[statedef 200]
type    = S
physics = S
movetype = A
anim = 200
ctrl = 0
sprpriority = 2

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s10000,9
freqmul=0.4+0.1*cos(random)
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s10000,9
freqmul=0.6+0.1*cos(random)
volume=255

[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
attr = S, NA
Fall.Recover = 0
damage    = 20
animtype = Light
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,3
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -1.5
airguard.velocity = -2
air.velocity = -1.5,-3
palfx.time=8
palfx.add=floor(128-160*0.85),floor(64-160),floor(64-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(3)>=2
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0



[state ]
type= explod
triggerall=var(28)=0
triggerall = 1||var(0):=random
trigger1 = animelemtime(3)=-2
anim=10027+var(0)%9
pos=7,-44
scale=1,1
sprpriority=7
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(3)=-2
anim=10036+var(0)%9
pos=7,-44
scale=1.05,1.05
sprpriority=6
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(3)=-2
anim=10036+var(0)%9
pos=7,-44
scale=0.9,0.9
sprpriority=6
ownpal=1



[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=2
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,10
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,10
freqmul=0.7
volume=0
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+15*cos(random)),floor(-44+15*cos(random))
scale=0.5,0.5
ontop=1
ownpal=1



[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[statedef 210]
type    = S
physics = S
movetype = A
anim = 210
ctrl = 0
sprpriority = 2

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s10000,9
freqmul=0.7
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s100,18
freqmul=0.9
volume=255

[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(7) = 0
trigger4 = animelemtime(8) = 0
attr = S, NA
Fall.Recover = 0
damage    = 20
animtype = medium
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,4
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = low
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -14
airguard.velocity = -2
air.velocity = -3,-3
EnvShake.Time =3
EnvShake.freq=165
EnvShake.ampl=5
palfx.time=8
palfx.add=floor(128-160*0.85),floor(64-160),floor(64-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(8)>=0
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0

[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(5)=[0,7]
x=6



[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5)=-4
anim=10045
pos=65,-44
scale=0.5,0.5
sprpriority=6
bindtime=-1
ownpal=1



[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=2
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,11
freqmul=1.0
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=floor(77+0.5*facing*(enemynear,pos x-pos x)+15*cos(random)),floor(-44+15*cos(random))
scale=0.75,0.75
ontop=1
ownpal=1




[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 220]
type    = S
physics = S
movetype = A
anim = 220
ctrl = 0
sprpriority = 2

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s200,3
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s200,3
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s100,18
freqmul=1.0
volume=255



[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(3)=0
anim=10049
pos=10,0
scale=0.87,0.87
sprpriority=-7
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(3)=0
anim=10047
pos=10,0
scale=0.75,0.75
sprpriority=6
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(3)=0
id=220
anim=10046
pos=0,-40
scale=1,1
sprpriority=-8
[state ]
type=modifyexplod
triggerall=var(28)=0
trigger1 = animelemtime(3)=1
id=220
scale=2,0.4
sprpriority=7



[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
attr = S, NA
Fall.Recover = 0
damage    = 80
animtype = hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,9
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = low
ground.slidetime = 3
ground.hittime  =  18
ground.velocity = -30
airguard.velocity = -2
air.velocity = -3,-3
EnvShake.Time =5
EnvShake.freq=165
EnvShake.ampl=15
palfx.time=8
palfx.add=floor(128-160*0.85),floor(64-160),floor(256-160*0.7)
palfx.sinadd=64,32,128,10
palfx.invertall=1

[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(3)=0
x=12


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=4
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,13
freqmul=0.7
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=48,-40
scale=1,1
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10024
pos=48,-40
scale=0.7,0.7
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=48,-40
scale=0.5,0.5
ontop=1
ownpal=1



[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(4)>=5
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0


[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[statedef 230]
type    = S
physics = S
movetype = A
anim = 230
ctrl = 0
sprpriority = 2

[state ]
type=turn
trigger1=animelemtime(5)=0
trigger1=facing*(enemynear,pos x-pos x)<0
[state ]
type=statetypeset
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
statetype=a
physics=n
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(5)=0
x=4
y=-15

[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10051
pos=0,floor(pos y-vel y)
scale=1.1,1.1
sprpriority=-8
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10026
pos=0,5+floor(pos y-vel y)
scale=0.6,0.6
trans=add1
sprpriority=-7
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10051
pos=0,floor(pos y-vel y)
scale=0.3,0.3
sprpriority=-6
ownpal=1

[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(5) >= 0&&vel y<0
time=2


[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
stateno = 239
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(5) = -2
stateno = 238
ownpal=1



[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
value=s10000,14
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
value=s10000,14
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
value=s100,18
freqmul=1.0
volume=255

[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(6) = 0
attr = S, NA
Fall.Recover = 0
damage    = 110
animtype = hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,16
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -3,-10
airguard.velocity = -2
air.velocity = -9,-8
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=15
yaccel=0.6
fall=1
palfx.time=18
palfx.add=floor(128-160*0.85),floor(64-160),floor(256-160*0.7)
palfx.sinadd=64,32,128,10
palfx.invertall=1



[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=12
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=12
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,15
freqmul=0.9
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=48,-40
scale=1,1
ontop=1
ownpal=1



[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(7)>=0
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0

[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1=statetype=a
trigger1 = pos y>=0&&vel y>=0
value = 231
ctrl = 1

[statedef 231]
type    = S
physics = S
movetype = A
anim = 231
ctrl = 0
sprpriority = 2

[state ]
type=playsnd
trigger1 = Time = 0
value= s10000,6
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1 = Time = 0
value= s10000,7
freqmul=0.75
volume=-255
[state ]
type= explod
trigger1 = time =0
anim=10005
pos=0,0
scale=1*0.8*1.8,0.25*0.8*1.8
sprpriority=-7
ownpal=1
[state ]
type= explod
trigger1 = time =0
anim=10005
pos=0,0
scale=1*0.4*1.8,0.25*0.4*1.8
sprpriority=-7
ownpal=1
[state ]
type= explod
trigger1 = time =0
anim=10006
pos=0,0
scale=1*0.7*1.8,0.25*0.7*1.8
sprpriority=-6
ownpal=1
[state ]
type= explod
trigger1 = time =0
anim=110004
trans=add1
pos=0,0
scale=1*1.8,1*1.8
sprpriority=6
ownpal=1

[state ]
type=posset
trigger1=time=0
y=0
[state ]
type=velset
trigger1=time=0
y=0


[State 40, 6]
type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1


[statedef 239]
anim= 10045
sprpriority=6

[state ]
type=changeanim
trigger1=animelemno(0)%3=0
value=anim
elem=animelemno(0)+2

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=66
scale=0.75,0.75
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= bindtoroot
trigger1=1
pos = 28,-52



[state ]
type= destroyself
trigger1=animtime=0


[statedef 238]
anim= 10046
sprpriority=-6
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=animelemtime(1)=[0,1]
value=66
scale=1,1
[state ]
type=angledraw
trigger1=animelemtime(1)>=2
value=66
scale=2,0.4

[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=0
y=0


[state ]
type= destroyself
trigger1=animtime=0





[statedef 240]
type    = S
physics = S
movetype = A
anim = 240
ctrl = 0
sprpriority = 2

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s10000,16
freqmul=1.1
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s10000,18
freqmul=0.8
volume=255


[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=0
anim=10050
pos=80,0
scale=1,1
sprpriority=6
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=0
anim=110020
pos=120,-40
vel = 2,0
scale=0.7,0.7
sprpriority=7
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=0
anim=10025
pos=120,-40
scale=1,1
sprpriority=8

[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(4) >= 0
time=2




[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(6) = 0
attr = S, NA
Fall.Recover = 0
damage    = 80
animtype = hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -16
airguard.velocity = -2
air.velocity = -3,-3
EnvShake.Time =5
EnvShake.freq=165
EnvShake.ampl=15
fall=1
p2stateno=241
p2facing=1
palfx.time=18
palfx.add=floor(128-160*0.85),floor(64-160),floor(256-160*0.7)
palfx.sinadd=64,32,128,10
palfx.invertall=1

[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(4)=[0,2]
x=15


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=4
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,13
freqmul=0.7
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=48,-40
scale=1,1
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10024
pos=48,-40
scale=0.7,0.7
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=48,-40
scale=0.5,0.5
ontop=1
ownpal=1



[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(6)>=10
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0


[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[statedef 241]
type=a
movetype=h
physics=n
[state ]
type=changeanim
trigger1=1
value=5030
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=1
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=-32
y=0
ignorehitpause=1
[state ]
type=posfreeze
triggerall=!hitshakeover
trigger1=1
ignorehitpause=1
[state ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=changestate
triggerall=hitshakeover
trigger1=ifelse(facing=1,screenpos x,320-screenpos x)<const(size.air.front)+const(size.air.back)
trigger2=time>=11+8
value=242
persistent=256
ignorehitpause=1

[statedef 242]
type=a
movetype=h
physics=n
[state ]
type=changeanim
trigger1=1
value=5030
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=turn
trigger1=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0.04*floor(facing*(enemynear,pos x-pos x)+50)
y=-6
ignorehitpause=1
[state ]
type=posset
trigger1=1
x=-facing*(-160+const(size.air.front)+const(size.air.back))
y=0
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=243
persistent=256
ignorehitpause=1

[statedef 243]
type=a
movetype=h
physics=n
[state ]
type=changeanim2
triggerall=time=0
trigger1=1
value=241
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=angledraw
trigger1=1
value=36*time
ignorehitpause=1
[state ]
type=veladd
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1
[state ]
type=offset
trigger1=1
x=const(size.mid.pos.x)
y=const(size.mid.pos.y)
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=1






[statedef 400]
type    = C
physics = C
movetype = A
anim = 400
ctrl = 0
sprpriority = 2

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(3) = [0,17]
trigger1 = animelemtime(3)%3=0
value=s100,16
freqmul=1.0
volume=255

[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(3) = [0,17]
trigger1 = animelemtime(3)%3=0
attr = C, NA
Fall.Recover = 0
damage    = 11
animtype = Light
getpower = 30,10
givepower = 20,5
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 0,2
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = low
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -7
airguard.velocity = -2
air.velocity = -1.5,-3

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(11)>=0
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0



[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,10
freqmul=1.0
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=0,-10
postype=p2
scale=0.5,0.5
ontop=1
ownpal=1



[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 11
ctrl = 1




[statedef 410]
type    = C
physics = C
movetype = A
anim = 410
ctrl = 0
sprpriority = 2


[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s200,3
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s200,3
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s100,18
freqmul=1.0
volume=255

[state ]
type=playerpush
trigger1=1
value=0



[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
anim=10049
facing=-1
pos=0,0
scale=0.87*0.75,0.87*0.75
sprpriority=-7
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
anim=10047
facing=-1
pos=0,0
scale=0.75*0.75,0.75*0.75
sprpriority=7

[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
anim=10001
facing=-1
trans=sub
pos=-50,0
scale=1.25*0.8,1*0.8
sprpriority=7
ownpal=1

[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(4) >= 0
time=2



[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
attr = C, NA
Fall.Recover = 0
damage    = 80
animtype = hard
getpower = 30,10
givepower = 20,5
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = low
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = 5,-12
airguard.velocity = -2
air.velocity = -3,-3
fall=1
yaccel=0.6
EnvShake.Time =5
EnvShake.freq=165
EnvShake.ampl=15
palfx.time=12
palfx.add=floor(128-160*0.85),floor(64-160),floor(256-160*0.7)
palfx.sinadd=64,32,128,10
palfx.invertall=1

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(6)>=0
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0

[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(4)=[0,2]
x=24



[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=4
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,13
freqmul=0.7
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=40,-8
scale=1,1
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10024
pos=40,-8
scale=0.7,0.7
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=40,-8
scale=0.5,0.5
ontop=1
ownpal=1


[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 11
ctrl = 1






[statedef 420]
type    = C
physics = C
movetype = A
anim = 420
ctrl = 0
sprpriority = 2

[state ]
type=turn
trigger1=animelemtime(5)=0
trigger1=facing*(enemynear,pos x-pos x)<0
[state ]
type=statetypeset
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
statetype=a
physics=n
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(5)=0
x=6
y=-20

[state ]
type=playerpush
trigger1=1
value=0


[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10051
pos=0,floor(pos y-vel y)
scale=1.1,1.1
sprpriority=-8
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10026
pos=0,5+floor(pos y-vel y)
scale=0.6,0.6
trans=add1
sprpriority=-7
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10051
pos=0,floor(pos y-vel y)
scale=0.3,0.3
sprpriority=-6
ownpal=1

[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
stateno = 429
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(5) = -2
stateno = 428
ownpal=1

[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(5) >= 0&&vel y<0
time=2


[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s10000,14
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s10000,14
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s100,18
freqmul=1.0
volume=255

[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
attr = C, NA
Fall.Recover = 0
damage    = 100
animtype = hard
getpower = 30,10
givepower = 20,5
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 0,16
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -3,-12
airguard.velocity = -2
air.velocity = -7.5,-8.5
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=15
yaccel=0.6
fall=1
palfx.time=18
palfx.add=floor(128-160*0.85),floor(64-160),floor(256-160*0.7)
palfx.sinadd=64,32,128,10
palfx.invertall=1



[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=12
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=12
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,15
freqmul=0.9
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=48,-40
scale=1,1
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10024
pos=48,-40
scale=0.7,0.7
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=48,-40
scale=0.5,0.5
ontop=1
ownpal=1



[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
trigger1=movecontact
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0

[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1=statetype=a
trigger1 = pos y>=0&&vel y>=0
value = 231
ctrl = 1


[statedef 429]
anim= 10045
sprpriority=6

[state ]
type=changeanim
trigger1=animelemno(0)%3=0
value=anim
elem=animelemno(0)+2

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=57
scale=0.75,0.75
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= bindtoroot
trigger1=1
pos = 15,-44



[state ]
type= destroyself
trigger1=animtime=0


[statedef 428]
anim= 10046
sprpriority=-6
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=animelemtime(1)=[0,1]
value=57
scale=1,1
[state ]
type=angledraw
trigger1=animelemtime(1)>=2
value=57
scale=2,0.4

[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-27
y=0


[state ]
type= destroyself
trigger1=animtime=0






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

[state ]
type=velmul
triggerall=var(28)=0
trigger1=vel y<0
trigger1=animelemtime(1)=0
y=0.75
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s10000,9
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s100,18
freqmul=1.0
volume=255

[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
attr = A, NA
Fall.Recover = 0
damage    = 40
animtype = medium
getpower = 30,10
givepower = 20,5
guardflag = A
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = high
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -16
airguard.velocity = -2
air.velocity = -5,-3
EnvShake.Time =3
EnvShake.freq=165
EnvShake.ampl=12

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(2)>=5
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0



[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=4
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,19
freqmul=0.9
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=40,-8
scale=1*0.75,1*0.75
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10024
pos=40,-8
scale=0.7*0.75,0.7*0.75
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=40,-8
scale=0.5*0.75,0.5*0.75
ontop=1
ownpal=1




[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[statedef 610]
type    = A
physics = N
movetype = A
anim = 610
ctrl = 0
sprpriority = 2

[state ]
type=velmul
triggerall=var(28)=0
trigger1 = animelemtime(3) < 0
x=0.8
y=0.8
[state ]
type=velset
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
x=32
y=-22
[state ]
type=velmul
triggerall=var(28)=0
trigger1 = animelemtime(3) > 0
x=0.8
y=0.8
[state ]
type=statetypeset
triggerall=var(28)=0
trigger1 = animelemtime(6) >= 0
physics=n



[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
stateno = 619
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(3) = -2
stateno = 618
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(3) = -2
stateno = 617
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(3) = -2
stateno = 616
ownpal=1



[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
value=s200,3
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
value=s200,3
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
value=s100,18
freqmul=1.0
volume=255




[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(3) >= 0
time=2



[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
attr = A, NA
Fall.Recover = 0
damage    = 80
animtype = hard
getpower = 30,10
givepower = 20,5
guardflag = A
hitflag = MAF
priority = 3, Hit
pausetime = 0,14
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = high
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -7,-12
airguard.velocity = -2
air.velocity = -14,-1
fall=1
yaccel=0.35
EnvShake.Time =3
EnvShake.freq=165
EnvShake.ampl=12
palfx.time=12
palfx.add=floor(128-160*0.85),floor(64-160),floor(256-160*0.7)
palfx.sinadd=64,32,128,10
palfx.invertall=1

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0

[state ]
type=targetbind
trigger1=numtarget>=1
trigger1=movehit=1
trigger1=1||fvar(0):=20-target,const(size.mid.pos.x)
trigger1=1||fvar(1):=-49-target,const(size.mid.pos.y)
pos=fvar(0),fvar(1)
[state ]
type=playerpush
trigger1=1
value=0


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=9
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=9
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,13
freqmul=0.7
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=40,-8
scale=1,1
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10024
pos=40,-8
scale=0.7,0.7
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=40,-8
scale=0.5,0.5
ontop=1
ownpal=1



[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State ]
type = velset
triggerall=var(28)=0
triggerall = animelemtime(4) >= 5
trigger1 = frontedgedist < 10
x=-1
y=-5
[State 100, 4]
type = ChangeState
triggerall=var(28)=0
triggerall = animelemtime(4) >= 5
trigger1 = frontedgedist < 10
value = 50
ctrl = 1



[statedef 619]
anim= 10045
sprpriority=6

[state ]
type=changeanim
trigger1=animelemno(0)%3=0
value=anim
elem=animelemno(0)+2

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=24
scale=0.75,0.75
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= bindtoroot
trigger1=1
pos = 26,-52



[state ]
type= destroyself
trigger1=animtime=0


[statedef 618]
anim= 10046
sprpriority=-6
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=animelemtime(1)=[0,1]
value=24
scale=1,1
[state ]
type=angledraw
trigger1=animelemtime(1)>=2
value=24
scale=2,0.4

[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=0
y=-45


[state ]
type= destroyself
trigger1=animtime=0


[statedef 617]
anim= 110020
sprpriority=-7
[state ]
type=changeanim
trigger1=time=2
value=anim
elem=2

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=24
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=0+100*cos(pi*24/180)
y=-115+100*sin(pi*24/180)



[state ]
type= destroyself
trigger1=animtime=0


[statedef 616]
anim= 10025
sprpriority=6
[state ]
type=changeanim
trigger1=time=2
value=anim
elem=2

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=24
scale=1,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=0+100*cos(pi*24/180)
y=-115+100*sin(pi*24/180)



[state ]
type= destroyself
trigger1=animtime=0




[statedef 620]
type    = A
physics = N
movetype = A
anim = 620
ctrl = 0
sprpriority = 2

[state ]
type=velmul
triggerall=var(28)=0
trigger1 = animelemtime(2) < 0
x=0.8
y=0.8
[state ]
type=velset
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
x=20
y=20

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s10000,14
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s10000,14
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
value=s100,18
freqmul=1.0
volume=255




[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
stateno = 629
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(2) = -2
stateno = 628
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(2) = -2
stateno = 627
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(2) = -2
stateno = 626
ownpal=1


[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(2) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(2) >= 0
time=2


[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(3) = 0
id=620
attr = A, NA
Fall.Recover = 0
damage    = 110
animtype = hard
getpower = 30,10
givepower = 20,5
guardflag = A
hitflag = MAFD
priority = 3, Hit
pausetime = 0,0
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = high
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -11,40
airguard.velocity = -2
air.velocity = -15,15
fall=1
yaccel=0.6
palfx.time=30
palfx.add=floor(128-160*0.85),floor(64-160),floor(256-160*0.7)
palfx.sinadd=64,32,128,10
palfx.invertall=1

[state ]
type=playerpush
trigger1=1
value=0

[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=0
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,13
freqmul=0.7
volume=255
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=40,-8
scale=1,1
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10024
pos=40,-8
scale=0.7,0.7
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=40,-8
scale=0.5,0.5
ontop=1
ownpal=1





[State ]
type = pause
triggerall=var(28)=0
trigger1 = pos y>0&& vel y>0
time=1
[State ]
type = posadd
triggerall=var(28)=0
trigger1 = pos y>0&& vel y>0
x=-pos y
[State ]
type = posset
triggerall=var(28)=0
trigger1 = pos y>0&& vel y>0
y=0
[State ]
type = velset
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y>0
trigger2= 0;movecontact
trigger3 = frontedgedist < 10
x=-2
y=-6



[state ]
type=playsnd
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
value=s10000,15
freqmul=0.5
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
value=s10000,17
freqmul=0.9
volume=255
[state ]
type= explod
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=8
[state ]
type= explod
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
anim=10051
pos=28+7,0
scale=1.1,1.1
sprpriority=-8
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
anim=10026
pos=28+7,0
scale=0.6,0.6
trans=add1
sprpriority=-7
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
anim=10051
pos=28+7,0
scale=0.3,0.3
sprpriority=-6
ownpal=1
[state ]
type=envshake
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
time=3
ampl=12
freq=165

[State 100, 4]
type = ChangeState
triggerall=var(28)=0
triggerall = animelemtime(3) >= 5
trigger1 = pos y=0&& vel y=-6
trigger2 = frontedgedist < 10
value = 50
ctrl=1

[State 100, 4]
type = ChangeState
triggerall=var(28)=0
triggerall = animelemtime(2) < 0
trigger1 = pos y>=0
value = 52



[statedef 629]
anim= 10045
sprpriority=6

[state ]
type=changeanim
trigger1=animelemno(0)%3=0
value=anim
elem=animelemno(0)+2

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=-50
scale=0.75,0.75
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= bindtoroot
trigger1=1
pos = 11,-30



[state ]
type= destroyself
trigger1=animtime=0


[statedef 628]
anim= 10046
sprpriority=-6
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=animelemtime(1)=[0,1]
value=-50
scale=1,1
[state ]
type=angledraw
trigger1=animelemtime(1)>=2
value=-50
scale=2,0.4

[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=0
y=-65


[state ]
type= destroyself
trigger1=animtime=0



[statedef 627]
anim= 110020
sprpriority=-7
[state ]
type=changeanim
trigger1=time=2
value=anim
elem=2

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=-50
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=0+100*cos(pi*50/180)
y=-65+100*sin(pi*50/180)



[state ]
type= destroyself
trigger1=animtime=0


[statedef 626]
anim= 10025
sprpriority=6
[state ]
type=changeanim
trigger1=time=2
value=anim
elem=2

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=-50
scale=1,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=0+100*cos(pi*50/180)
y=-65+100*sin(pi*50/180)



[state ]
type= destroyself
trigger1=animtime=0



[statedef 300]
type    = S
physics = S
movetype = A
anim = 300
ctrl = 0
sprpriority = 2

[state ]
type=changeanim
trigger1=anim=300
trigger1=animtime=0
value=301
[state ]
type=changeanim
trigger1=anim=301
trigger1=time>=30
value=302

[state ]
type=playsnd
trigger1=anim=301
trigger1=animelemtime(1)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=anim=301
trigger1=animelemtime(1)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=anim=301
trigger1=animelemtime(1)=0
value=s300,0
freqmul=0.8
persistent=0
volume=-128



[state ]
type=helper
trigger1=anim=300
trigger1 = animtime=-1
stateno = 301
ownpal=1
persistent=0
id=301
[state ]
type=helper
trigger1=anim=300
trigger1 = animtime=-1
stateno = 302
ownpal=1
persistent=0
[state ]
type=helper
trigger1=anim=300
trigger1 = animtime=-1
stateno = 303
ownpal=1
persistent=0


[state ]
type=envshake
trigger1=anim=301
trigger1=animelemtime(1)=0
time=12
ampl=6
freq=165
persistent=0

[state ]
type=ctrlset
trigger1=anim=301
trigger1=time>=15
trigger2=anim=302
value=1



[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[statedef 301]
anim= 10053
sprpriority=-7

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=0
scale=0.9,0.8
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100
y=-40

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = add
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0

[statedef 302]
anim= 10052
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=0
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100
y=-40

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0


[statedef 303]
movetype=a
anim= 110052
sprpriority=-6

[state ]
type=hitoverride
trigger1=1
attr=sca,aa,at,ap
stateno=-1
time=1
ignorehitpause=1
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=0
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100-100
y=-40

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4

[state ]
type=hitdef
trigger1 = time%4=1
trigger1=time <=21
attr = S, NP
Fall.Recover = 0
damage    = 30
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -40,-8
airguard.velocity = -2
air.velocity = -40,-8
fall=1
palfx.time=24
palfx.add=floor(256-160*0.85),floor(128-160),floor(128-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
sprpriority=-6
EnvShake.Time =6
EnvShake.freq=165
EnvShake.ampl=5
p2stateno=309
p2facing=1


[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
channel=1
pan=-120
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,11
freqmul=1.0
volume=255
channel=2
pan=-120
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=1
anim=10011
trans=addalpha
alpha=0,192
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type= explod
trigger1 = movecontact=1
trigger1=var(59):=10056+(random%3)+100000*(random%2)
trigger1=var(58):=random
trigger1=fvar(39):=1+0.1*cos(random)
trigger1=fvar(38):=1+0.1*cos(random)
anim=var(59)+3
pos=floor(enemynear,const(size.mid.pos.x)+35*cos(var(58)**2)*cos(var(58))),floor(enemynear,const(size.mid.pos.y)+35*cos(var(58)**2)*sin(var(58)))
postype=p2
scale=fvar(39)*0.8*1.1,fvar(38)*0.8*1.1
ontop=1
ownpal=1



[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0

[statedef 309]
type=a
movetype=h
physics=n
[state ]
type=changeanim
trigger1=1
value=5030
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=1
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=-32
y=0
ignorehitpause=1
[state ]
type=posfreeze
triggerall=!hitshakeover
trigger1=1
ignorehitpause=1
[state ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=changestate
triggerall=hitshakeover
trigger1=ifelse(facing=1,screenpos x,320-screenpos x)<const(size.air.front)+const(size.air.back)
trigger2=time>=11+8
value=308
persistent=256
ignorehitpause=1

[statedef 308]
type=a
movetype=h
physics=n
[state ]
type=changeanim
trigger1=1
value=5030
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=turn
trigger1=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0.01*floor(facing*(enemynear,pos x-pos x)+50)
y=-6
ignorehitpause=1
[state ]
type=posset
trigger1=1
x=-facing*(-160+const(size.air.front)+const(size.air.back))
y=0
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=307
persistent=256
ignorehitpause=1

[statedef 307]
type=a
movetype=h
physics=n
[state ]
type=changeanim2
triggerall=time=0
trigger1=1
value=241
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=angledraw
trigger1=1
value=36*time
ignorehitpause=1
[state ]
type=veladd
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1
[state ]
type=offset
trigger1=1
x=const(size.mid.pos.x)
y=const(size.mid.pos.y)
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=1





[statedef 310]
type    = S
physics = S
movetype = A
anim = 310
ctrl = 0
sprpriority = 2

[state ]
type=changeanim
trigger1=anim=310
trigger1=animtime=0
value=311

[state ]
type=playsnd
trigger1=anim=311
trigger1=animelemtime(1)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=anim=311
trigger1=animelemtime(1)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=anim=311
trigger1=animelemtime(1)=0
value=s300,0
freqmul=0.8
persistent=0
volume=-128


[state ]
type=ctrlset
trigger1=anim=311
trigger1=time>=15
value=1

[state ]
type=helper
trigger1=anim=310
trigger1 = animtime=-1
stateno = 311
ownpal=1
id=311
persistent=0
[state ]
type=helper
trigger1=anim=310
trigger1 = animtime=-1
stateno = 312
ownpal=1
persistent=0
[state ]
type=helper
trigger1=anim=310
trigger1 = animtime=-1
stateno = 313
ownpal=1
persistent=0


[state ]
type=envshake
trigger1=anim=311
trigger1=animelemtime(1)=0
time=12
ampl=6
freq=165
persistent=0




[State 40, 6]
type = ChangeState
trigger1=anim=311
trigger1=time>=30
value = 0
ctrl = 1



[statedef 311]
anim= 10053
sprpriority=-7

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=50
scale=0.9,0.8
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=70-200*cos(pi*(-50)/180)
y=-40-200*sin(pi*(-50)/180)

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*(-50)/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*(-50)/180)





[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = add
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0

[statedef 312]
anim= 10052
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=50
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=70-200*cos(pi*(-50)/180)
y=-40-200*sin(pi*(-50)/180)

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*(-50)/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*(-50)/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0


[statedef 313]
movetype=a
anim= 210052
sprpriority=-6

[state ]
type=hitoverride
trigger1=1
attr=sca,aa,at,ap
stateno=-1
time=1
ignorehitpause=1
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=50
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=70-300*cos(pi*(-50)/180)
y=-40-300*sin(pi*(-50)/180)

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*(-50)/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*(-50)/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4

[state ]
type=hitdef
trigger1 = time%4=1
trigger1=time <=21
attr = S, NP
Fall.Recover = 0
damage    = 30
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -3,-40
airguard.velocity = -2
air.velocity = -3,-40
yaccel=0.35*5
fall=1
palfx.time=76
palfx.add=floor(256-160*0.85),floor(128-160),floor(128-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
sprpriority=-6
EnvShake.Time =6
EnvShake.freq=165
EnvShake.ampl=5
p2stateno=319


[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
channel=1
pan=-120
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,11
freqmul=1.0
volume=255
channel=2
pan=-120
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=1
anim=10011
trans=addalpha
alpha=0,192
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type= explod
trigger1 = movecontact=1
trigger1=var(59):=10056+(random%3)+100000*(random%2)
trigger1=var(58):=random
trigger1=fvar(39):=1+0.1*cos(random)
trigger1=fvar(38):=1+0.1*cos(random)
anim=var(59)+3
pos=floor(enemynear,const(size.mid.pos.x)+35*cos(var(58)**2)*cos(var(58))),floor(enemynear,const(size.mid.pos.y)+35*cos(var(58)**2)*sin(var(58)))
postype=p2
scale=fvar(39)*0.8*1.1,fvar(38)*0.8*1.1
ontop=1
ownpal=1



[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0


[statedef 319]
type=a
movetype=h
physics=n
[state ]
type=changeanim
triggerall=!hitshakeover
trigger1=1
value=5030
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
trigger1=hitover||pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=1
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=hitvelset
triggerall=!hitshakeover
trigger1=1
x=1
y=1
ignorehitpause=1
[state ]
type=posfreeze
triggerall=!hitshakeover
trigger1=1
ignorehitpause=1
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+gethitvar(yaccel)
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=1







[statedef 500]
type    = C
physics = C
movetype = A
anim = 500
ctrl = 0
sprpriority = 2

[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s300,0
freqmul=0.8
persistent=0
volume=-128



[state ]
type=helper
trigger1=animelemtime(5)=-1
stateno = 501
ownpal=1
persistent=0
id=501
[state ]
type=helper
trigger1=animelemtime(5)=-1
stateno = 502
ownpal=1
persistent=0
[state ]
type=helper
trigger1=animelemtime(5)=-1
stateno = 503
ownpal=1
persistent=0


[state ]
type=envshake
trigger1=animelemtime(4)=0
time=12
ampl=6
freq=165
persistent=0

[state ]
type=ctrlset
trigger1=animelemtime(4)>=15
value=1



[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[statedef 501]
anim= 10053
sprpriority=-7

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=0
scale=0.9,0.8
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100
y=-20

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = add
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0

[statedef 502]
anim= 10052
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=0
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100
y=-20

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0


[statedef 503]
movetype=a
anim= 110052
sprpriority=-6

[state ]
type=hitoverride
trigger1=1
attr=sca,aa,at,ap
stateno=-1
time=1
ignorehitpause=1
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=0
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100-100
y=-20

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4

[state ]
type=hitdef
trigger1 = time%4=1
trigger1=time <=21
attr = C, NP
Fall.Recover = 0
damage    = 30
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = Low
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = 2,-10
airguard.velocity = -2
air.velocity = 2,-10
fall=1
palfx.time=24
palfx.add=floor(256-160*0.85),floor(128-160),floor(128-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
sprpriority=-6
EnvShake.Time =6
EnvShake.freq=165
EnvShake.ampl=5


[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
channel=1
pan=-120
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,11
freqmul=1.0
volume=255
channel=2
pan=-120
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=1
anim=10011
trans=addalpha
alpha=0,192
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type= explod
trigger1 = movecontact=1
trigger1=var(59):=10056+(random%3)+100000*(random%2)
trigger1=var(58):=random
trigger1=fvar(39):=1+0.1*cos(random)
trigger1=fvar(38):=1+0.1*cos(random)
anim=var(59)+3
pos=floor(enemynear,const(size.mid.pos.x)+35*cos(var(58)**2)*cos(var(58))),floor(enemynear,const(size.mid.pos.y)+35*cos(var(58)**2)*sin(var(58)))
postype=p2
scale=fvar(39)*0.8*1.1,fvar(38)*0.8*1.1
ontop=1
ownpal=1



[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0





[statedef 700]
type    = A
physics = N
movetype = A
anim = 700
ctrl = 0
sprpriority = 2

[state ]
type=changeanim
trigger1=anim=700
trigger1=animtime=0
value=701
[state ]
type=changeanim
trigger1=anim=701
trigger1=time>=15
value=702

[state ]
type=playsnd
trigger1=anim=701
trigger1=animelemtime(1)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=anim=701
trigger1=animelemtime(1)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=anim=701
trigger1=animelemtime(1)=0
value=s300,0
freqmul=0.8
persistent=0
volume=-128

[state ]
type=velmul
trigger1=time=[0,4]
x=0.9
y=0.9


[state ]
type=velset
trigger1=anim=701
trigger1=animelemtime(1)=0
y=-6
persistent=0
[state ]
type=statetypeset
trigger1=anim=701
trigger1=animelemtime(1)=0
physics=a
persistent=0



[state ]
type=helper
trigger1=anim=700
trigger1 = animtime=-1
stateno = 701
ownpal=1
persistent=0
id=701
[state ]
type=helper
trigger1=anim=700
trigger1 = animtime=-1
stateno = 702
ownpal=1
persistent=0
[state ]
type=helper
trigger1=anim=700
trigger1 = animtime=-1
stateno = 703
ownpal=1
persistent=0


[state ]
type=envshake
trigger1=anim=701
trigger1=animelemtime(1)=0
time=12
ampl=6
freq=165
persistent=0

[state ]
type=ctrlset
trigger1=anim=702
value=1


[State 100, 4]
type = ChangeState
trigger1=anim=700
trigger1 = pos y>=0
value = 52



[statedef 701]
anim= 10053
sprpriority=-7

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=0
scale=0.9,0.8
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100
y=-40

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = add
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0

[statedef 702]
anim= 10052
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=0
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100
y=-40

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0


[statedef 703]
movetype=a
anim= 110052
sprpriority=-6

[state ]
type=hitoverride
trigger1=1
attr=sca,aa,at,ap
stateno=-1
time=1
ignorehitpause=1
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=0
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-100-100
y=-40

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*0/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*0/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4

[state ]
type=hitdef
trigger1 = time%4=1
trigger1=time <=21
attr = A, NP
Fall.Recover = 0
damage    = 30
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = A
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -40,-8
airguard.velocity = -2
air.velocity = -40,-8
fall=1
palfx.time=24
palfx.add=floor(256-160*0.85),floor(128-160),floor(128-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
sprpriority=-6
EnvShake.Time =6
EnvShake.freq=165
EnvShake.ampl=5


[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
channel=1
pan=-120
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,11
freqmul=1.0
volume=255
channel=2
pan=-120
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=1
anim=10011
trans=addalpha
alpha=0,192
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type= explod
trigger1 = movecontact=1
trigger1=var(59):=10056+(random%3)+100000*(random%2)
trigger1=var(58):=random
trigger1=fvar(39):=1+0.1*cos(random)
trigger1=fvar(38):=1+0.1*cos(random)
anim=var(59)+3
pos=floor(enemynear,const(size.mid.pos.x)+35*cos(var(58)**2)*cos(var(58))),floor(enemynear,const(size.mid.pos.y)+35*cos(var(58)**2)*sin(var(58)))
postype=p2
scale=fvar(39)*0.8*1.1,fvar(38)*0.8*1.1
ontop=1
ownpal=1



[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0



[statedef 710]
type    = A
physics = N
movetype = A
anim = 710
ctrl = 0
sprpriority = 2

[state ]
type=changeanim
trigger1=anim=710
trigger1=animtime=0
value=711

[state ]
type=playsnd
trigger1=anim=711
trigger1=animelemtime(1)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=anim=711
trigger1=animelemtime(1)=0
value=s200,10
freqmul=1.1
volume=255
persistent=0
[state ]
type=playsnd
trigger1=anim=711
trigger1=animelemtime(1)=0
value=s300,0
freqmul=0.8
persistent=0
volume=-128

[state ]
type=velmul
trigger1=time=[0,4]
x=0.9
y=0.9


[state ]
type=velset
trigger1=anim=711
trigger1=animelemtime(1)=0
x=-3
y=-6
persistent=0
[state ]
type=statetypeset
trigger1=anim=711
trigger1=animelemtime(1)=0
physics=a
persistent=0



[state ]
type=helper
trigger1=anim=710
trigger1 = animtime=-1
stateno = 711
ownpal=1
persistent=0
id=711
[state ]
type=helper
trigger1=anim=710
trigger1 = animtime=-1
stateno = 712
ownpal=1
persistent=0
[state ]
type=helper
trigger1=anim=710
trigger1 = animtime=-1
stateno = 713
ownpal=1
persistent=0


[state ]
type=envshake
trigger1=anim=711
trigger1=animelemtime(1)=0
time=12
ampl=6
freq=165
persistent=0

[state ]
type=ctrlset
trigger1=anim=711
trigger1=time>=15
value=1



[State 100, 4]
type = ChangeState
trigger1=anim=710
trigger1 = pos y>=0
value = 52



[statedef 711]
anim= 10053
sprpriority=-7

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=-45
scale=0.9,0.8
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=70-200*cos(pi*45/180)
y=-40-200*sin(pi*45/180)

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*45/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*45/180)





[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = add
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0

[statedef 712]
anim= 10052
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=-45
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=70-200*cos(pi*45/180)
y=-40-200*sin(pi*45/180)

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*45/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*45/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time),floor(floor(-128+(32768/var(1)))-(256.0/30)*time)
mul=var(1),var(1),var(1)
time=4




[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0


[statedef 713]
movetype=a
anim= 310052
sprpriority=-6

[state ]
type=hitoverride
trigger1=1
attr=sca,aa,at,ap
stateno=-1
time=1
ignorehitpause=1
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=-45
scale=0.7,0.7
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=70-300*cos(pi*45/180)
y=-40-300*sin(pi*45/180)

[state ]
type=null
trigger1= time=0
trigger1 =1 || fvar(0):=pos x
trigger1 =1 || fvar(1):=pos y


[state ]
type=posset
trigger1=1
x=fvar(0)+facing*700*(sin((pi/2/30)*time)**0.15)*cos(pi*45/180)
y=fvar(1)+700*(sin((pi/2/30)*time)**0.15)*sin(pi*45/180)




[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4

[state ]
type=hitdef
trigger1 = time%4=1
trigger1=time <=21
attr = A, NP
Fall.Recover = 0
damage    = 30
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -12,40
airguard.velocity = -2
air.velocity = -12,40
fall=1
palfx.time=24
palfx.add=floor(256-160*0.85),floor(128-160),floor(128-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
sprpriority=-6
EnvShake.Time =6
EnvShake.freq=165
EnvShake.ampl=5


[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
channel=1
pan=-120
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,11
freqmul=1.0
volume=255
channel=2
pan=-120
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=1
anim=10011
trans=addalpha
alpha=0,192
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type= explod
trigger1 = movecontact=1
trigger1=var(59):=10056+(random%3)+100000*(random%2)
trigger1=var(58):=random
trigger1=fvar(39):=1+0.1*cos(random)
trigger1=fvar(38):=1+0.1*cos(random)
anim=var(59)+3
pos=floor(enemynear,const(size.mid.pos.x)+35*cos(var(58)**2)*cos(var(58))),floor(enemynear,const(size.mid.pos.y)+35*cos(var(58)**2)*sin(var(58)))
postype=p2
scale=fvar(39)*0.8*1.1,fvar(38)*0.8*1.1
ontop=1
ownpal=1



[state ]
Type = AfterImage
trigger1=time=0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -32,-32,-32
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>= 0&&time<=21
time=2

[state ]
type=destroyself
trigger1=animtime=0






[statedef 1000]
type    = S
physics = S
movetype = A
anim = 1000
ctrl = 0
sprpriority = 2

[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
anim=10064
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = [0,1]
anim=10011
trans=addalpha
alpha=96,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
time=8
ampl=6
freq=165
persistent=0


[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
value=s10000,21
freqmul=0.8
volume=255

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(7) = -5
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(7) = -5
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(7) = -5
value=s10000,23
freqmul=0.8
volume=255


[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(7) = 0
time=8
ampl=12
freq=165
persistent=0
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(7) = [0,1]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(7) = [2,7]
anim=10011
trans=addalpha
alpha=floor(64-64*sin((pi/2/6)*(animelemtime(7)-2))),256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1




[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(7) = 0
trigger2 = animelemtime(7) = 3
trigger3 = animelemtime(7) = 6
attr = S, SA
Fall.Recover = 0
damage    = 70
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,12
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = 3,-10
airguard.velocity = -2
air.velocity = 3,-10
palfx.time=8
palfx.add=floor(128-160*0.85),floor(64-160),floor(64-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
fall=1

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(7)>=8
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0


[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
stateno = 1009
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
stateno = 1008
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
stateno = 1007
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
stateno = 1006
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
stateno = 1005
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
stateno = 1004
ownpal=1


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=0
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,25
freqmul=1.1
volume=255
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=2
anim=10056+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=1
anim=10059+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1



[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[statedef 1009]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type= explod
triggerall=var(0):=random
trigger1= time=[4,13]
anim=10016
pos=200,0
random=240,60
scale=0.2,0.2
vel=5*cos(random)*cos(var(0)),5*sin(random)*cos(var(0))
sprpriority=7
[state ]
type=angledraw
trigger1=1
value=15-5
scale=1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-120
y=-65

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1008]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=30-5
scale=1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-120
y=-65

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1007]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=0-5
scale=1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-120
y=-65

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1006]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=15-5
scale=1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-120-10
y=-65+5

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1005]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=30-5
scale=1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-120-10
y=-65+5

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1004]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=0-5
scale=1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-120-10
y=-65+5

[state ]
type=destroyself
trigger1=animtime=0








[statedef 1100]
type    = S
physics = S
movetype = A
anim = 1100
ctrl = 0
sprpriority = 2


[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
anim=10064
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = [0,1]
anim=10011
trans=addalpha
alpha=96,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
time=8
ampl=6
freq=165
persistent=0

[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(5) >= 0&&vel y<0
time=2



[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10051
pos=0,floor(pos y-vel y)
scale=1.1,1.1
sprpriority=-8
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10026
pos=0,5+floor(pos y-vel y)
scale=0.6,0.6
trans=add1
sprpriority=-7
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
anim=10051
pos=0,floor(pos y-vel y)
scale=0.3,0.3
sprpriority=-6
ownpal=1



[state ]
type=statetypeset
triggerall=var(28)=0
trigger1=animelemtime(5)=0
statetype=a
physics=n
[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(5)=0
x=-3
y=-19
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(5)>=0

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
value=s10000,21
freqmul=0.8
volume=255

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(6) = -8
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(6) = -8
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(6) = -8
value=s10000,23
freqmul=0.8
volume=255


[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(6) = 0
time=4
ampl=12
freq=165
persistent=0
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(6) = [0,1]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(6) = [2,7]
anim=10011
trans=addalpha
alpha=floor(64-64*sin((pi/2/6)*(animelemtime(6)-2))),256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1




[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(6) = 3
trigger3 = animelemtime(6) = 6
attr = A, SA
Fall.Recover = 0
damage    = 70
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = A
hitflag = MAFD
priority = 3, Hit
pausetime = 0,12
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -2,-10
airguard.velocity = -2
air.velocity = -2,-10
palfx.time=8
palfx.add=floor(128-160*0.85),floor(64-160),floor(64-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
fall=1

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(6)>=8
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0


[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(6) = -3
stateno = 1109
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(6) = -3
stateno = 1108
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(6) = -3
stateno = 1107
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(6) = -3
stateno = 1106
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(6) = -3
stateno = 1105
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(6) = -3
stateno = 1104
ownpal=1


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=0
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,25
freqmul=1.1
volume=255
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=2
anim=10056+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=1
anim=10059+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1


[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1=statetype=a
trigger1 = pos y>=0&&vel y>=0
value = 1101
ctrl = 1

[statedef 1101]
type    = S
physics = S
movetype = A
anim = 1101
ctrl = 0
sprpriority = 2

[state ]
type=playsnd
trigger1 = Time = 0
value= s10000,6
freqmul=0.9
volume=255
[state ]
type=playsnd
trigger1 = Time = 0
value= s10000,7
freqmul=0.75
volume=-255
[state ]
type= explod
trigger1 = time =0
anim=10005
pos=0,0
scale=1*0.8*1.8,0.25*0.8*1.8
sprpriority=-7
ownpal=1
[state ]
type= explod
trigger1 = time =0
anim=10005
pos=0,0
scale=1*0.4*1.8,0.25*0.4*1.8
sprpriority=-7
ownpal=1
[state ]
type= explod
trigger1 = time =0
anim=10006
pos=0,0
scale=1*0.7*1.8,0.25*0.7*1.8
sprpriority=-6
ownpal=1
[state ]
type= explod
trigger1 = time =0
anim=110004
trans=add1
pos=0,0
scale=1*1.8,1*1.8
sprpriority=6
ownpal=1

[state ]
type=posset
trigger1=time=0
y=0
[state ]
type=velset
trigger1=time=0
y=0


[State 40, 6]
type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1



[statedef 1109]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub
[state ]
type= explod
triggerall=var(0):=random
trigger1= time=[4,13]
anim=10016
pos=120,170
random=60,240
scale=0.2,0.2
vel=5*cos(random)*cos(var(0)),5*sin(random)*cos(var(0))
sprpriority=7

[state ]
type=angledraw
trigger1=1
value=120-5
scale=-1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-70
y=-255

[state ]
type=destroyself
trigger1=animtime=0

[statedef 1108]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=135-5
scale=-1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-70
y=-255

[state ]
type=destroyself
trigger1=animtime=0

[statedef 1107]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=105-5
scale=-1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-70
y=-255

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1106]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=120-5
scale=-1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-70+5
y=-255-5

[state ]
type=destroyself
trigger1=animtime=0

[statedef 1105]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=135-5
scale=-1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-70+5
y=-255-5

[state ]
type=destroyself
trigger1=animtime=0

[statedef 1104]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=105-5
scale=-1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-70+5
y=-255-5

[state ]
type=destroyself
trigger1=animtime=0



[statedef 1200]
type    = S
physics = S
movetype = A
anim = 1200
ctrl = 0
sprpriority = 2


[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
anim=10064
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = [0,1]
anim=10011
trans=addalpha
alpha=96,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
time=8
ampl=6
freq=165
persistent=0

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
value=s10000,21
freqmul=0.8
volume=255

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = -5
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = -5
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = -5
value=s10000,23
freqmul=0.8
volume=255


[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
time=4
ampl=12
freq=165
persistent=0
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4) = [0,1]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4) = [2,7]
anim=10011
trans=addalpha
alpha=floor(64-64*sin((pi/2/6)*(animelemtime(4)-2))),256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1




[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(4) = 6
attr = S, SA
Fall.Recover = 0
damage    = 70
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,12
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = 1,-40
airguard.velocity = -2
air.velocity = 1,-40
palfx.time=80
palfx.add=floor(128-160*0.85),floor(64-160),floor(64-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
fall=1
p2stateno=319
yaccel=0.35*5

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(4)>=8
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0


[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(4) = -3
stateno = 1209
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(4) = -3
stateno = 1208
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(4) = -3
stateno = 1207
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(4) = -3
stateno = 1206
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(4) = -3
stateno = 1205
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(4) = -3
stateno = 1204
ownpal=1


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=0
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,25
freqmul=1.1
volume=255
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=2
anim=10056+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=1
anim=10059+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1



[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[statedef 1209]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub
[state ]
type= explod
triggerall=var(0):=random
trigger1= time=[4,13]
anim=10016
pos=200,0
random=240,60
scale=0.2,0.2
vel=5*cos(random)*cos(var(0)),5*sin(random)*cos(var(0))
sprpriority=7

[state ]
type=angledraw
trigger1=1
value=120+45
scale=-1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-90
y=-145

[state ]
type=destroyself
trigger1=animtime=0

[statedef 1208]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=135+45
scale=-1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-90
y=-145

[state ]
type=destroyself
trigger1=animtime=0

[statedef 1207]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=105+45
scale=-1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-90
y=-145

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1206]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=120+45
scale=-1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-90+5
y=-145-5

[state ]
type=destroyself
trigger1=animtime=0

[statedef 1205]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=135+45
scale=-1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-90+5
y=-145-5

[state ]
type=destroyself
trigger1=animtime=0

[statedef 1204]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=105+45
scale=-1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=-90+5
y=-145-5

[state ]
type=destroyself
trigger1=animtime=0











[statedef 1300]
type    = S
physics = S
movetype = A
anim = 1300
ctrl = 0
sprpriority = 2



[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
anim=10064
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = [0,1]
anim=10011
trans=addalpha
alpha=96,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
time=8
ampl=6
freq=165
persistent=0


[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
value=s10000,21
freqmul=0.8
volume=255

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(9) = -5
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(9) = -5
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(9) = -5
value=s10000,23
freqmul=0.8
volume=255


[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(9) = 0
time=4
ampl=12
freq=165
persistent=0
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(9) = [0,1]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(9) = [2,7]
anim=10011
trans=addalpha
alpha=floor(64-64*sin((pi/2/6)*(animelemtime(9)-2))),256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1




[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(9) = 0
trigger2 = animelemtime(9) = 3
trigger3 = animelemtime(9) = 6
attr = S, SA
Fall.Recover = 0
damage    = 70
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,12
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -6,40
airguard.velocity = -2
air.velocity = -6,40
palfx.time=8
palfx.add=floor(128-160*0.85),floor(64-160),floor(64-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
fall=1

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(9)>=8
value=1
[state ]
type=ctrlset
trigger1=movecontact=1
value=0


[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(9) = -3
stateno = 1309
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(9) = -3
stateno = 1308
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(9) = -3
stateno = 1307
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(9) = -3
stateno = 1306
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(9) = -3
stateno = 1305
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(9) = -3
stateno = 1304
ownpal=1


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=0
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,25
freqmul=1.1
volume=255
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=2
anim=10056+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=1
anim=10059+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1



[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[statedef 1309]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub
[state ]
type= explod
triggerall=var(0):=random
trigger1= time=[4,13]
anim=10016
pos=60,-170
random=60,240
scale=0.2,0.2
vel=5*cos(random)*cos(var(0)),5*sin(random)*cos(var(0))
sprpriority=7

[state ]
type=angledraw
trigger1=1
value=15-5+75
scale=1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=30
y=65

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1308]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=30-5+75
scale=1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=30
y=65

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1307]
anim= 10063
sprpriority=6

[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=angledraw
trigger1=1
value=0-5+75
scale=1.5,1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=30
y=65

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1306]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=15-5+75
scale=1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=30+8
y=65+5

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1305]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=30-5+75
scale=1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=30+8
y=65+5

[state ]
type=destroyself
trigger1=animtime=0


[statedef 1304]
anim= 10062
sprpriority=-6

[state ]
type=trans
trigger1=1
trans=add

[state ]
type=angledraw
trigger1=1
value=0-5+75
scale=1.5*1.1,1*1.1
[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
x=30+8
y=65+5

[state ]
type=destroyself
trigger1=animtime=0









[statedef 1400]
type    = S
physics = S
movetype = A
anim = 1400
ctrl = 0
sprpriority = 2

[state ]
type=width
trigger1=1
edge=50,0

[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
anim=10064
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(1) = [0,1]
anim=10011
trans=addalpha
alpha=96,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
time=8
ampl=6
freq=165

[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(6) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(6) >= 0
time=2

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
value=s10000,21
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(6) = 0
value=s10000,28
freqmul=0.7
volume=255

[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(6)=[0,4]
x=30

[state ]
type= explod
triggerall=var(28)=0
triggerall=1||var(0):=random
triggerall=1||var(1):=random
triggerall=1||var(2):=random
triggerall=1||var(3):=random
trigger1 = animelemtime(8) >=0
trigger1=animelemtime(15)<=-1
anim=10017
pos=54+5-var(0)%11,-44+5-var(0)%11
scale=0.2,0.2
vel=-5+5*cos(var(2))*cos(var(3)),3*sin(var(2))*cos(var(3))
sprpriority=7
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(8) >=0
trigger1= animelemtime(8)%5=0
trigger1=animelemtime(15)<=-1
anim=10067
trans=addalpha
alpha=160,256
pos=54+30,-44
scale=0.75-0.03*animelemtime(8),1.5-0.03*1.9*animelemtime(8)
vel=-0.5*vel x,0
sprpriority=8
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(8) >=0
trigger1= animelemtime(8)%5=0
trigger1=animelemtime(15)<=-1
anim=10067
trans=addalpha
alpha=160,256
pos=54+30,-44
scale=0.75-0.03*animelemtime(8),1.5-0.03*1.9*animelemtime(8)
vel=-0.5*vel x,0
sprpriority=-6

[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(6) = 0
anim=10000
pos=floor(vel x),0
scale=0.5,0.5
sprpriority=6
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(6) = 0
anim=10001
trans=sub
pos=floor(2.5*vel x),0
scale=1.25,1
sprpriority=6
ownpal=1



[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(8) = 0
attr = S, SA
Fall.Recover = 0
damage    = 50
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,28
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -8.5,-18
airguard.velocity = -2
air.velocity = -8.5,-18
palfx.time=85
palfx.add=256-128,64-128,128-128
palfx.sinadd=128,32,64,10
palfx.invertall=1
yaccel=0.35*4
p2facing=1
p2stateno=1409
fall=1


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=0
[state ]
type=envshake
trigger1=movecontact=1
trigger2 = movecontact=3
trigger3 = movecontact=9
trigger4 = movecontact=15
time=4
ampl=12
freq=165
[state ]
type=bgpalfx
trigger1=movecontact=1
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=12
[state ]
type= explod
trigger1 = movecontact=[1,2]
trigger2 = movecontact=[3,4]
trigger3 = movecontact=[9,10]
trigger4 = movecontact=[15,16]
anim=10011
trans=addalpha
alpha=32,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type=targetlifeadd
trigger1 = movecontact=3
trigger2 = movecontact=9
trigger3 = movecontact=15
value=-50
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,15
freqmul=0.9
volume=-128
channel=1
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,15
freqmul=0.9
volume=-128
channel=2
[state ]
type=playsnd
trigger1 = movecontact=3
trigger2 = movecontact=9
trigger3 = movecontact=15
value=s10000,20
freqmul=0.8
volume=128
channel=3
[state ]
type=playsnd
trigger1 = movecontact=3
trigger2 = movecontact=9
trigger3 = movecontact=15
value=s10000,20
freqmul=0.9
volume=128
channel=4
[state ]
type= explod
trigger1 = movecontact=1
anim=10008+(random%3)+100000*(random%2)
pos=48,-40
scale=1,1
ontop=1
ownpal=1
[state ]
type= explod
trigger1 = movecontact=3
trigger2 = movecontact=9
trigger3 = movecontact=15
anim=10008+(random%3)+100000*(random%2)
pos=floor(facing*(enemynear,pos x-pos x+enemynear,const(size.mid.pos.x))+45*cos(random)),floor(enemynear,pos y-pos y+enemynear,const(size.mid.pos.y)+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=3
trigger2 = movecontact=9
trigger3 = movecontact=15
anim=10068+(random%3)+100000*(random%2)
pos=floor(facing*(enemynear,pos x-pos x+enemynear,const(size.mid.pos.x))+45*cos(random)),floor(enemynear,pos y-pos y+enemynear,const(size.mid.pos.y)+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647






[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[statedef 1409]
type=a
movetype=h
physics=n
[state ]
type=changeanim
triggerall=!hitshakeover
trigger1=1
value=5030
ignorehitpause=1
[state ]
type=changeanim2
triggerall=hitshakeover
triggerall=anim=5030
trigger1=animtime=0
value=1409
ignorehitpause=1
[state ]
type=offset
triggerall=hitshakeover
trigger1=anim=1409
x=facing*const(size.mid.pos.x)
y=const(size.mid.pos.y)
ignorehitpause=1
[state ]
type=hitvelset
triggerall=!hitshakeover
trigger1=1
x=1
y=1
ignorehitpause=1
[state ]
type=posfreeze
triggerall=!hitshakeover
trigger1=1
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+gethitvar(yaccel)
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=pos y>=25-const(size.mid.pos.y)&&vel y>0
value=5100
persistent=256
ignorehitpause=1





[statedef 1500]
type    = S
physics = S
movetype = A
anim = 1500
ctrl = 0
sprpriority = 2

[state ]
type= explod
trigger1 = animelemtime(1) = 0
anim=10064
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
[state ]
type= explod
trigger1 = animelemtime(1) = [0,1]
anim=10011
trans=addalpha
alpha=96,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
[state ]
type=envshake
trigger1 = animelemtime(1) = 0
time=8
ampl=6
freq=165
persistent=0


[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value=s10000,21
freqmul=0.8
volume=255

[state ]
type=playsnd
trigger1 = animelemtime(6) = -2
trigger2 = animelemtime(6) = 2
value=s10000,18
freqmul=1.6
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(6) = -2
trigger2 = animelemtime(6) = 2
value=s10000,29
freqmul=1.8+0.1*cos(random)
volume=255
channel=1
[state ]
type=playsnd
trigger1 = animelemtime(6) = -2
trigger2 = animelemtime(6) = 2
value=s10000,29
freqmul=0.9+0.1*cos(random)
volume=255
channel=2
[state ]
type=playsnd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(6) = 4
value=s10000,29
freqmul=1.8+0.1*cos(random)
volume=255
channel=1
[state ]
type=playsnd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(6) = 4
value=s10000,29
freqmul=0.9+0.1*cos(random)
volume=255
channel=2



[state ]
type=envshake
trigger1 = animelemtime(6) = 0
time=8
ampl=12
freq=165
persistent=0
[state ]
type= explod
trigger1 = animelemtime(6) = [0,1]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
trigger1 = animelemtime(6) = [2,7]
anim=10011
trans=addalpha
alpha=floor(64-64*sin((pi/2/6)*(animelemtime(7)-2))),256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1




[state ]
type=projectile
trigger1 = animelemtime(6) = 0
projid=1500
projanim=50000
projremanim=-1
projhitanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(facing*(enemynear,pos x+enemynear,const(size.mid.pos.x)-pos x)),-53
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=7
projhits=3
projmisstime=3
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr = S, SA
Fall.Recover = 0
damage    = 70
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,38
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -4,40
airguard.velocity = -2
air.velocity = -4,40
palfx.time=20
palfx.add=floor(128-160*0.85),floor(64-160),floor(192-160*0.7)
palfx.sinadd=64,32,96,10
palfx.invertall=1
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
fall=1

[state ]
type=ctrlset
triggerall=var(28)=0
trigger1=animelemtime(6)>=15
value=1
[state ]
type=ctrlset
trigger1=projcontacttime(1500)=0
value=0




[state ]
type=varset
triggerall=var(28)=0
trigger1=projcontacttime(1500)=0
var(28)=0
[state ]
type=playsnd
trigger1 = projcontacttime(1500)=0
value=s10000,32
freqmul=1.1
volume=255
[state ]
type=playsnd
trigger1 = projcontacttime(1500)=0
value=s10000,20
freqmul=0.8
volume=255
[state ]
type=pause
trigger1=projcontacttime(1500)=0
time=2
[state ]
type= explod
trigger1 = projcontacttime(1500)=0
anim=10059+(random%3)+100000*(random%2)
pos=floor(facing*(enemynear,pos x-pos x+enemynear,const(size.mid.pos.x))+45*cos(random)),floor(-53+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = projcontacttime(1500)=1
anim=10056+(random%3)+100000*(random%2)
pos=floor(facing*(enemynear,pos x-pos x+enemynear,const(size.mid.pos.x))+45*cos(random)),floor(-53+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type=bgpalfx
trigger1=projcontacttime(1500)=0
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type= explod
trigger1=projcontacttime(1500)=[0,1]
anim=10011
trans=addalpha
alpha=64,256
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1



[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(6) = -2
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(6) = 2
trigger4 = animelemtime(6) = 4
stateno = 1509
ownpal=1
pos=floor(facing*(enemynear,pos x+enemynear,const(size.mid.pos.x)-pos x)),-53




[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[statedef 1509]
anim= 10046
sprpriority=6
[state ]
type=trans
trigger1=1
trans=sub
[state ]
type=varset
trigger1=time=0
var(0)=random%360

[state ]
type=angledraw
trigger1=animelemtime(1)=[0,1]
value=var(0)
scale=1,1
[state ]
type=angledraw
trigger1=animelemtime(1)>=2
value=var(0)
scale=2,0.4

[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
trigger1=1||var(1):=random
x=25*cos(random)*cos(var(1))
y=25*cos(random)*sin(var(1))

[state ]
type= explod
trigger1 = time%6=2
trigger1=time>=2
trigger1=1||var(2):=random
trigger1=1||var(3):=random
anim=10016
pos=floor(75*cos(random)*cos(var(3))),floor(75*cos(random)*sin(var(3)))
scale=0.15,0.15
vel=(2.5+2.5*cos(random))*cos(var(2)),(2.5+2.5*cos(random))*sin(var(2))
sprpriority=7

[state ]
type= destroyself
trigger1=animtime=0



[statedef 1600]
type    = S
physics = S
movetype = A
anim = 1600
ctrl = 0
sprpriority = 2


[state ]
type= explod
trigger1 = animelemtime(1) = 0
anim=10064
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
[state ]
type= explod
trigger1 = animelemtime(1) = [0,1]
anim=10011
trans=addalpha
alpha=0,128
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
[state ]
type=envshake
trigger1 = animelemtime(1) = 0
time=8
ampl=6
freq=165
persistent=0


[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value=s10000,21
freqmul=0.8
volume=255

[state ]
type=playsnd
trigger1 = animelemtime(7) = 0
value=s10000,28
freqmul=0.8
volume=-128
[state ]
type=playsnd
trigger1 = animelemtime(7) = 0
value=s10000,28
freqmul=0.805
volume=-128
[state ]
type=playsnd
trigger1 = animelemtime(7) = 0
value=s10000,33
freqmul=0.8
volume=255


[state ]
type=envshake
trigger1 = animelemtime(7) = 0
time=8
ampl=12
freq=165
persistent=0




[state ]
type=helper
trigger1 = animelemtime(7) = -12
stateno = 1609
ownpal=1
[state ]
type=helper
trigger1 = animelemtime(7) = -12
stateno = 1608
ownpal=1



[state ]
type=ctrlset
trigger1=animelemtime(7)>=16
value=1



[state ]
type=playerpush
trigger1=1
value=0





[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1










[statedef 1609]
anim= 10071
sprpriority=6
movetype=a
[state ]
type=trans
trigger1=1
trans=add

[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type=angledraw
trigger1=time<=7
value=170
scale=2,1*sin((pi/2/8)*time)
[state ]
type=angledraw
trigger1=time>=8
value=170
scale=2,1

[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
y=-64+(frontedgedist+46-135)*tan((pi/180)*(-170))
[state ]
type= posadd
trigger1=time=0
x=-46+(frontedgedist+46-135)


[state ]
type=velset
trigger1=time=12
x=51*cos((pi/180)*(-170))
y=51*sin((pi/180)*(-170))
[state ]
type=veladd
trigger1=time>=12
x=-1.7*cos((pi/180)*(-170))
y=-1.7*sin((pi/180)*(-170))


[state ]
Type = AfterImage
trigger1 = time=12
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add
[state ]
Type = afterimagetime
trigger1 = time>=12
time=2




[state ]
type=hitdef
trigger1 = time>=12
trigger1 = (time-12)%2=0
attr = A, NP
Fall.Recover = 0
damage    = 30
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = A
hitflag = MAF
priority = 3, Hit
pausetime = 0,1
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = Low
ground.slidetime = 3
ground.hittime  =  26
ground.velocity = 32
airguard.velocity = -2
air.velocity = 4,-16
yaccel=0.35*2
fall=0
air.fall=1
palfx.time=24
palfx.add=floor(256-160*0.85),floor(128-160),floor(128-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
sprpriority=-6
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12




[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.9
volume=255
channe=1
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=0,128
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1
[state ]
type= explod
trigger1 = movecontact=1
anim=10056+(random%3)+100000*(random%2)
pos=floor(facing*(enemynear,pos x-pos x+enemynear,const(size.mid.pos.x))+45*cos(random)),floor(enemynear,pos y-pos y+enemynear,const(size.mid.pos.y)+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647





[state ]
type= destroyself
trigger1=animtime=0

[statedef 1608]
anim= 10072
sprpriority=-6
[state ]
type=trans
trigger1=1
trans=sub

[state ]
type=palfx
trigger1=1||var(1):=floor(256*4)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=4
[state ]
type=angledraw
trigger1=time<=7
value=170
scale=2*1.3,1*sin((pi/2/8)*time)*1.6
[state ]
type=angledraw
trigger1=time>=8
value=170
scale=2*1.3,1*1.6

[state ]
type=assertspecial
trigger1=1
flag=noshadow
[state ]
type= posadd
trigger1=time=0
y=-64+(frontedgedist+46-135-90)*tan((pi/180)*(-170))
[state ]
type= posadd
trigger1=time=0
x=-46+(frontedgedist+46-135-90)


[state ]
type=velset
trigger1=time=12
x=51*cos((pi/180)*(-170))
y=51*sin((pi/180)*(-170))
[state ]
type=veladd
trigger1=time>=12
x=-1.7*cos((pi/180)*(-170))
y=-1.7*sin((pi/180)*(-170))

[state ]
Type = AfterImage
trigger1 = time=12
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 192,192,192
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = sub
[state ]
Type = afterimagetime
trigger1 = time>=12
time=2



[state ]
type= destroyself
trigger1=animtime=0





[statedef 1700]
type    = u
physics = S
movetype = A
anim = 1700
ctrl = 0
sprpriority = 2

[state ]
type=velset
trigger1=1
y=0
[state ]
type=statetypeset
trigger1=statetype=a
physics=n
[state ]
type=velmul
trigger1=statetype=a
trigger1=time=0
x=0.5


[state ]
type=palfx
trigger1=animelemtime(4)=[0,9]
time=1
mul=512,128,256
[state ]
type=palfx
trigger1=animelemtime(4)=[10,19]
time=1
mul=floor(512-256*sin((pi/2/10)*(animelemtime(4)-10))),floor(128+128*sin((pi/2/10)*(animelemtime(4)-10))),256


[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
value=s10000,36
freqmul=0.9
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 8
value=s10000,34
freqmul=0.8
volume=255
channel=1
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 4
value=s10000,34
freqmul=0.8
volume=255
channel=2
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 4
trigger3 = animelemtime(4) = 8
value=s10000,35
freqmul=0.8
volume=255
channel=3

[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0+4
value=s100,22
freqmul=1.0
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0+4
value=s100,22
freqmul=1.0
volume=255
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
anim=10066
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=0.75,0.75
ownpal=1
sprpriority=-6
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
anim=10065
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=7



[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
time=8
ampl=12
freq=165
persistent=0
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4) = [0,1]
trigger2 = animelemtime(4) = [6,7]
anim=10011
trans=addalpha
alpha=0,128
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1




[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[0,7]
trigger1= animelemtime(4)%2=0
id=1700
anim=10073
facing=-1
pos=floor(const(size.mid.pos.x)+80*cos((pi/10)+(pi/180)*22.5*animelemtime(4))),floor(const(size.mid.pos.y)+80*sin((pi/10)+(pi/180)*22.5*animelemtime(4)))
scale=0.4*1.5*0.7,0.4*1.5*0.7
sprpriority=8
vel=1.9*0.7*cos((pi/10)+(pi/180)*22.5*animelemtime(4)),1.9*0.7*sin((pi/10)+(pi/180)*22.5*animelemtime(4))
accel=-0.07*0.7*cos(-(pi/10)+(pi/180)*22.5*animelemtime(4)),-0.07*0.7*sin(-(pi/10)+(pi/180)*22.5*animelemtime(4))
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[1,8]
trigger1= animelemtime(4)%2=1
id=1700
anim=10073
facing=-1
pos=floor(const(size.mid.pos.x)+80*cos(pi+(pi/10)+(pi/180)*22.5*(animelemtime(4)-1))),floor(const(size.mid.pos.y)+80*sin(pi+(pi/10)+(pi/180)*22.5*(animelemtime(4)-1)))
scale=0.4*1.5*0.7,0.4*1.5*0.7
sprpriority=8
vel=1.9*0.7*cos(pi+(pi/10)+(pi/180)*22.5*animelemtime(4)),1.9*0.7*sin(pi+(pi/10)+(pi/180)*22.5*animelemtime(4))
accel=-0.07*0.7*cos(pi+-(pi/10)+(pi/180)*22.5*animelemtime(4)),-0.07*0.7*sin(pi+-(pi/10)+(pi/180)*22.5*animelemtime(4))
ownpal=1

[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[0,7]
trigger1= animelemtime(4)%2=0
id=1701
anim=10021
facing=-1
pos=floor(const(size.mid.pos.x)+80*cos((pi/10)+(pi/180)*22.5*animelemtime(4))),floor(const(size.mid.pos.y)+80*sin((pi/10)+(pi/180)*22.5*animelemtime(4)))
scale=0.4*0.75*0.7,0.4*0.75*0.7
sprpriority=9
vel=1.9*0.7*cos((pi/10)+(pi/180)*22.5*animelemtime(4)),1.9*0.7*sin((pi/10)+(pi/180)*22.5*animelemtime(4))
accel=-0.07*0.7*cos(-(pi/10)+(pi/180)*22.5*animelemtime(4)),-0.07*0.7*sin(-(pi/10)+(pi/180)*22.5*animelemtime(4))
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[1,8]
trigger1= animelemtime(4)%2=1
id=1701
anim=10021
facing=-1
pos=floor(const(size.mid.pos.x)+80*cos(pi+(pi/10)+(pi/180)*22.5*(animelemtime(4)-1))),floor(const(size.mid.pos.y)+80*sin(pi+(pi/10)+(pi/180)*22.5*(animelemtime(4)-1)))
scale=0.4*0.75*0.7,0.4*0.75*0.7
sprpriority=9
vel=1.9*0.7*cos(pi+(pi/10)+(pi/180)*22.5*animelemtime(4)),1.9*0.7*sin(pi+(pi/10)+(pi/180)*22.5*animelemtime(4))
accel=-0.07*0.7*cos(pi+-(pi/10)+(pi/180)*22.5*animelemtime(4)),-0.07*0.7*sin(pi+-(pi/10)+(pi/180)*22.5*animelemtime(4))
ownpal=1

[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[0,7]
trigger1= animelemtime(4)%2=0
id=1702
anim=10073
facing=-1
pos=floor(const(size.mid.pos.x)+80*cos((pi/10)+(pi/180)*22.5*animelemtime(4))),floor(const(size.mid.pos.y)+80*sin((pi/10)+(pi/180)*22.5*animelemtime(4)))
scale=0.4*1.5*0.7*0.25,0.4*1.5*0.7*0.25
sprpriority=10
vel=1.9*0.7*cos((pi/10)+(pi/180)*22.5*animelemtime(4)),1.9*0.7*sin((pi/10)+(pi/180)*22.5*animelemtime(4))
accel=-0.07*0.7*cos(-(pi/10)+(pi/180)*22.5*animelemtime(4)),-0.07*0.7*sin(-(pi/10)+(pi/180)*22.5*animelemtime(4))
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[1,8]
trigger1= animelemtime(4)%2=1
id=1702
anim=10073
facing=-1
pos=floor(const(size.mid.pos.x)+80*cos(pi+(pi/10)+(pi/180)*22.5*(animelemtime(4)-1))),floor(const(size.mid.pos.y)+80*sin(pi+(pi/10)+(pi/180)*22.5*(animelemtime(4)-1)))
scale=0.4*1.5*0.7*0.25,0.4*1.5*0.7*0.25
sprpriority=10
vel=1.9*0.7*cos(pi+(pi/10)+(pi/180)*22.5*animelemtime(4)),1.9*0.7*sin(pi+(pi/10)+(pi/180)*22.5*animelemtime(4))
accel=-0.07*0.7*cos(pi+-(pi/10)+(pi/180)*22.5*animelemtime(4)),-0.07*0.7*sin(pi+-(pi/10)+(pi/180)*22.5*animelemtime(4))
ownpal=1

[state ]
type=modifyexplod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[0,10]
id=1700
scale=0.4*1.5*0.7*(0.6+0.4*sin((pi/2/10)*(animelemtime(4)))),0.4*1.5*0.7*(0.6+0.4*sin((pi/2/10)*(animelemtime(4))))
[state ]
type=modifyexplod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[0,10]
id=1701
scale=0.4*0.75*0.7*(0.6+0.4*sin((pi/2/10)*(animelemtime(4)))),0.4*0.75*0.7*(0.6+0.4*sin((pi/2/10)*(animelemtime(4))))
[state ]
type=modifyexplod
triggerall=var(28)=0
trigger1 = animelemtime(4)=[0,10]
id=1702
scale=0.4*1.5*0.7*0.25*(0.6+0.4*sin((pi/2/10)*(animelemtime(4)))),0.4*1.5*0.7*0.25*(0.6+0.4*sin((pi/2/10)*(animelemtime(4))))




[state ]
type=nothitby
trigger1=1
value2=sca
time=1


[state ]
type=hitdef
triggerall=var(28)=0
triggerall=statetype!=a
trigger1 = animelemtime(4) = 0+4
trigger2 = animelemtime(4) = 4+4
trigger3 = animelemtime(4) = 8+4
attr = S, NP
Fall.Recover = 0
damage    = 10
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -40,-8
airguard.velocity = -2
air.velocity = -40,-8
fall=1
palfx.time=24
palfx.add=floor(256-160*0.85),floor(128-160),floor(128-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
sprpriority=-6
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
p2stateno=309
p2facing=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
kill=0
[state ]
type=hitdef
triggerall=var(28)=0
triggerall=statetype=a
trigger1 = animelemtime(4) = 0+4
trigger2 = animelemtime(4) = 4+4
trigger3 = animelemtime(4) = 8+4
attr = a, NP
Fall.Recover = 0
damage    = 10
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = -40,-8
airguard.velocity = -2
air.velocity = -40,-8
fall=1
palfx.time=24
palfx.add=floor(256-160*0.85),floor(128-160),floor(128-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
sprpriority=-6
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
p2stateno=309
p2facing=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
kill=0

[state ]
type=playerpush
trigger1=animelemtime(4)=[0,7]
value=0
[state ]
type=posfreeze
trigger1=animelemtime(4)=[0,7]


[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=0
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,32
freqmul=0.6
volume=255
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,41
freqmul=0.7
volume=255
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type= explod
trigger1 = movecontact=1
anim=10056+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=1
anim=10059+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=0,128
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1



[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 50*(statetype=a)
ctrl = 1





[statedef 3000]
type    = S
physics = S
movetype = A
anim = 3000
ctrl = 0
sprpriority = 2
poweradd=-2000



[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value= s10000,37
freqmul=1.0
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value= s10000,37
freqmul=1.0
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value= s10000,38
freqmul=1.0
volume=255
[state ]
type=bgpalfx
trigger1 = animelemtime(1) = 0
trigger1=1||var(1):=floor(256*4)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=24
invertall=1
[state ]
type=pause
trigger1=animelemtime(1)=0
time=25
movetime=25
[state ]
type= explod
trigger1 = animelemtime(1) = 0
anim=10074
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
pausemovetime=2147483647
[state ]
type= explod
trigger1 = animelemtime(1) = 0
anim=10075
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=6
pausemovetime=2147483647
[state ]
type= explod
trigger1 = animelemtime(1) = [10,19]
anim=10011
trans=addalpha
alpha=0,floor(256*cos((pi/2/10)*(animelemtime(1)-10)))
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
pausemovetime=2147483647
[state ]
type= explod
trigger1 = animelemtime(1) = [20,24]
anim=10011
trans=addalpha
alpha=0,0
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
pausemovetime=2147483647
[state ]
type=envshake
trigger1 = animelemtime(1) = 0
time=8
ampl=36
freq=165
persistent=0
[state ]
type=bgpalfx
trigger1 = animelemtime(1) >= 25 && animelemtime(11) <= -1-3
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=3
invertall=1





[state ]
type=playsnd
trigger1 = animelemtime(4) = 0
value= s10000,2
freqmul=1.0
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(4) = 0
value= s10000,2
freqmul=1.0
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(4) = 0
value= s10000,3
freqmul=1.2
volume=255


[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value=s10000,21
freqmul=0.8
volume=255

[state ]
type=playsnd
trigger1 = animelemtime(10) = [0-2,59-2]
trigger1 = animelemtime(10)%4=2
value=s10000,18
freqmul=1.6
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(10) = [0-2,59-2]
trigger1 = animelemtime(10)%4=2
value=s10000,29
freqmul=1.8+0.1*cos(random)
volume=255
channel=1
[state ]
type=playsnd
trigger1 = animelemtime(10) = [0-2,59-2]
trigger1 = animelemtime(10)%4=2
value=s10000,29
freqmul=0.9+0.1*cos(random)
volume=255
channel=2
[state ]
type=playsnd
trigger1 = animelemtime(10) = [0,59]
trigger1 = animelemtime(10)%4=0
value=s10000,29
freqmul=1.8+0.1*cos(random)
volume=255
channel=1
[state ]
type=playsnd
trigger1 = animelemtime(10) = [0,59]
trigger1 = animelemtime(10)%4=0
value=s10000,29
freqmul=0.9+0.1*cos(random)
volume=255
channel=2
[state ]
type=playsnd
trigger1 = animelemtime(11) = 0
trigger1=projcontacttime(3000)>=0
value=s10000,42
freqmul=1.1
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(11) = 0
trigger1=projcontacttime(3000)>=0
value=s10000,42
freqmul=1.1
volume=255



[state ]
type= explod
trigger1 = animelemtime(10) = [0,59]
trigger1 = animelemtime(10)%4=[0,1]
anim=10011
trans=addalpha
alpha=0,192
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483647
ownpal=1



[state ]
type=velset
trigger1=animelemtime(11)=0
x=20
y=0
[state ]
type=posadd
trigger1=animelemtime(11)=0
x=facing*(enemynear,pos x-pos x)-20


[state ]
type=projectile
trigger1 = animelemtime(10) = [0,59]
trigger1 = animelemtime(10)%3=0
projid=3000
projanim=50000
projremanim=-1
projhitanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(facing*(enemynear,pos x+enemynear,const(size.mid.pos.x)-pos x)),-53
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=7
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
attr = S, HA
Fall.Recover = 0
damage    = 35
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,12
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = ifelse(0.012*facing*(enemynear,pos x-pos x)<2,2,0.012*facing*(enemynear,pos x-pos x)),-10
airguard.velocity = -2
air.velocity = ifelse(0.012*facing*(enemynear,pos x-pos x)<2,2,0.012*facing*(enemynear,pos x-pos x)),-10
palfx.time=20
palfx.add=floor(128-160*0.85),floor(64-160),floor(192-160*0.7)
palfx.sinadd=64,32,96,10
palfx.invertall=1
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
fall=1
p2facing=-1
p2stateno=309
kill=(animelemtime(10)=57)


[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(4)=0
anim=10050
pos=60,0
scale=1,1
sprpriority=6


[state ]
type=varset
triggerall=var(28)=0
trigger1=projcontacttime(3000)=0
var(28)=0
[state ]
type=playsnd
trigger1 = projcontacttime(3000)=0
value=s10000,32
freqmul=1.1
volume=255
[state ]
type=playsnd
trigger1 = projcontacttime(3000)=0
value=s10000,20
freqmul=0.8
volume=255
[state ]
type=pause
trigger1=projcontacttime(3000)=0
time=2
[state ]
type= explod
trigger1 = projcontacttime(3000)=1
anim=10056+(random%3)+100000*(random%2)
pos=floor(facing*(enemynear,pos x-pos x+enemynear,const(size.mid.pos.x))+45*cos(random)),floor(-53+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = projcontacttime(3000)=0
anim=10059+(random%3)+100000*(random%2)
pos=floor(facing*(enemynear,pos x-pos x+enemynear,const(size.mid.pos.x))+45*cos(random)),floor(-53+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647



[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(10) = [0-2,59-2]
trigger1 = animelemtime(10)%4=2
stateno = 1509
ownpal=1
pos=floor(facing*(enemynear,pos x+enemynear,const(size.mid.pos.x)-pos x)),-53
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
stateno = 3009
ownpal=1
pausemovetime=2147483647


[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(4) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(4) >= 0&&animelemtime(10)<=-1
time=2
[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(11) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(11) >= 0&&animelemtime(13)<=-1
time=2


[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1 = AnimTime = 0
value = 0
ctrl = 1






[statedef 3009]
anim=50000
[state ]
type=assertspecial
trigger1=root,stateno=3000
trigger1=root,animelemtime(11)<=-1
flag=nobardisplay
[state ]
type=destroyself
trigger1=root,stateno!=3000
trigger2=root,animelemtime(11)>=0













[statedef 3100]
type    = S
physics = S
movetype = A
anim = 3100
ctrl = 0
sprpriority = 2
poweradd=-1000

[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value= s10000,37
freqmul=1.0
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value= s10000,37
freqmul=1.0
volume=255
[state ]
type=playsnd
trigger1 = animelemtime(1) = 0
value= s10000,38
freqmul=1.0
volume=255
[state ]
type=bgpalfx
trigger1 = animelemtime(1) = 0
trigger1=1||var(1):=floor(256*4)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=24
invertall=1
[state ]
type=pause
trigger1=animelemtime(1)=0
time=25
movetime=25
[state ]
type= explod
trigger1 = animelemtime(1) = 0
anim=10074
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=-8
pausemovetime=2147483647
[state ]
type= explod
trigger1 = animelemtime(1) = 0
anim=10075
pos=const(size.mid.pos.x), const(size.mid.pos.y)
scale=1,1
ownpal=1
sprpriority=6
pausemovetime=2147483647
[state ]
type= explod
trigger1 = animelemtime(1) = [10,19]
anim=10011
trans=addalpha
alpha=0,floor(256*cos((pi/2/10)*(animelemtime(1)-10)))
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
pausemovetime=2147483647
[state ]
type= explod
trigger1 = animelemtime(1) = [20,24]
anim=10011
trans=addalpha
alpha=0,0
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
ownpal=1
pausemovetime=2147483647
[state ]
type=envshake
trigger1 = animelemtime(1) = 0
time=8
ampl=36
freq=165
persistent=0
[state ]
type=bgpalfx
trigger1=animelemtime(50) <= 6
trigger1=1||var(1):=floor(256*2)
add=floor(-128+(32768/var(1))),floor(-128+(32768/var(1))),floor(-128+(32768/var(1)))
mul=var(1),var(1),var(1)
time=3
invertall=1


[state ]
type=playsnd
trigger1 = animelemtime(50) = 3
trigger1=movecontact
value=s10000,42
freqmul=0.8
volume=255


[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(1) = 0
stateno = 3109
ownpal=1
pausemovetime=2147483647


[state ]
type=velset
triggerall=var(28)=0
trigger1 = animelemtime(7) =0
trigger2 = animelemtime(17) = 0
trigger3 = animelemtime(24) = 0
trigger4 = animelemtime(34) = 0
trigger5 = animelemtime(43) = 0
x=4



[state ]
type=statetypeset
triggerall=var(28)=0
trigger1=animelemtime(49)=0
statetype=a
physics=n
[state ]
type=velset
triggerall=var(28)=0
trigger1=animelemtime(49)=0
x=-3
y=-19
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(49)>=0
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(49)>=0
[state ]
type=gravity
triggerall=var(28)=0
trigger1=animelemtime(49)>=0

[state ]
Type = AfterImage
triggerall=var(28)=0
trigger1 = animelemtime(5) = 0
Time = 2
length = 8
framegap = 1
PalBright = 0,0,0
PalContrast = 256,256,256
Paladd = -16,-16,-16
PalMul = 1,1,1
PalInvertAll =0
Trans = add1
[state ]
Type = afterimagetime
triggerall=var(28)=0
trigger1 = animelemtime(5) >= 0&&vel y<0
time=2
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(49) = 0
anim=10051
pos=0,floor(pos y-vel y)
scale=1.1,1.1
sprpriority=-8
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(49) = 0
anim=10026
pos=0,5+floor(pos y-vel y)
scale=0.6,0.6
trans=add1
sprpriority=-7
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(49) = 0
anim=10051
pos=0,floor(pos y-vel y)
scale=0.3,0.3
sprpriority=-6
ownpal=1




[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(7) = -5
trigger2 = animelemtime(17) = -5
trigger3 = animelemtime(24) = -5
trigger4 = animelemtime(34) = -5
trigger5 = animelemtime(43) = -5
trigger6 = animelemtime(50) = -5
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(7) = -5
trigger2 = animelemtime(17) = -5
trigger3 = animelemtime(24) = -5
trigger4 = animelemtime(34) = -5
trigger5 = animelemtime(43) = -5
trigger6 = animelemtime(50) = -5
value=s10000,18
freqmul=0.8
volume=255
[state ]
type=playsnd
triggerall=var(28)=0
trigger1 = animelemtime(7) = -5
trigger2 = animelemtime(17) = -5
trigger3 = animelemtime(24) = -5
trigger4 = animelemtime(34) = -5
trigger5 = animelemtime(43) = -5
trigger6 = animelemtime(50) = -5
value=s10000,23
freqmul=0.8
volume=255


[state ]
type=envshake
triggerall=var(28)=0
trigger1 = animelemtime(7) = 0
trigger2 = animelemtime(17) = 0
trigger3 = animelemtime(24) = 0
trigger4 = animelemtime(34) = 0
trigger5 = animelemtime(43) = 0
trigger6 = animelemtime(50) = 0
time=8
ampl=12
freq=165
persistent=0
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(7) = [0,1]
trigger2 = animelemtime(17) = [0,1]
trigger3 = animelemtime(24) = [0,1]
trigger4 = animelemtime(34) = [0,1]
trigger5 = animelemtime(43) = [0,1]
trigger6 = animelemtime(50) = [0,1]
anim=10011
trans=addalpha
alpha=0,192
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(7) = [2,7]
anim=10011
trans=addalpha
alpha=0,floor(192+64*sin((pi/2/6)*(animelemtime(7)-2)))
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(17) = [2,7]
anim=10011
trans=addalpha
alpha=0,floor(192+64*sin((pi/2/6)*(animelemtime(17)-2)))
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(24) = [2,7]
anim=10011
trans=addalpha
alpha=0,floor(192+64*sin((pi/2/6)*(animelemtime(24)-2)))
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(34) = [2,7]
anim=10011
trans=addalpha
alpha=0,floor(192+64*sin((pi/2/6)*(animelemtime(34)-2)))
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(43) = [2,7]
anim=10011
trans=addalpha
alpha=0,floor(192+64*sin((pi/2/6)*(animelemtime(43)-2)))
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1
[state ]
type= explod
triggerall=var(28)=0
trigger1 = animelemtime(50) = [2,7]
anim=10011
trans=addalpha
alpha=0,floor(192+64*sin((pi/2/6)*(animelemtime(50)-2)))
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=2
sprpriority=-2147483648
ownpal=1




[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(7) = 0||animelemtime(7) = 3||animelemtime(7) = 6
trigger2 = animelemtime(17) = 0||animelemtime(17) = 3||animelemtime(17) = 6
trigger3 = animelemtime(24) = 0||animelemtime(24) = 3||animelemtime(24) = 6
trigger4 = animelemtime(34) = 0||animelemtime(34) = 3||animelemtime(34) = 6
trigger5 = animelemtime(43) = 0||animelemtime(43) = 3||animelemtime(43) = 6
attr = S, HA
Fall.Recover = 0
damage    = 25
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,12
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = 3,-10
airguard.velocity = -2
air.velocity = 3,-10
palfx.time=8
palfx.add=floor(128-160*0.85),floor(64-160),floor(64-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
fall=1
[state ]
type=hitdef
triggerall=var(28)=0
trigger1 = animelemtime(50) = 0||animelemtime(50) = 3||animelemtime(50) = 6
attr = A, HA
Fall.Recover = 0
damage    = 50
animtype = Hard
getpower = 30,10
givepower = 20,5
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,12
numhits = 1
hitsound = -1
guardsound =-1
sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime  =  13
ground.velocity = 6,-40
airguard.velocity = -2
air.velocity = 6,-40
palfx.time=8
palfx.add=floor(128-160*0.85),floor(64-160),floor(64-160*0.7)
palfx.sinadd=64,32,32,10
palfx.invertall=1
EnvShake.Time =8
EnvShake.freq=165
EnvShake.ampl=12
fall=1
yaccel=0.35*5
p2stateno=319



[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
trigger2 = animelemtime(43) = -3
stateno = 1009
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
trigger2 = animelemtime(43) = -3
stateno = 1008
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
trigger2 = animelemtime(43) = -3
stateno = 1007
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
trigger2 = animelemtime(43) = -3
stateno = 1006
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
trigger2 = animelemtime(43) = -3
stateno = 1005
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(7) = -3
trigger2 = animelemtime(43) = -3
stateno = 1004
ownpal=1

[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(17) = -3
trigger2 = animelemtime(34) = -3
stateno = 1309
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(17) = -3
trigger2 = animelemtime(34) = -3
stateno = 1308
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(17) = -3
trigger2 = animelemtime(34) = -3
stateno = 1307
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(17) = -3
trigger2 = animelemtime(34) = -3
stateno = 1306
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(17) = -3
trigger2 = animelemtime(34) = -3
stateno = 1305
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(17) = -3
trigger2 = animelemtime(34) = -3
stateno = 1304
ownpal=1

[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(24) = -3
stateno = 1209
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(24) = -3
stateno = 1208
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(24) = -3
stateno = 1207
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(24) = -3
stateno = 1206
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(24) = -3
stateno = 1205
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(24) = -3
stateno = 1204
ownpal=1


[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(50) = -3
stateno = 1109
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(50) = -3
stateno = 1108
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(50) = -3
stateno = 1107
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(50) = -3
stateno = 1106
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(50) = -3
stateno = 1105
ownpal=1
[state ]
type=helper
triggerall=var(28)=0
trigger1 = animelemtime(50) = -3
stateno = 1104
ownpal=1



[state ]
type=varset
triggerall=var(28)=0
trigger1=movecontact=1
var(28)=0
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,20
freqmul=0.7
volume=255
[state ]
type=playsnd
trigger1 = movecontact=1
value=s10000,25
freqmul=1.1
volume=255
[state ]
type=pause
trigger1=movecontact=1
time=2
[state ]
type=targetbind
triggerall=movehit=1
triggerall=numtarget
triggerall=1||fvar(0):=ifelse(facing*(target,pos x-pos x)<100,100,facing*(target,pos x-pos x))
triggerall=1||fvar(1):=ifelse(target,pos y-pos y>-30,-30,target,pos y-pos y)
trigger1 = animelemtime(17) <0
trigger2 = animelemtime(43)>=0&&animelemtime(50) <0
pos=fvar(0),fvar(1)
[state ]
type=targetbind
triggerall=movehit=1
triggerall=numtarget
triggerall=1||fvar(0):=ifelse(facing*(target,pos x-pos x)>100,100,facing*(target,pos x-pos x))
triggerall=1||fvar(1):=ifelse(target,pos y-pos y<10,10,target,pos y-pos y)
trigger1 = animelemtime(17)>=0&&animelemtime(24) <0
trigger2 = animelemtime(34)>=0&&animelemtime(43) <0
pos=fvar(0),fvar(1)
[state ]
type=targetbind
triggerall=movehit=1
triggerall=numtarget
trigger1 = animelemtime(24) >=0&&animelemtime(34) <0
trigger1=1||fvar(0):=ifelse(facing*(target,pos x-pos x)<120,120,facing*(target,pos x-pos x))
trigger1=1||fvar(1):=ifelse(target,pos y-pos y>-50,-50,target,pos y-pos y)
pos=fvar(0),fvar(1)
[state ]
type= explod
trigger1 = movecontact=2
anim=10056+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=1
anim=10059+(random%3)+100000*(random%2)
pos=floor(47+0.5*facing*(enemynear,pos x-pos x)+45*cos(random)),floor(-44+45*cos(random))
scale=1+0.1*cos(random),1+0.1*cos(random)
ontop=1
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
[state ]
type= explod
trigger1 = movecontact=[1,2]
anim=10011
trans=addalpha
alpha=0,128
pos=0,0
postype=left
bindtime=-1
scale=1,1
removetime=1
sprpriority=-2147483648
pausemovetime=2147483647
supermovetime=2147483647
ownpal=1
ignorehitpause=1





[State 40, 6]
type = ChangeState
triggerall=var(28)=0
trigger1=statetype=a
trigger1 = pos y>=0&&vel y>=0
value = 1101
ctrl = 1


[statedef 3109]
anim=50000
[state ]
type=assertspecial
trigger1=root,stateno=3100
trigger1=root,animelemtime(50) <= 6
flag=nobardisplay
[state ]
type=destroyself
trigger1=root,stateno!=3100
trigger2=root,animelemtime(50) > 6


















