;---------------------------------------------------------------------------
; WF~i[
; ASHMAX2

[Statedef 3400]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2

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

[State 170, G]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State 700,];_
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1150,1210]
time = 5
add = 230,230,230






;================================
;================================
;================================

[State 700,];_
type = palfx
triggerall = time = 0
trigger1 = prevstateno =  [2100,18520]
time = 5
add = 250,120,210




;================================
;================================
;================================

[State 2000, KEZ̎Ԓ~]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 25
time = 25

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,41]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-31
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = -8,-12
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = S9,1

[State 181,]
type = PlaySnd
trigger1 = time = 15
value = s10,38

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(12) < 0
x = 3

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
x = 21

[State 1000, ]
type = Velset
trigger1 = AnimElem = 16
x = 0

[State 0, Helper]
type = Helper ;Ԯ
trigger1 = time = 0
helpertype = normal ;player Ԯ
ID = 3100;ԮID
stateno = 31050;statedef
pos = 0,0 ;λ
postype = p1    ;p2,front,back,left,right λ
ownpal = 1 ;ɫ
supermovetime = 9999

[State 0, Helper]
type = Helper ;Ԯ
trigger1 = AnimElem = 12
helpertype = normal ;player Ԯ
ID = 3110;ԮID
stateno = 35000;statedef
pos = 0,0 ;λ
postype = p1    ;p2,front,back,left,right λ
ownpal = 1 ;ɫ
supermovetime = 9999

[State 0, Helper]
type = Helper ;Ԯ
trigger1 = AnimElem = 13
helpertype = normal ;player Ԯ
stateno = 35010;statedef
pos = 0,0 ;λ
postype = p1    ;p2,front,back,left,right λ
ownpal = 1 ;ɫ
supermovetime = 9999

[State 2110, ƏdȂ̏]
type = PlayerPush
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
value = 0

[State 200, qbg`]
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 = 42
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 34100
p2stateno = 3361
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 1000, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








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

;----------------------------------------
[Statedef 40005]
anim = 99999

[State 3020, 1]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
ignorehitpause = 1

[State 40001, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = f15605
ID = 15650
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -4
ownpal = 1
ignorehitpause = 1

[State 40001, P1 PORTRAIT]
type = Explod
triggerall = !numexplod(15660)
triggerall = teamside = 1
trigger1 = !time
anim = 15609
ID = 15660
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -2
ownpal = 1
ignorehitpause = 1


[State 40001, P2 BG]
type = Explod
triggerall = !numexplod(15651)
triggerall = teamside = 2
trigger1 = !time
anim = f15606
ID = 15651
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -4
ownpal = 1
ignorehitpause = 1

[State 40001, P2 PORTRAIT]
type = Explod
triggerall = !numexplod(15661)
triggerall = teamside = 2
trigger1 = !time
anim = 15609
ID = 15661
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 60
;----------------------------------------
;============================================================
[Statedef 24300]
type = A
movetype = I
physics = N
anim = 99999
velset = 0, 0
ctrl = 0

[State 191]
type = AssertSpecial
trigger1 = 1
flag = nofg

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28001
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28001
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28002
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28002
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28003
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28003
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28004
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28004
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28005
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28005
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28006
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28006
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28007
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = F28007
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999

[State 4300]
type = RemoveExplod
trigger1 = root,StateNo != [3500,3511]
trigger1 = root,StateNo != 2701
trigger2 = root,stateno = 3511
trigger2 = root,animelemtime(27) = 5
trigger3 = root,anim = 2701
trigger3 = root,animelem = 42,=1
id = 8000

[State Snd]
type = PlaySnd
trigger1 = root,StateNo != [3500,3511]
trigger1 = root,StateNo != 2701
trigger2 = root,stateno = 3511
trigger2 = root,animelemtime(27) = 5
trigger3 = root,anim = 2701
trigger3 = root,animelem = 42,=1
value = F23997,3
persistent = 0

[State 4300]
type = Explod
triggerall = !NumExplod(4291)
trigger1 = root,StateNo != [3500,3511]
trigger1 = root,StateNo != 2701
trigger2 = root,stateno = 3511
trigger2 = root,animelemtime(27) = 5
trigger3 = root,anim = 2701
trigger3 = root,animelem = 42,=1
anim = F24291
id = 4291
postype = back
pos = 0, 0
bindtime = -1
scale = 1,1
sprpriority = -11
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 4300]
type = DestroySelf
triggerall = Time > 0
trigger1 = root,StateNo != [3500,3511]
trigger1 = root,StateNo != 2701
trigger2 = root,stateno = 3511
trigger2 = root,animelemtime(27) = 5
trigger3 = root,anim = 2701
trigger3 = root,animelem = 42,=1
;============================================================
;蓮
[Statedef 3360]
movetype= H
velset = 0,0
ctrl = 0

[State 700,]
type = Palfx
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
trigger10 = time = 90
trigger11 = time = 100
trigger12 = time = 110
trigger13 = time = 120
trigger14 = time = 130
trigger15 = time = 140
trigger16 = time = 150
trigger17 = time = 160
trigger18 = time = 170
trigger19 = time = 180
trigger20 = time = 190
time = 10
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

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

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3360

[State 1830]
type = ChangeState
trigger1 = Animtime = 0
value = 3365

;---------------------------------------------------------------------------
;
[Statedef 3365]
type = A
movetype= H
physics  = N
ctrl = 0

[State 170, G]
type = NotHitBy
trigger1 = 1
value = SCA

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -4
y = -6

[State 52, 1]
type = Veladd
trigger1 = time >= 0
y = .4

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;~~~~~~~~~MAX2
;----------------------------------------------------------------------------
;MAXKuChg
[Statedef 12700]
type     = S
movetype = A
physics  = S
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2700
sprpriority = 1
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,8






[State a]
type = Explod
trigger1 = AnimElemtime(3) >= 1
trigger1 = GameTime % 5 = 0
trigger1 = numexplod(2001)<=1
ID = 2001
pos = 0,60-Random%60
postype = p1
anim = 184
bindtime=1
random = 50,0
sprpriority = 22
SUPERMOVE = 1
ownpal = 1
scale = 1,1

[State a]
type = Explod
trigger1 = AnimElemtime(3) >= 1
trigger1 = GameTime % 5 = 0
trigger1 = numexplod(2002)<=1
ID = 2002
pos = -40,50-Random%60
postype = p1
anim = 184
bindtime=1
random = 50,0
sprpriority = 22
SUPERMOVE = 1
ownpal = 1
scale = 1,1

[State a]
type = Explod
trigger1 = AnimElemtime(4) >= 1
trigger1 = GameTime % 5 = 0
trigger1 = numexplod(2003)<=1
ID = 2003
pos = 0,-20-Random%60
postype = p1
anim = 184
bindtime=1
random = 50,0
sprpriority = 22
SUPERMOVE = 1
ownpal = 1
scale = 1,1

[State a]
type = Explod
trigger1 = AnimElemtime(4) >= 1
trigger1 = GameTime % 5 = 0
trigger1 = numexplod(2004)<=1
ID = 2004
pos = -40,-10-Random%60
postype = p1
anim = 184
bindtime=1
random = 50,0
sprpriority = 22
SUPERMOVE = 1
ownpal = 1
scale = 1,1
;---------------------[U]
[State 640, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, HA
damage    = 10
priority = 12, Hit
hitflag = MAFLD
guardflag = M
getpower = 0,0
pausetime = 10,20
sparkno = s4000
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,-8
guard.velocity = -10
air.velocity = -10,-8
fall = 1
fall.recover = 0
yaccel = 0.42
ID = 600
palfx.time = 70
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
nochainID = 9999
envshake.time = 25
envshake.ampl = 10
envshake.freq = 60
p1stateno = 2710
p2stateno = 2760
kill = 0

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

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

;MAXKuCh1
[Statedef 2710]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 0
anim = 2710
sprpriority = 1
ctrl = 0
movehitpersist = 1


[State 2000, KEZ̎Ԓ~]
type = SuperPause
trigger1 = time = 0
anim = -1
time = 55

[State 3040, 7];wi^
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 75
value = 0,0,0
under = 2

[State 2000]
type = Explod
trigger1 = AnimElem =1
anim = f7000
pos = -20,-80
sprpriority = 30
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = f7010
pos = -20,-80
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000, c]
type = AfterImage
trigger1 = time = 0
time = 170
trans = add1
framegap = 10
length = 15
palbright = 8,8,8
palcontrast = 200,50,50
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


;---------------------[G]
[State 170, G]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
value = SCA

;---------------------[߂𖳎i蔲j]
type = poweradd
trigger1 = AnimElem = 2
trigger1 = AnimElem = 3
trigger1 = AnimElem = 4
value = 1

[State 1000, 4]
type = Veladd
trigger1 = AnimElem = 3
x = 15
;---------------------[x]
[state 1300,0]
type = velmul
trigger1 = AnimElem = 4
x = 4

;---------------------[ʉ]

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem =1
value = 9000,1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem =3
value = 12,2



[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem =5
value = 100,3

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem =10
value = 47,0

;---------------------[GtFNg]
[State 1300, GtFNg\]
type = Explod
trigger1 = animelem = 1
anim = 5108
pos = 0, 0
postype = p1
;---------------------[GtFNg]
[State 1200, O]
type = Explod
trigger1 = animelem = 4
anim = 3125
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 1200, ]
type = Explod
trigger1 = animelem = 7
anim = 3120
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1
facing = -1
;---------------------[U]
[State 640, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, HA
damage    = 30
priority = 12, Hit
hitflag = MAFLD
guardflag = M
getpower = 0,0
pausetime = 10,20
sparkno = s4000
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,-8
guard.velocity = -10
air.velocity = -10,-8
fall = 1
fall.recover = 0
yaccel = 0.42
ID = 600
palfx.time = 70
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
nochainID = 9999
envshake.time = 25
envshake.ampl = 10
envshake.freq = 60
p1stateno = 2720
p2stateno = 2760
kill = 0


;---------------------[wp[]
[state a];qbgGtFNg
type = Helper
triggerall = stateno = 2710
trigger1 = animelem = 3
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 a];qbgGtFNg
;type = Helper
;triggerall = stateno = 2710
;trigger1 = movehit
;trigger1 = animelem = 2
;trigger1 = animelem != 1
;pos = floor(p2dist x/2 -10) , -50
;postype = p1
;stateno = 7006
;helpertype = normal
;pausemovetime = 0
;persistent = 0
;ignorehitpause = 1
;keyctrl = 0 
;ownpal = 1


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

;----------------------------------------------------------------------------
;(HELPER)oGtFNgpwp[
[Statedef 7004]
type = A
ctrl = 0
anim = 1230
velset = 0,0
movetype = I
physics = N
sprpriority = 3

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

;---------------------[wp[]
[state a];GtFNg1
type = Helper
trigger1 = time <= 1
id = 7005
name = "blood2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 7005
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];GtFNg1
type = Helper
trigger1 = time <= 1
id = 7006
name = "blood2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 7005
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];GtFNg1
type = Helper
trigger1 = time <= 2
id = 7007
name = "blood2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 7005
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1



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


;----------------------------------------------------------------------------
;(HELPER)юU錌GtFNgpwp[
[Statedef 7005]
type = A
ctrl = 0
anim = 6802
velset = 0,0
movetype = I
physics = N
sprpriority = 3

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


[state a]
type = varRandom
trigger1 = time = 0
v = 1
range = 0,10

[state a]
type = varadd
trigger1 = 1
v = 1
value = 1


;---------------------[x]
[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(7005)
x = -4-(Random%20)/10
y = -7+(Random%20)/10

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(7006)
x = -4+(Random%80)/10
y = -7+(Random%20)/10

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(7007)
x = 4+(Random%20)/10
y = -7+(Random%20)/10


[state a]
type = Veladd
trigger1 = 1
y = 0.45

;---------------------[]
[state a]
type = angleadd
trigger1 = 1
value = 25

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 226,156

[state a]
type = angledraw
trigger1 = 1
scale = 1.0-var(1)*0.015,1.0-var(1)*0.015

;---------------------[]
[state a]
type = destroyself
trigger1 = var(1) >= 30


;
;	
;

;KEZ tBjbVGtFNg
[Statedef 2560]
type = A
ctrl = 0
anim = 3125
movetype = I
physics = N
sprpriority = 4
pos = 0, 0
postype = front

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 10, 0
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 a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nobardisplay
flag3 = noFG

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

[Statedef 11811]
type = A
ctrl = 0
anim = 99999
movetype = I
physics = N
sprpriority = 4
pos = 0, 0
postype = front

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 10, 0
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 a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nobardisplay
flag3 = noFG

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