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

[statedef 200]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;嵗昗愝掕丅
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;揹寕僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(4)=-10
stateno=5150
id=31000
size.ground.front=31000
size.ground.back=0
size.head.pos=0,0
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 210]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;婼壩僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(4)=-10
stateno=5150
id=31200
size.ground.front=31200
size.ground.back=0
size.head.pos=floor(60*cos((-90+20+0)*(pi/180))),floor(-37-2+60*sin((-90+20+0)*(pi/180)))
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0
[state ]
type=helper
trigger1=animelemtime(4)=-10+15
stateno=5150
id=31201
size.ground.front=31201
size.ground.back=0
size.head.pos=floor(60*cos((-90+20+120)*(pi/180))),floor(-37-2+60*sin((-90+20+120)*(pi/180)))
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0
[state ]
type=helper
trigger1=animelemtime(4)=-10+30
stateno=5150
id=31202
size.ground.front=31202
size.ground.back=0
size.head.pos=floor(60*cos((-90+20+240)*(pi/180))),floor(-37-2+60*sin((-90+20+240)*(pi/180)))
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 220]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;嵗昗愝掕丅
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;偙偛偐偤僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(4)=-10
stateno=5150
id=31300
size.ground.front=31300
size.ground.back=0
size.head.pos=60,0
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 230]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;峌寕僸僢僩帪惂屼丅
[state ]
type=targetstate
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=239
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=changestate
triggerall=numtarget=[1,8]
trigger1=movehit=1
trigger1=1||var(50):=231
value=var(50)
ctrl=1
persistent=256
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,24
freqmul=1.5
volume=255
channel=1
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=explod
trigger1=animelemtime(4)=[-20,-1]
id=0
anim=19000
trans=addalpha
alpha=0,floor(160+96*cos((pi/2/20)*(animelemtime(4)+20)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)>=0&&animelemtime(6)<=-1
id=0
anim=19000
trans=addalpha
alpha=0,160
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(6)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,floor(160+96*sin((pi/2/20)*animelemtime(6)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(4)=0
id=230
anim=10030
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-169
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=230
anim=10030
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-169
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=230
anim=10031
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=50
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=230
anim=10031
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=50
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(4)=[0,33]
id=230
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
ignorehitpause=0



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1500
ignorehitpause=0



;峌寕杮懱丅
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=8||fvar(0):=0||fvar(1):=0||fvar(2):=0||fvar(3):=0||fvar(4):=0.35
ignorehitpause=0

[state ]
type=hitdef
trigger1=animelemtime(4)=[0,29]
id=230
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,200
fall.damage=0
getpower=20,10
givepower=10,5
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=40
palfx.add=0,-64+32,128
palfx.sinadd=64,32+16,128,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=var(0)
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0

[statedef 231]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;峌寕僸僢僩帪惂屼丅
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
value=s0,20
freqmul=0.9
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
value=s0,25
freqmul=0.5
volume=0
channel=22
ignorehitpause=1
[state ]
type=explod
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
id=0
anim=10110
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.75,0.75
shadow=0,0,0
sprpriority=-168
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)-15),floor(fvar(13))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
id=0
anim=110150
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.3,0.5
shadow=0,0,0
sprpriority=-167
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)),floor(fvar(13))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
id=0
anim=10150
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.2,0.4
shadow=0,0,0
sprpriority=-166
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)),floor(fvar(13))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
id=0
anim=10150
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.2,0.4
shadow=0,0,0
sprpriority=51
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)),floor(fvar(13))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,16
freqmul=0.9
volume=255
channel=11
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,16
freqmul=0.9
volume=255
channel=12
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(2)<=-1
id=0
anim=19000
trans=addalpha
alpha=0,160
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(2)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,floor(160+96*sin((pi/2/20)*animelemtime(2)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0

[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(1)=[0,19]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
invertall=1
ignorehitpause=1

[statedef 239]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim2
trigger1=1
value=239
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=0
y=-1
persistent=0
ignorehitpause=0
[state ]
type=veladd
triggerall=hitshakeover
trigger1=vel y<0
y=0.0333
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=vel y>0
y=0
persistent=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
triggerall=vel y=0
trigger1=1
x=1
persistent=0
ignorehitpause=0
[state ]
type=veladd
triggerall=hitshakeover
triggerall=vel y=0
trigger1=vel x>0
x=-0.0333
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
triggerall=hitshakeover
trigger1=time>=gethitvar(fall.envshake.ampl)+70
value=238
persistent=256
ignorehitpause=0

[statedef 238]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim2
trigger1=1
value=238
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
trigger1=1
x=-32
y=0
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
trigger1=facing*pos x+160<-0.25*(const(size.air.front)+const(size.air.back))
trigger2=time>=gethitvar(fall.envshake.ampl)+floor(-320/vel x)
value=237
persistent=256
ignorehitpause=0

[statedef 237]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim2
triggerall=time<=19
trigger1=1
value=238
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
trigger1=time=20
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=0
[state ]
type=envshake
triggerall=time<=19
trigger1=time=[0,19]
time=2
freq=180
ampl=floor((30-30*sin((pi/2/20)*time))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=width
triggerall=time<=19
trigger1=1
edge=0,-(const(size.air.front)+const(size.air.back))
ignorehitpause=0
[state ]
type=velset
triggerall=time<=19
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=offset
triggerall=time<=19
trigger1=1
x=facing*((1+time)%2)
ignorehitpause=0
[state ]
type=posset
triggerall=time<=19
trigger1=time=0
x=facing*(-160+0.25*(const(size.air.front)+const(size.air.back)))
ignorehitpause=0
[state ]
type=turn
triggerall=time>=20
trigger1=time=20
ignorehitpause=0
[state ]
type=velset
triggerall=time>=20
trigger1=time=20
x=-2
y=-2
ignorehitpause=0
[state ]
type=veladd
triggerall=time>=20
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=lifeadd
triggerall=time=0
trigger1=1
value=-200
absolute=1
ignorehitpause=0
[state ]
type=selfstate
triggerall=time>=20
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 240]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(4)=-8
value=s0,18
freqmul=0.6
volume=255
channel=1
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=explod
trigger1=animelemtime(4)=[-18,-1]
id=0
anim=19000
trans=addalpha
alpha=floor(256*sin((pi/2/18)*(animelemtime(4)+18))),256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=[0,29]
id=0
anim=19000
trans=addalpha
alpha=256,256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0



;嵗昗愝掕丅
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(4)=-18
id=240
anim=25010
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-159
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
triggerall=numexplod(240)>=1
trigger1=animelemtime(4)=[-18,-13]
id=240
scale=1,sin((pi/2/6)*(animelemtime(4)+18))
ignorehitpause=0

[state ]
type=explod
trigger1=animelemtime(4)=30
id=0
anim=10130
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.5,0.15
shadow=0,0,0
sprpriority=-158
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=[30,69]
id=0
anim=10140
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.2+0.05*cos(var(59)**2),0.2+0.05*cos(var(59)**2)
shadow=0,0,0
sprpriority=60
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-160+120*cos(random)),0
postype=p1
random=0,0
bindtime=1
vel=5*cos(-pi/2+(pi/6)*cos(var(59))),5*sin(-pi/2+(pi/6)*cos(var(59)))
accel=0,0
ignorehitpause=0



;僔儍僪儃僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(4)=30
stateno=5150
id=31500
size.ground.front=31500
size.ground.back=0
size.head.pos=-100,0
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 250]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;嵗昗愝掕丅
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;僪儗僉僗僿儖僷乕幩弌丅
[state ]
type=helper
trigger1=animelemtime(4)=-10
stateno=5150
id=31600
size.ground.front=31600
size.ground.back=0
size.head.pos=0,-80
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 260]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s0,27
freqmul=1.4
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s0,27
freqmul=1.4
volume=255
channel=2
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s0,27
freqmul=1.4
volume=255
channel=3
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s0,27
freqmul=1.4
volume=255
channel=4
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(4)=105-20
value=s0,26
freqmul=0.9
volume=255
channel=6
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=105-20
value=s0,26
freqmul=1.1
volume=255
channel=7
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=105-30
value=s0,6
freqmul=1.3
volume=255
channel=8
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=105-20
value=s0,18
freqmul=0.7
volume=255
channel=9
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=explod
trigger1=animelemtime(4)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,floor(64+192*cos((pi/2/20)*animelemtime(4)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=[20,104]
id=0
anim=19000
trans=addalpha
alpha=0,64
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0

[state ]
type=explod
trigger1=animelemtime(4)=[105-30,104]
id=0
anim=19000
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(4)-(105-30)))),256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=[105,114]
id=0
anim=19000
trans=addalpha
alpha=256,256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=[115,164]
id=0
anim=19000
trans=addalpha
alpha=floor(256*cos((pi/2/50)*(animelemtime(4)-115))),256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0

[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(4)=[115,124]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=floor(1024-768*sin((pi/2/40)*(animelemtime(4)-125)))
trigger1=animelemtime(4)=[125,164]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1

[state ]
type=envshake
trigger1=animelemtime(4)=[0,105-30-1]
time=2
freq=180
ampl=floor(3*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=envshake
trigger1=animelemtime(4)=[105-30,105-1]
time=2
freq=180
ampl=floor(7*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(4)=0
id=0
anim=10060
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.6,0.6
shadow=0,0,0
sprpriority=-139
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=0
anim=10061
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.6,0.6
shadow=0,0,0
sprpriority=80
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1500
ignorehitpause=0



;峌寕杮懱丅
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=16||fvar(0):=-40||fvar(1):=-5||fvar(2):=-40||fvar(3):=-5||fvar(4):=0.35
ignorehitpause=0

[state ]
type=projectile
trigger1=animelemtime(4)=[105-20,105+9]
trigger1=(animelemtime(4)-(105-20))%3=0
projid=260
projanim=90010
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(vel x),floor(vel y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=4
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
id=260
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafp
guardflag=
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=30,600
fall.damage=0
getpower=12,6
givepower=6,3
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=60
palfx.add=64,64,64
palfx.sinadd=96,96,96,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0



[statedef 270]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;峌寕僸僢僩帪惂屼丅
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=s0,30
freqmul=0.7
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=s0,32
freqmul=0.9
volume=255
channel=22
ignorehitpause=1
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=s0,32
freqmul=0.9
volume=255
channel=23
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget=[1,8]
trigger1=movehit=1
trigger1=target,statetype!=a
value=279
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget=[1,8]
trigger1=movehit=1
trigger1=target,statetype=a
value=278
ctrl=1
persistent=256
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(4)=-18
value=s0,28
freqmul=0.6
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=-18
value=s0,28
freqmul=0.9
volume=255
channel=2
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=[0,59]
trigger1=animelemtime(4)%20=0
value=s0,29
freqmul=1.3
volume=255
channel=3
abspan=1024
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=[0,59]
trigger1=animelemtime(4)%20=10
value=s0,29
freqmul=1.3
volume=255
channel=4
abspan=-1024
ignorehitpause=0



;嵗昗愝掕丅
[state ]
type=turn
trigger1=facing*(playerid(var(43)),pos x-pos x)<0
ignorehitpause=0



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(4)=[0,59]
trigger1=animelemtime(4)%5=0
id=0
anim=10110
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.25,0.25
shadow=0,0,0
sprpriority=90
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=20,-37-2
postype=p1
random=0,0
bindtime=1
vel=4.8,0
accel=0,0
ignorehitpause=0



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-500
ignorehitpause=0



;峌寕杮懱丅
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=16||fvar(0):=0||fvar(1):=0||fvar(2):=0||fvar(3):=0||fvar(4):=0.35
ignorehitpause=0

[state ]
type=hitdef
trigger1=animelemtime(4)=[0,59]
id=270
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlap
guardflag=
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,200
fall.damage=0
getpower=20,10
givepower=10,5
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=40
palfx.add=128,32,64
palfx.sinadd=128,32+16,64,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=var(0)
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0

[statedef 279]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=selfstate
trigger1=alive=0
value=5150
persistent=256
ignorehitpause=0
[state ]
type=changeanim
triggerall=!hitshakeover
trigger1=1
value=5000
ignorehitpause=0
[state ]
type=changeanim2
triggerall=hitshakeover
trigger1=1
value=279
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=h
physics=n
ignorehitpause=0
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
triggerall=hitshakeover
trigger1=time>=gethitvar(fall.envshake.ampl)+300
value=5120
persistent=256
ignorehitpause=0

[statedef 278]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim
triggerall=!hitshakeover
trigger1=1
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=velmul
triggerall=!hitshakeover
trigger1=1
x=0.5
y=0.5
persistent=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+0.35
ignorehitpause=0
[state ]
type=changestate
trigger1=pos y>=25&&vel y>0
value=277
persistent=256
ignorehitpause=0

[statedef 277]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)!=0
triggerall=(anim!=[5051,5059])&&(anim!=[5061,5069])&&(anim!=[5100,5109])&&(anim!=[5160,5169])&&(anim!=[5170,5179])&&(anim!=[5110,5119])&&(anim!=[5120,5129])
trigger1=1
value=5100
ignorehitpause=0
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)!=0
triggerall=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=!selfanimexist(5100+anim%10)
value=5100
ignorehitpause=0
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)!=0
triggerall=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=selfanimexist(5100+anim%10)
value=5100+anim%10
ignorehitpause=0
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)=0
triggerall=(anim!=[5080,5089])&&(anim!=[5110,5119])&&(anim!=[5170,5179])&&(anim!=[5120,5129])
trigger1=1
value=5170
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=l
movetype=h
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5100,5109]
triggerall=animtime=0
trigger1=anim!=[5101,5109]
trigger2=!selfanimexist(5160+anim%10)
value=5160
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5100,5109]
triggerall=animtime=0
trigger1=anim=[5101,5109]
trigger1=selfanimexist(5160+anim%10)
value=5160+anim%10
ignorehitpause=0
[state ]
type=playsnd
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
value=f7,(floor(vel y)>5)+(floor(vel y)>14)
ignorehitpause=0
[state ]
type=fallenvshake
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
ignorehitpause=0
[state ]
type=gamemakeanim
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
value=60+(floor(vel y)>5)+(floor(vel y)>14)
pos=0,floor(-pos y)
under=(floor(vel y)<=14)
ignorehitpause=0
[state ]
type=velmul
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
x=0.75
ignorehitpause=0
[state ]
type=velset
triggerall=anim=[5100,5109]
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
triggerall=anim=[5100,5109]
trigger1=1
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=anim=[5100,5109]
trigger1=1
x=vel x
y=vel y
ignorehitpause=0
[state ]
type=posadd
triggerall=anim=[5100,5109]
trigger1=1
x=-vel x
y=-vel y
ignorehitpause=0
[state ]
type=hitfalldamage
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=3
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5160,5169]
triggerall=pos y>=12&&vel y>0
trigger1=anim!=[5161,5169]
trigger2=!selfanimexist(5170+anim%10)
value=5170
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5160,5169]
triggerall=pos y>=12&&vel y>0
trigger1=anim=[5161,5169]
trigger1=selfanimexist(5170+anim%10)
value=5170+anim%10
ignorehitpause=0
[state ]
type=hitfallvel
triggerall=anim=[5160,5169]
trigger1=animelemtime(1)=0
ignorehitpause=0
[state ]
type=posset
triggerall=anim=[5160,5169]
trigger1=animelemtime(1)=0
y=20
ignorehitpause=0
[state ]
type=velset
triggerall=anim=[5160,5169]
trigger1=1
x=vel x
y=vel y+0.4
ignorehitpause=0
[state ]
type=fallenvshake
triggerall=anim=[5080,5089]
trigger1=1
ignorehitpause=0
[state ]
type=hitfalldamage
triggerall=anim=[5080,5089]
trigger1=1
ignorehitpause=0
[state ]
type=changestate
triggerall=anim=[5080,5089]
trigger1=1
value=276
ignorehitpause=0
[state ]
type=changestate
triggerall=anim=[5170,5179]
triggerall=animtime=0
trigger1=1
value=276
ignorehitpause=0
[state ]
type=playsnd
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
value=f7,(floor(vel y)>5)+(floor(vel y)>14)
ignorehitpause=0
[state ]
type=fallenvshake
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
ignorehitpause=0
[state ]
type=velset
triggerall=anim=[5170,5179]
triggerall=gethitvar(fall.yvel)=0
trigger1=animelemtime(1)=0
trigger1=vel x>1
x=1
ignorehitpause=0
[state ]
type=velmul
triggerall=anim=[5170,5179]
triggerall=gethitvar(fall.yvel)=0
trigger1=animelemtime(1)=0
x=0.75
ignorehitpause=0
[state ]
type=velset
triggerall=anim=[5170,5179]
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
triggerall=anim=[5170,5179]
trigger1=1
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=anim=[5170,5179]
trigger1=1
x=vel x*0.85
y=vel y
ignorehitpause=0
[state ]
type=hitfalldamage
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
ignorehitpause=0

[statedef 276]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=selfstate
trigger1=alive=0
value=5150
persistent=256
ignorehitpause=0
[state ]
type=changeanim2
trigger1=1
value=276
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=h
physics=n
ignorehitpause=0
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=time>=300
value=5120
persistent=256
ignorehitpause=0



[statedef 280]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
triggerall=animelemtime(5)>=0
trigger1=numhelper(40000)!=1
trigger1=1||var(50):=281
trigger2=numhelper(40000)=1
trigger2=helper(40000),var(40)=0
trigger2=1||var(50):=281
trigger3=var(42)=0
trigger3=numhelper(40000)=1
trigger3=helper(40000),command!="holdx"
trigger3=1||var(50):=281
value=var(50)
persistent=256
ignorehitpause=1
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(5)>=0
value=s0,16
freqmul=1.0
volume=255
channel=1
lowpriority=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(5)>=0
value=s0,16
freqmul=1.0
volume=255
channel=2
lowpriority=1
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(5)>=0
trigger1=animelemtime(5)%40=0
value=s0,17
freqmul=0.9+0.05*cos(random)
volume=0
channel=3
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(5)>=0
value=s0,31
freqmul=1.0
volume=0
channel=4
lowpriority=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(5)>=0
value=s0,31
freqmul=1.0
volume=0
channel=5
lowpriority=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(5)>=90
value=s0,31
freqmul=1.0
volume=0
channel=6
lowpriority=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(5)>=90
value=s0,31
freqmul=1.0
volume=0
channel=7
lowpriority=1
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=explod
trigger1=animelemtime(5)=[-15,-1]
id=0
anim=19000
trans=addalpha
alpha=0,floor(80+176*cos((pi/2/15)*(animelemtime(5)+15)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(5)>=0
id=0
anim=19000
trans=addalpha
alpha=0,80
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0

[state ]
type=bgpalfx
triggerall=1||var(0):=floor(256+768*sin((pi/2/15)*(animelemtime(5)+15)))
trigger1=animelemtime(5)=[-15,-1]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(5)>=0
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1500
ignorehitpause=0

[statedef 281]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=explod
trigger1=animelemtime(1)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,80
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(1)=[20,49]
id=0
anim=19000
trans=addalpha
alpha=0,floor(80+176*sin((pi/2/30)*(animelemtime(1)-20)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0

[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(1)=[0,19]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=floor(1024-768*sin((pi/2/30)*(animelemtime(1)-20)))
trigger1=animelemtime(1)=[20,49]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1



[statedef 290]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
triggerall=animelemtime(3)>=0
trigger1=numhelper(40000)!=1
trigger1=1||var(50):=291
trigger2=var(42)=0
trigger2=numhelper(40000)=1
trigger2=helper(40000),command!="holdstart"
trigger2=1||var(50):=291
trigger3=var(42)!=0
trigger3=life>=0.3*lifemax
trigger3=power>=4000
trigger3=1||var(50):=291
trigger4=var(42)!=0
trigger4=life<0.3*lifemax
trigger4=power>=2000
trigger4=1||var(50):=291
value=var(50)
persistent=256
ignorehitpause=1
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=0
value=s0,29
freqmul=0.3
volume=0
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=0
value=s0,29
freqmul=0.4
volume=0
channel=2
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=50
value=s0,29
freqmul=0.3
volume=0
channel=3
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=50
value=s0,29
freqmul=0.4
volume=0
channel=4
ignorehitpause=0




;夋柺愝掕丅
[state ]
type=explod
trigger1=animelemtime(3)=[-15,-1]
id=0
anim=19000
trans=addalpha
alpha=0,floor(128+128*cos((pi/2/15)*(animelemtime(3)+15)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(3)>=0
id=0
anim=19000
trans=addalpha
alpha=0,128
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0

[state ]
type=bgpalfx
triggerall=1||var(0):=floor(256+768*sin((pi/2/15)*(animelemtime(3)+15)))
trigger1=animelemtime(3)=[-15,-1]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(3)>=0
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1



;僎乕僕愝掕丅
[state ]
type=poweradd
trigger1=animelemtime(3)>=0
value=40
ignorehitpause=0



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%50=0
id=290+100000*floor((animelemtime(3)%100)/50)
anim=10030
;trans=addalpha
;alpha=256,256
facing=1-2*floor((animelemtime(3)%100)/50)
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-109
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%50=0
id=290+100000*floor((animelemtime(3)%100)/50)
anim=10031
;trans=addalpha
;alpha=256,256
facing=1-2*floor((animelemtime(3)%100)/50)
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=110
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=[0,39]
id=290
scale=0.5*sin((pi/2/40)*(animelemtime(3)%100)),0.3*sin((pi/2/40)*(animelemtime(3)%100))
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=[40,99]
id=290
scale=0.5,0.3
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=[50,89]
id=100290
scale=0.5*sin((pi/2/40)*(-50+animelemtime(3)%100)),0.3*sin((pi/2/40)*(-50+animelemtime(3)%100))
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(3)>=0
trigger1=(animelemtime(3)%100=[90,99])||(animelemtime(3)%100=[0,49])
id=100290
scale=0.5,0.3
ignorehitpause=0

[state ]
type=explod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%16=0
id=0
anim=10200
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.1,0.1
shadow=0,0,0
sprpriority=-108
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(40*cos(var(59))*cos(var(59)**2)),floor(10*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=cos(random),-1.5-cos(random)
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%16=8
id=0
anim=10200
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.1,0.1
shadow=0,0,0
sprpriority=111
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(40*cos(var(59))*cos(var(59)**2)),floor(10*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=cos(random),-1.5-cos(random)
accel=0,0
ignorehitpause=0

[statedef 291]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=explod
trigger1=animelemtime(1)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,128
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(1)=[20,49]
id=0
anim=19000
trans=addalpha
alpha=0,floor(128+128*sin((pi/2/30)*(animelemtime(1)-20)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0

[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(1)=[0,19]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=floor(1024-768*sin((pi/2/30)*(animelemtime(1)-20)))
trigger1=animelemtime(1)=[20,49]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1



[statedef 300]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=veladd
trigger1=statetype=a
y=0*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0
[state ]
type=ctrlset
trigger1=animelemtime(3)>=0
value=1
ignorehitpause=0



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,0
freqmul=2.0
volume=255
channel=1
ignorehitpause=0



;嵗昗愝掕丅
[state ]
type=offset
trigger1=animelemtime(1)=[0,4]
y=-(-37-2)*sin((pi/2/5)*animelemtime(1))
ignorehitpause=0
[state ]
type=offset
trigger1=animelemtime(3)=[0,9]
y=-(-37-2)*cos((pi/2/10)*animelemtime(3))
ignorehitpause=0

[state ]
type=velset
trigger1=animelemtime(2)=0
x=0
y=0
ignorehitpause=0
[state ]
type=veladd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdfwd"
trigger2=var(42)!=0
trigger2=vel x>=0
x=0.2
ignorehitpause=0
[state ]
type=posadd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdfwd"
trigger2=var(42)!=0
trigger2=vel x>=0
x=4
ignorehitpause=0
[state ]
type=veladd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdback"
trigger2=var(42)!=0
trigger2=vel x<0
x=-0.2
ignorehitpause=0
[state ]
type=posadd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdback"
trigger2=var(42)!=0
trigger2=vel x<0
x=-4
ignorehitpause=0
[state ]
type=veladd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdup"
trigger2=var(42)!=0
trigger2=var(59)=[0,749]
y=-0.15
ignorehitpause=0
[state ]
type=posadd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdup"
trigger2=var(42)!=0
trigger2=var(59)=[0,749]
y=-3
ignorehitpause=0

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



;價僕儏傾儖僙僢僩丅
[state ]
type=trans
trigger1=animelemtime(1)=[0,4]
trans=addalpha
alpha=floor(256*cos((pi/2/5)*animelemtime(1))),floor(256*sin((pi/2/5)*animelemtime(1)))
ignorehitpause=0
[state ]
type=angledraw
trigger1=animelemtime(1)=[0,4]
value=0
scale=1-0.75*sin((pi/2/5)*animelemtime(1)),1+sin((pi/2/5)*animelemtime(1))
ignorehitpause=0

[state ]
type=trans
trigger1=animelemtime(3)=[0,9]
trans=addalpha
alpha=floor(256*sin((pi/2/10)*animelemtime(3))),floor(256*cos((pi/2/10)*animelemtime(3)))
ignorehitpause=0
[state ]
type=angledraw
trigger1=animelemtime(3)=[0,9]
value=0
scale=1-0.75*cos((pi/2/10)*animelemtime(3)),1+cos((pi/2/10)*animelemtime(3))
ignorehitpause=0









