;---------------------------------------------------------------------------
[Statedef 7003]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 6300
ctrl     = 0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State a]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State a]
type = Velset
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(12) < 0
x = 3

[State a]
type = Velset
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
x = 21

[State a]
type = Velset
trigger1 = AnimElem = 16
x = 0

[State a]
type = helper
trigger1 = time = 0
name = "shadow"
helpertype = normal
ID = 13106
pos = 0, 10
postype = p1
stateno = 13106
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 12
name = "shadow"
helpertype = normal
ID = 13110
pos = 0, 10
postype = p1
stateno = 13110
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 13
name = "shadow"
helpertype = normal
ID = 13120
pos = 0, 10
postype = p1
stateno = 13120
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = PlayerPush
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
value = 0

[State a]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 25
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = ;M
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 7010
p2stateno = 6001
palfx.time = 90
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1

[State a]
type = Varset
trigger1 = time = 0
var(30) = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 7010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 6410
ctrl     = 0

[State a]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State a]
type = Width
trigger1 = time = 0
edge = 100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,6
volume = -100

[State 810, ]
type = Targetbind
trigger1 = time = 0
pos = 0,0

[State 1100, ]
type = Varset
trigger1 = time = 0
var(30) = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
x = 15

[State a]
type = Envcolor
trigger1 = time =0
time = 2
value = 255,255,255
under = 0

[State a]
type = helper
trigger1 = AnimElem = 2
name = "shadow"
helpertype = normal
ID = 13120
pos = 0, 10
postype = p1
stateno = 13120
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 2
name = "shadow"
helpertype = normal
ID = 13125
pos = 5, 10
postype = p1
stateno = 13125
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = PlayerPush
trigger1 = 1
value = 0

[State a]
type = Turn
Triggerall = AnimTime = 0
trigger1 = (enemynear,Pos X - Pos X) * facing < 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 7100
;---------------------------------------------------------------------------
[Statedef 7100]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 6300
ctrl     = 0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State a]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State a]
type = Velset
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(12) < 0
x = 3

[State a]
type = Velset
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
x = 21

[State a]
type = Velset
trigger1 = AnimElem = 16
x = 0

[State a]
type = helper
trigger1 = time = 0
name = "shadow"
helpertype = normal
ID = 13106
pos = 0, 10
postype = p1
stateno = 13106
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 12
name = "shadow"
helpertype = normal
ID = 13110
pos = 0, 10
postype = p1
stateno = 13110
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 13
name = "shadow"
helpertype = normal
ID = 13120
pos = 0, 10
postype = p1
stateno = 13120
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = PlayerPush
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
value = 0

[State a]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 25
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = ;M
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 7110
p2stateno = 6001
palfx.time = 90
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1

[State a]
type = Varset
trigger1 = time = 0
var(30) = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 7110]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 6410
ctrl     = 0

[State a]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State a]
type = Width
trigger1 = time = 0
edge = 100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,6
volume = -100

[State 810, ]
type = Targetbind
trigger1 = time = 0
pos = 0,0

[State 1100, ]
type = Varset
trigger1 = time = 0
var(30) = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
x = 20

[State a]
type = Envcolor
trigger1 = time =0
time = 2
value = 255,255,255
under = 0

[State a]
type = helper
trigger1 = AnimElem = 2
name = "shadow"
helpertype = normal
ID = 13120
pos = 0, 10
postype = p1
stateno = 13120
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 2
name = "shadow"
helpertype = normal
ID = 13125
pos = 10, 10
postype = p1
stateno = 13125
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = PlayerPush
trigger1 = 1
value = 0

[State a]
type = Turn
Triggerall = AnimTime = 0
trigger1 = (enemynear,Pos X - Pos X) * facing < 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 7200
;---------------------------------------------------------------------------
[Statedef 7200]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 6300
ctrl     = 0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State a]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State a]
type = Velset
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(12) < 0
x = 3

[State a]
type = Velset
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
x = 21

[State a]
type = Velset
trigger1 = AnimElem = 16
x = 0

[State a]
type = helper
trigger1 = time = 0
name = "shadow"
helpertype = normal
ID = 13106
pos = 0, 10
postype = p1
stateno = 13106
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 12
name = "shadow"
helpertype = normal
ID = 13110
pos = 0, 10
postype = p1
stateno = 13110
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 13
name = "shadow"
helpertype = normal
ID = 13120
pos = 0, 10
postype = p1
stateno = 13120
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = PlayerPush
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
value = 0

[State a]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 25
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = ;M
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 7310
p2stateno = 6001
palfx.time = 90
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1

[State a]
type = Varset
trigger1 = time = 0
var(30) = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 7310]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 6410
ctrl     = 0

[State a]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State a]
type = Width
trigger1 = time = 0
edge = 100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,6
volume = -100

[State 810, ]
type = Targetbind
trigger1 = time = 0
pos = 0,0

[State 1100, ]
type = Varset
trigger1 = time = 0
var(30) = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
x = 20

[State a]
type = Envcolor
trigger1 = time =0
time = 2
value = 255,255,255
under = 0

[State a]
type = helper
trigger1 = AnimElem = 2
name = "shadow"
helpertype = normal
ID = 13120
pos = 0, 10
postype = p1
stateno = 13120
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 2
name = "shadow"
helpertype = normal
ID = 13125
pos = 10, 10
postype = p1
stateno = 13125
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = PlayerPush
trigger1 = 1
value = 0

[State a]
type = Turn
Triggerall = AnimTime = 0
trigger1 = (enemynear,Pos X - Pos X) * facing < 0

[State a]
type = destroyself
trigger1 = parent,Stateno = 6800
trigger2 = animtime = 0
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
[Statedef 7400]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State a]
type = Turn
Trigger1 = Time = 0
;Triggerall = AnimTime = 0
;trigger1 = (enemynear,Pos X - Pos X) * facing < 0

[State 2000, KEZ̎Ԓ~]
type = SuperPause
darken = 0
trigger1 = time = 0
anim = -1
movetime = 25
time = 25

[State 2000]
type = AssertSpecial
trigger1 = time = [0,40]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = f7681
pos = -8,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State a]
type = Explod
trigger1 = animelem = 1
;trigger1 = Time = 0
anim = F7682
ID = 7682
pos = 0,0
postype = left
bindtime = -1
removetime = -2
supermove = 1
pausemove = 1
ontop = 1
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State a]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = time = 15
value = s10,29

[State a]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State a]
type = Velset
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(12) < 0
x = 3

[State a]
type = Velset
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
x = 9

[State a]
type = Velset
trigger1 = AnimElem = 16
x = 0

[State a]
type = helper
trigger1 = time = 0
name = "shadow"
helpertype = normal
ID = 13105
pos = 0, 10
postype = p1
stateno = 13105
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 12
name = "shadow"
helpertype = normal
ID = 13110
pos = 0, 10
postype = p1
stateno = 13110
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = helper
trigger1 = AnimElem = 13
name = "shadow"
helpertype = normal
ID = 13120
pos = 0, 10
postype = p1
stateno = 13120
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = PlayerPush
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
value = 0

[State a]
type = Varset
trigger1 = time = 0
var(30) = 0

[State a]
type = Turn
Triggerall = AnimTime = 0
trigger1 = (enemynear,Pos X - Pos X) * facing < 0

[State a]
type = helper
trigger1 = AnimElem = 12
name = "shadow"
helpertype = normal
ID = 13125
pos = 0, 10
postype = p1
stateno = 13125
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 7410
;---------------------------------------------------------------------------
[Statedef 7410]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 195
ctrl     = 0

[State a]
type = helper
trigger1 = AnimElem = 10
name = "shadow"
helpertype = normal
ID = 6950
pos = 0, -70
postype = p2
stateno = 6950
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 7420
;---------------------------------------------------------------------------
[Statedef 7420]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 183
ctrl     = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,3

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
value = 12,8

[State a]
type = helper
trigger1 = AnimElem = 7
name = "shadow"
helpertype = normal
ID = 10184
pos = 0, 0
postype = p1
stateno = 10184
keyctrl = 0
ownpal = 1
ontop = 1


[state a]
type = varset
trigger1 = time =0
v = 38
value = 0

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 356-(var(38)), (var(38))

[state a]
type = varadd
trigger1 = time >=20
v = 38
value = 3

[State a]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1
persistent = 0















;---------------------------------------------------------------------------
;KuCh蓮1()
[Statedef 2760]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(21) < 0
flag = NOBG
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(30) < 0
flag = NoFG
ignorehitpause = 1

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 0


;---------------------[ړ]
[state a]
type = velset
trigger1 = pos x < -5
trigger1 = facing = 1
x = 7

[state a]
type = velset
trigger1 = pos x > 5
trigger1 = facing = 1
x = -7

[state a]
type = velset
trigger1 = pos x >= -5 && pos x <= 5
trigger1 = facing = 1
x = 0


[state a]
type = velset
trigger1 = pos x > 5
trigger1 = facing = -1
x = 7

[state a]
type = velset
trigger1 = pos x < -5
trigger1 = facing = -1
x = -7

[state a]
type = velset
trigger1 = pos x <= 5 && pos x >= -5
trigger1 = facing = -1
x = 0


[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5501

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;(HELPER)UGtFNgpwp[
[Statedef 7006]
type = A
ctrl = 0
anim = 3125
velset = 0,0
movetype = I
physics = N
sprpriority = 4

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[wp[]


;---------------------[]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256


;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------

;MAXKuCh2
[Statedef 2720]
type = S
movetype = I
physics = S
anim = 2720
poweradd = 0
velset = 0
ctrl = 0
movehitpersist = 1


[State 3040, 7];wi^
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 250
value = 0,0,0
under = 2

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 121,0


[State 1000, 4]
type = PosAdd
trigger1 = AnimElem = 1
x = P2bodydist X + 120

[State 1000, 4]
type = VelSet
trigger1 = AnimElem = 1
x = 6

;---------------------[GtFNg]
[State 1200, O]
type = Explod
trigger1 = animelem = 1
anim = 3005
pos = 0, 0
postype = p2
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 1200, ]
type = Explod
trigger1 = animelem = 1
anim = 3010
pos = 0, 0
postype = p2
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 1300, GtFNg\]
type = Explod
trigger1 = animelem = 4
anim = 5108
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1
facing = -1

;---------------------[wp[]
[state a];KuChgGtFNg
type = Helper
trigger1 = animelem = 4
id = 2750
;name = "hit"
stateno = 2750
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 2730
ctrl = 0

;---------------------[wp[]
;KuChgGtFNg
[Statedef 2750]
type = A
ctrl = 0
anim = 2750
movetype = I
physics = N
sprpriority = 4

[State 1000, 4]
type = PosAdd
trigger1 = AnimElem = 1
x = P2bodydist X + 120
y = 0

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 10, 4
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s4000
guard.sparkno = s4120
sparkxy = -20, -50
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = 0,0
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 30
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,7


[state a];KEZ tBjbVGtFNg
type = Helper
trigger1 = animelem = 2
id = 2560
;name = "hit"
stateno = 11811
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
pos = 0, 0
postype = p2
facing = -1
;---------------------[wp[]
[state a];KEZ tBjbVGtFNg
type = Helper
trigger1 = animelem = 2
id = 2560
;name = "hit"
stateno = 2560
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
pos = -160, -50
postype = front
facing = -1

[state a]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
;MAXKuCh3
[Statedef 2730]
type = A
ctrl = 0
anim = 99999
velset = 0,0
movetype = A
physics = N
sprpriority = 3


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtotarget
trigger1 = animelem = 1
pos = 5,0

[state a]
type = envshake
trigger1 = animelem = 1
time = 25
freq = 60
ampl = 10


;---------------------[U]
[State 640, 3]
type = HitDef
trigger1 = time = 0
trigger2 = animelem = 1
attr = A, HA
damage    = 80
priority = 12, Hit
hitflag = MAFLD
guardflag = M
getpower = 0,0
pausetime = 10,20
sparkno = s-1
sparkxy = 0,0
hitsound   = s121,1
guard.sparkno = s-1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = 0,-8
guard.velocity = -10
air.velocity = 0,-8
fall = 1
fall.recover = 0
yaccel = 0.42
ID = 600
nochainID = 9999
p2stateno = 2761
kill = 0
palfx.time = 30
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1


;---------------------[wp[]
[state a];qbgGtFNg
type = Helper
trigger1 = movehit
id = 7006
name = "hit"
pos = floor(p2dist x/2 -10) , -50
postype = p1
stateno = 7006
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 2740
ctrl = 0


;----------------------------------------------------------------------------

;MAXKuCh4
[Statedef 2740]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
anim = 2740
sprpriority = 1
ctrl = 0

[State 700, GtFNg\]
type = Explod
trigger1 = AnimElem = 8
anim = 3120
postype = P1
pos = 0, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1
;---------------------[ʉ]

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 47,0

[State 2000, 6];
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 10,25

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 12,1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 12,2

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem =6
value = 121,0

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem =11
value = 47,0




[State 1000, 4]
type = PosAdd
trigger1 = AnimElem = 1
x = P2bodydist X -90

[State 1000, 4]
type = VelSet
trigger1 = AnimElem = 1
x = -6


;---------------------[߂𖳎i蔲j]
type = poweradd
trigger1 = AnimElem = 4
trigger1 = AnimElem = 5
value = 1

[State 1000, 4]
type = Veladd
trigger1 = AnimElem = 4
x = 15
;---------------------[x]
[state 1300,0]
type = velmul
trigger1 = AnimElem = 5
x = 6



[State 1200, ]
type = Explod
trigger1 = animelem = 6
anim = 3125
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1
facing = -1
;---------------------[U]
[State 640, 3]
type = HitDef
trigger1 = animelem = 4
attr = A, HA
damage    = 70
priority = 12, Hit
hitflag = MAFLD
guardflag = M
getpower = 0,0
pausetime = 55,100
sparkno = s-1
sparkxy = 0,0
hitsound   = s121,1
guard.sparkno = s-1
guardsound = s120,1
animtype = up
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -10,-10
guard.velocity = -10
air.velocity = -10,-10
fall = 1
fall.recover = 0
yaccel = 0.42
ID = 600
nochainID = 9999
envshake.time = 50
envshake.ampl = 10
envshake.freq = 90
palfx.time = 150
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1


;---------------------[wp[]
[state a];KEZ tBjbVGtFNg
type = Helper
trigger1 = animelem = 4
trigger2 = animelem = 5
id = 2560
;name = "hit"
stateno = 2560
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
pos = -160, -50
postype = front


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
