statedef 6804]
anim=24000

;曄悢丅
[state ]
type=varset
trigger1=1
var(0)=random
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(0)=330
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=time=52
value=s2300,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=time=52
value=s20000,13
volume=255
ignorehitpause=1



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=time=0
stateno=6805
id=6805
pos=0,0
ignorehitpause=1
[state ]
type=helper
trigger1=time=0
stateno=6806
id=6806
pos=0,0
ignorehitpause=1
[state ]
type=helper
trigger1=time=0
stateno=6807
id=6807
pos=0,0
ignorehitpause=1



;攚宨僠僃儞僕丅
[state ]
type=bgpalfx
trigger1=time>=52&&time<=52+5-1
time=2
invertall=1
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
trigger1=time>=0&&time<=9
time=2
freq=180
ampl=floor((26-26*sin((pi/2/10)*time))*sin((pi/2/0.7)*time))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=time>=10&&time<=52
time=2
freq=180
ampl=floor(2*sin((pi/2/0.7)*time))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=time>=52&&time<=71
time=2
freq=180
ampl=floor((116-116*sin((pi/2/30)*(time-52)))*sin((pi/2/0.7)*time))
phase=90
ignorehitpause=1



;嵗昗挷惍丅
[state ]
type=bindtoparent
trigger1=1
pos=100,-98
ignorehitpause=1



;徴寕攇僄僼僃僋僩丅
[state ]
type=explod
trigger1=time=0
anim=20055
scale=0.25,0.25
pos=0,0
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483644
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time=0
anim=20055
scale=0.5,0.125
pos=0,98
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483642
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=32&&time<=51
trigger1=time%5=2
anim=20031
scale=0.8,0.8
pos=0,98
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483643
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=52&&time<=52+50-1
anim=20021
scale=0.072*(time-52),0.072*(time-52)
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483641
ontop=0
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=time>=52+50
ignorehitpause=1

[statedef 6805]
anim=24000

;曄悢丅
[state ]
type=varset
trigger1=1
var(0)=100
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(1)=5
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(2)=0;弶婜妏搙丅
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(3)=52
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(4)=26
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(0)=parentdist x
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=parentdist y
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=time>=32&&time<=var(3)-1
trigger1=time%5=2
value=s20000,1
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=time>=32&&time<=var(3)-1
trigger1=time%8=0
value=s20000,2
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=time>=32&&time<=var(3)-1
trigger1=time%6=0
value=s20000,11
channel=3
volume=255
ignorehitpause=1



;嵗昗挷惍丅
[state ]
type=bindtoparent
trigger1=time>=0&&time<=var(4)-1
pos=var(0)*sin((pi/2/var(4))*time)*cos((pi/180)*(var(1)*time+var(2))),var(0)*sin((pi/2/var(4))*time)*sin((pi/180)*(var(1)*time+var(2)))
ignorehitpause=1
[state ]
type=bindtoparent
trigger1=time>=var(4)&&time<=var(3)-1
pos=var(0)*cos((pi/180)*(var(1)*time+var(2))),var(0)*sin((pi/180)*(var(1)*time+var(2)))
ignorehitpause=1



;抏偽傜傑偒丅
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%4=0
trigger2=time>=0&&time<=var(3)-1
trigger2=random%4=0
anim=20063
scale=0.2*1.05,0.2*1.05
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483641
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%2=0
anim=20001
scale=0.5,0.5
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%3=0
anim=20001
scale=0.5,0.5
pos=0,0
vel=(3+3*cos(random))*cos(var(4)),(3+3*cos(random))*sin(var(4))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1



;恓丅
[state ]
type=helper
trigger1=time>=32&&time<=var(3)-1
trigger1=time%5=2
stateno=6808
id=6808
pos=0,0
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=time>=var(3)+36
ignorehitpause=1

[statedef 6806]
anim=24000

;曄悢丅
[state ]
type=varset
trigger1=1
var(0)=100
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(1)=5
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(2)=120;弶婜妏搙丅
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(3)=52
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(4)=26
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(0)=parentdist x
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=parentdist y
ignorehitpause=1



;嵗昗挷惍丅
[state ]
type=bindtoparent
trigger1=time>=0&&time<=var(4)-1
pos=var(0)*sin((pi/2/var(4))*time)*cos((pi/180)*(var(1)*time+var(2))),var(0)*sin((pi/2/var(4))*time)*sin((pi/180)*(var(1)*time+var(2)))
ignorehitpause=1
[state ]
type=bindtoparent
trigger1=time>=var(4)&&time<=var(3)-1
pos=var(0)*cos((pi/180)*(var(1)*time+var(2))),var(0)*sin((pi/180)*(var(1)*time+var(2)))
ignorehitpause=1



;抏偽傜傑偒丅
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%4=0
trigger2=time>=0&&time<=var(3)-1
trigger2=random%4=0
anim=20063
scale=0.2*1.05,0.2*1.05
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483641
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%2=0
anim=20001
scale=0.5,0.5
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%3=0
anim=20001
scale=0.5,0.5
pos=0,0
vel=(3+3*cos(random))*cos(var(4)),(3+3*cos(random))*sin(var(4))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1



;恓丅
[state ]
type=helper
trigger1=time>=32&&time<=var(3)-1
trigger1=time%5=2
stateno=6808
id=6808
pos=0,0
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=time>=var(3)+36
ignorehitpause=1

[statedef 6807]
anim=24000

;曄悢丅
[state ]
type=varset
trigger1=1
var(0)=100
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(1)=5
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(2)=240;弶婜妏搙丅
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(3)=52
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(4)=26
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(0)=parentdist x
ignorehitpause=1
[state ]
type=varset
trigger1=1
fvar(1)=parentdist y
ignorehitpause=1



;嵗昗挷惍丅
[state ]
type=bindtoparent
trigger1=time>=0&&time<=var(4)-1
pos=var(0)*sin((pi/2/var(4))*time)*cos((pi/180)*(var(1)*time+var(2))),var(0)*sin((pi/2/var(4))*time)*sin((pi/180)*(var(1)*time+var(2)))
ignorehitpause=1
[state ]
type=bindtoparent
trigger1=time>=var(4)&&time<=var(3)-1
pos=var(0)*cos((pi/180)*(var(1)*time+var(2))),var(0)*sin((pi/180)*(var(1)*time+var(2)))
ignorehitpause=1



;抏偽傜傑偒丅
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%4=0
trigger2=time>=0&&time<=var(3)-1
trigger2=random%4=0
anim=20063
scale=0.2*1.05,0.2*1.05
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483641
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%2=0
anim=20001
scale=0.5,0.5
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
ignorehitpause=1
[state ]
type=explod
trigger1=time>=0&&time<=var(3)-1
trigger1=time%3=0
anim=20001
scale=0.5,0.5
pos=0,0
vel=(3+3*cos(random))*cos(var(4)),(3+3*cos(random))*sin(var(4))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
ignorehitpause=1



;恓丅
[state ]
type=helper
trigger1=time>=32&&time<=var(3)-1
trigger1=time%5=2
stateno=6808
id=6808
pos=0,0
ignorehitpause=1



;徚柵丅
[state ]
type=destroyself
trigger1=time>=var(3)+36
ignorehitpause=1

[statedef 6808]
sprpriority=2147483644
anim=20011

;曄悢媦傃曄悢惂屼偵嫙偡傞僗僥僐儞孮丅
[state ]
type=turn
trigger1=parent,fvar(0)<0
trigger1=time=0
ignorehitpause=1
[state ]
type=varset
trigger1=time=0
fvar(0)=parent,fvar(0)
ignorehitpause=1
[state ]
type=varset
trigger1=time=0
fvar(1)=parent,fvar(1)
ignorehitpause=1
[state ]
type=varset
trigger1=time=0
fvar(2)=asin(fvar(1)/((fvar(0)**2+fvar(1)**2)**0.5))
ignorehitpause=1



;夋柺惈幙丅
[state ]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1



;傾僯儊挷惍丅
[state ]
type=angledraw
trigger1=1
value=-180*fvar(2)/pi
ignorehitpause=1
[state ]
type=trans
trigger1=1
trans=sub
ignorehitpause=1

;嵗昗愝掕丅
[state ]
type=velset
trigger1=time=0
x=12*cos(fvar(2))
y=12*sin(fvar(2))
ignorehitpause=1



;旘傃摴嬶丅
[state ]
type=projectile
trigger1=1
projanim=24004
projhitanim=-1
projremanim=-1
projscale=1,1
offset=0,0
velocity=0,0
accel=0,0
projremove=1
projremovetime=1
projsprpriority=2147483600
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
attr=a,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=2+random%2,1
getpower=2,1
givepower=3,2
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
numhits=1
pausetime=0,5
guard.pausetime=0,5
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



;徚柵丅
[state ]
type=destroyself
trigger1=animtime=0
ignorehitpause=1

[statedef 6400]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=5
velset=0,0
anim=6400

;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s200,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s201,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(2)=0
attr=c,na
hitflag=mafd
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s300,random%3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=39,-34
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6410]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=5
velset=0,0
anim=6410

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s210,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)=0
value=s221,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(6)=0
trigger2=animelemtime(7)=0
attr=c,na
hitflag=mafd
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=63,106
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=8,8
guard.pausetime=8,8
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=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
trigger1=hitpausetime=7
stateno=6201
id=6201
pos=66,-70
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6430]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=5
velset=0,0
anim=6430

;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s200,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s221,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(2)=0
attr=c,na
hitflag=mafd
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s300,random%3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=51,-17
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6440]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=5
velset=0,0
anim=6440

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s210,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)=0
value=s221,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(8)=0
attr=c,na
hitflag=mafd
guardflag=
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=63,106
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=93,-18
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

;婣娨丅
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1

[statedef 6600]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5
anim=6600

;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s200,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s201,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(2)=0
attr=a,na
hitflag=mafd
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s300,random%3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=50,-76
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

[statedef 6610]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5
anim=6610

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s210,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s220,1
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(2)=0
attr=a,na
hitflag=mafd
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=63,106
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=46,-69
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

[statedef 6630]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5
anim=6630

;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s200,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s221,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(2)=0
attr=a,na
hitflag=mafd
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=29,38
getpower=10,20
givepower=10,-20
sparkno=-1
guard.sparkno=-1
hitsound=s300,random%3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=39,-51
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1

[statedef 6640]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=5
anim=6640

;曄悢丅
[state ]
type=varset
trigger1=1
var(30)=random
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s210,random%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s221,0
ignorehitpause=1



;峌寕丅
[state ]
type=hitdef
trigger1=animelemtime(2)=0
attr=a,na
hitflag=mafd
guardflag=
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2147483647,hit
damage=63,106
getpower=10,30
givepower=10,-30
sparkno=-1
guard.sparkno=-1
hitsound=s2300,3
guardsound=s2300,3
numhits=1
pausetime=0,5
guard.pausetime=0,5
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=0



;僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=movecontact=1
stateno=6201
id=6201
pos=36,-59
size.xscale=0.9;専嶕梡婰弎00丅
size.yscale=0.3;専嶕梡婰弎01丅
ignorehitpause=1









