;=====================================================================
; Homer's Special Moves!
;=====================================================================

;---------------------------------------------------------------------
; Dōh !!!!!!!!!!!!!!!!!!!
;------------------------mmmmm
[Statedef 1000]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1000 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -20

[State 200,PlaySnd Normal]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(39) = 0
value = 1000,0
channel = 0

;[State 200,PlaySnd Drunken]
;type = PlaySnd
;trigger1 = Time = 0
;trigger1 = var(39) = 1
;value = 1,10


[State 200,PlaySnd Drunken]
type = PlaySnd
trigger1 = AnimElem = 3,=1
trigger1 = var(39) = 1
value = 0,ifelse(Var(39)=1,107,13)
channel = 0

[State 200,PlaySnd Drunken Grab Head]
type = PlaySnd
trigger1 = AnimElem = 6,=1
trigger1 = var(39) = 1
value = 5,0
;channel = 0

[State 200,PlaySnd Drunken Kick Head]
type = PlaySnd
trigger1 = AnimElem = 12,=1
trigger1 = var(39) = 1
value = 3,0
;channel = 0

[State 193, 1]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 1001
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 200,PlaySnd Normal]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1050,0
[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 211
ID = 211
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
postype = p1  ;p2,front,back,left,right
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
persistent = 0
id = 1001
name = "proj"
pos = 76,-96
postype = P1
stateno = 1001
helpertype = normal
keyctrl = 0
ownpal = 1
facing = 1

;Normal Mode: Donuts
[State 1090, 1]
type = null
trigger1 = AnimElem = 3
trigger1 = var(39) = 0
attr = S, SP
damage = 63,8
animtype = Medium
getpower = 80,20
givepower = 20
guardflag = M
hitflag = MA
pausetime = 0,11
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 20,0
hitsound   = s1000,1
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4
air.velocity = -4,-5
projpriority = 1
projcancelanim = 2005+(random%2)
projid = 1005
projanim = 1005
projhitanim = -1
velocity = 3,0
offset = 40,-66
;palfx.time = 27
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

;Drunken Mode: Burns' Head
[State 1090, 1]
type = null
trigger1 = AnimElem = 11
trigger1 = var(39) = 1
attr = S, SP
damage = 90,12
animtype = Medium
getpower = 80,20
givepower = 20
guardflag = M
hitflag = MA
pausetime = 0,11
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 20,0
hitsound   = s1000,1
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4
air.velocity = -4,-5
projcancelanim = 2005+(random%2)
projpriority = 1
projid = 1005 
projanim = 11005
projhitanim = -1
velocity = 3,0
offset = 40,-24
;palfx.time = 27
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100



[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1001]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 12,0
ctrl = 0
anim = 1065

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1061
ID = 1061
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
postype = p1  ;p2,front,back,left,right
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0

[State 1090, 1]
type = Projectile
trigger1 = AnimElem = 2
attr = c,ht
damage = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.053)),ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.008))
animtype = Heavy
guardflag = M
hitflag = MAFD
projpriority = 16
projsprpriority = 16
projedgebound = 220
projremovetime = 16
air.juggle = 2
pausetime = 2,4
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 20,0
hitsound   = s222,0
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.velocity = -4,-5
projpriority = 1
projcancelanim = 2005+(random%2)
projid = 1001
projanim = 1062
projhitanim = -1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
;------------------------­
[Statedef 1010]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1000 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -20

[State 200,PlaySnd Normal]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(39) = 0
value = 1000,0
channel = 0

;[State 200,PlaySnd Drunken]
;type = PlaySnd
;trigger1 = Time = 0
;trigger1 = var(39) = 1
;value = 1,10

[State 200,PlaySnd Drunken]
type = PlaySnd
trigger1 = AnimElem = 3,=1
trigger1 = var(39) = 1
value = 0,ifelse(Var(39)=1,107,13)
;channel = 0

[State 200,PlaySnd Drunken Grab Head]
type = PlaySnd
trigger1 = AnimElem = 6,=1
trigger1 = var(39) = 1
value = 5,0
;channel = 0

[State 200,PlaySnd Drunken Kick Head]
type = PlaySnd
trigger1 = AnimElem = 12,=1
trigger1 = var(39) = 1
value = 3,0
;channel = 0

[State 193, 1]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 1001
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

;Donut
[State 1090, 1]
type = Projectile
trigger1 = AnimElem = 3
trigger1 = var(39) = 0
attr = S, SP
damage = 63,8
animtype = Medium
getpower = 80,20
givepower = 20
guardflag = M
hitflag = MA
pausetime = 0,11
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 20,0
hitsound   = s1000,1
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4
air.velocity = -4,-5
projid = 1005
projanim = 1005
projhitanim = -1
projpriority = 1
projcancelanim = 2005+(random%2)
velocity = 5,0
offset = 40,-66
;palfx.time = 27
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

;Mr. Burns' Head
[State 1090, 1]
type = Projectile
trigger1 = AnimElem = 11
trigger1 = var(39) = 1
attr = S, SP
damage = 90,12
animtype = Medium
getpower = 80,20
givepower = 20
guardflag = M
hitflag = MA
pausetime = 0,11
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 20,0
hitsound   = s1000,1
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4
air.velocity = -4,-5
projid = 1005
projanim = 11005
projhitanim = -1
projpriority = 1
projcancelanim = 2005+(random%2)
velocity = 5,0
offset = 40,-24
;palfx.time = 27
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4
persistent = 0
id = 1007
name = "Sand cloud"
pos = 40,0
postype = P1
stateno = 1006
helpertype = normal
keyctrl = 0
ownpal = 1
facing = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ GtFNg
[Statedef 1006]
type = A
movetype = I
physics = N
ctrl = 0
anim = 20000
velset = IfElse((IsHelper(1006)=1),3,5),0
ownpal = 1

[State 4110, Explod]
type = Explod
trigger1 = Time = 0 && NumExplod(1006) = 0
anim = 1006
id = 1006
pos = 0,0
postype = P1
sprpriority = 5
removetime = 999999999
bindtime = -1
ownpal = 0

[State 4110, Varset]
type = Varset
trigger1= Time = 0
ignorehitpause = 1
var(1) = 0
persistent = 0

[State 4110, Varadd]
type = Varadd
trigger1= IsHelper(1006)=1 || IsHelper(1007)=1
trigger1= Parent,NumProjID(1005) = 0
ignorehitpause = 1
var(1) = -16

[State 4110, PalFX]
type = PalFX
trigger1= Time > 0
add = Var(1)-1,Var(1)-1,Var(1)-1
time = 1

[State 105,VelSet]
type = VelSet
trigger1= IsHelper(1006)=1 || IsHelper(1007)=1
trigger1 = Parent,NumProjID(1005) = 0
x = 0

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = Time > 0
triggerall= var(1) <= -255
trigger1= IsHelper(1006)=1 || IsHelper(1007)=1
trigger1= Parent,NumProjID(1005) = 0
id = 1006

[State 4110, DestroySelf]
type = DestroySelf
triggerall = Time > 0
triggerall= var(1) <= -255
trigger1= IsHelper(1006)=1 || IsHelper(1007)=1
trigger1= Parent,NumProjID(1005) = 0

;------------------------­
[Statedef 1020]
type = S
movetype = A
physics = S
poweradd= -500
anim = 1000 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -20

[State 200,PlaySnd EX Special]
type = PlaySnd
trigger1 = Time = 0
value = 3600,1

[State 910, EX AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 20
TimeGap = 1
FrameGap = 5
length = 30
PalBright =  30, 30,  0
PalContrast = 140, 140, 40
PalMul = .85,.85,.50
Trans = add

[State 910, EX Player Glow]
type = PalFX
trigger1 = AnimElem = 1
time = 20
add = 64,32,0
sinadd = 64,32,5,6



[State 200,PlaySnd Normal]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(39) = 0
value = 1000,0
channel = 0

;[State 200,PlaySnd Drunken]
;type = PlaySnd
;trigger1 = Time = 0
;trigger1 = var(39) = 1
;value = 1,10

[State 200,PlaySnd Drunken]
type = PlaySnd
trigger1 = AnimElem = 3,=1
trigger1 = var(39) = 1
value = 0,ifelse(Var(39)=1,107,13)
;channel = 0

[State 200,PlaySnd Drunken Grab Head]
type = PlaySnd
trigger1 = AnimElem = 6,=1
trigger1 = var(39) = 1
value = 5,0
;channel = 0

[State 200,PlaySnd Drunken Kick Head]
type = PlaySnd
trigger1 = AnimElem = 12,=1
trigger1 = var(39) = 1
value = 3,0
;channel = 0

[State 193, 1]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 1001
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 1090, 1]
type = Projectile
trigger1 = AnimElem = 3
attr = A,AA
damage = 25,8
animtype = Medium
getpower = 25,5
givepower = 30
guardflag = M
hitflag = MAFD
pausetime = 6,22
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 20,0
hitsound   = s3,1
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.velocity = -4,-5
projid = 1005
projanim = 1005
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projcancelanim = 2005+(random%2)
velocity = 5,0
offset = 40,-66
projhits = 7
projmisstime = 2
afterimage.time = -1
afterimage.trans   =  add
afterimage.framegap = 2
afterimage.PalBright   =  128, 128, 128
afterimage.PalContrast =  128, 128, 128
afterimage.PalAdd      = -128,128,0
afterimage.PalMul      =  224,224,0
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -3,-5

;Mr. Burns' Head
[State 1090, 1]
type = Projectile
trigger1 = AnimElem = 11
trigger1 = var(39) = 1
attr = S, SP
damage = 35,8
animtype = Medium
getpower = 25,5
givepower = 30
guardflag = M
hitflag = MA
pausetime = 2,11
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 20,0
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.velocity = -4,-5
projid = 1005
projanim = 11005
projhitanim = -1
projpriority = 3
projcancelanim = 2005+(random%2)
velocity = 5,0
offset = 40,-24
projhits = 5
projmisstime = 2
afterimage.time = -1
afterimage.trans   =  add
afterimage.framegap = 2
afterimage.PalBright   =  128, 128, 128
afterimage.PalContrast =  128, 128, 128
afterimage.PalAdd      = -128,128,0
afterimage.PalMul      =  224,224,0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4
persistent = 0
id = 1007
name = "Sand cloud"
pos = 40,0
postype = P1
stateno = 1006
helpertype = normal
keyctrl = 0
ownpal = 1
facing = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------------­
[Statedef 1021]
type = S
movetype = A
physics = S
poweradd= 0
anim = 1000 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 200,PlaySnd Normal]
type = PlaySnd
trigger1 = time%2 = 1
value = 1050,0
;Mr. Burns' Head
[State 1090, 1]
type = Projectile
trigger1 = 1
attr = c,ht
damage = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.010)),ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.002))
animtype = Medium
getpower = 25,5
projremove = 1
givepower = 30
guardflag = M
hitflag = MAFD
pausetime = 2,11
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 20,0
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.velocity = -4,-5
projid = 1005
projanim = 11005
projhitanim = -1
projpriority = 3
projcancelanim = 2005+(random%2)
velocity = 5+random%10,-2
offset = 40,-40
projhits = 2
afterimage.time = -1
afterimage.trans   =  add
afterimage.framegap = 2
afterimage.PalBright   =  128, 128, 128
afterimage.PalContrast =  128, 128, 128
afterimage.PalAdd      = -128,128,0
afterimage.PalMul      =  224,224,0

[State 1000, ChangeState]
type = ChangeState
trigger1 = time = 5
value = 0
ctrl = 1

;---------------------------------------------------------------------
; SŽESÄĢiãj
;------------------------JnŽė
[Statedef 1100]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1100 + Var(39)*10000
ctrl = 0
velset = 0,0
sprpriority = 2
juggle = 15

[State 4050,0]
type = NotHitBy
trigger1 = Time < 6
value = SCA

;[State 200,PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 3,=1
;value = 1,11

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Var(39)=1,108,14)
channel = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 2,=2 || AnimElem = 3,=0
x = 13

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=1
persistent = 0
id = 1105
name = "Oniyaki"
pos = 0,0
postype = P1
stateno = 1105
helpertype = normal
keyctrl = 0
facing = 1

[State -2, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
var(13) = 1
ignorehitpause = 1

[State 440, HitDef]
type = HitDef
trigger1 = var(13) = 0
trigger1 = AnimElem = 2
attr = S, SA
damage    = 77,7
getpower = 40,10
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 13,13
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-60
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8,-11
air.hittime = 13
air.velocity = -1.8,-11
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .55
;palfx.time = 52
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

[State 440, HitDef]
type = HitDef
trigger1 = var(13) = 0
trigger1 = AnimElem = 3 || AnimElem = 4
attr = A, SA
damage    = 63,8
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-ifelse((AnimElem = 3),65,75)
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8,-11
air.hittime = 13
air.velocity = -1.8,-11
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .55
;palfx.time = 52
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact
var(12) = 1
ignorehitpause = 1

[State -2, MoveGuarded]
type = VarSet
trigger1 = MoveGuarded
var(30) = 1
ignorehitpause = 1

[State 1065, 1]
type = VarSet
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
var(31) = -ifelse((AnimElem = 2),25,ifelse((AnimElem = 3),65,75))
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4,=1 && NumHelper(2100) = 0
id = 2100
name = "jump Effect"
pos =0,0
postype = P1
stateno = 2100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 4,=0
x = 2
y = -9

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4,=1
x = 1
y = -5

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 1
y = .55

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .80

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1101

;------------------------ n
[Statedef 1101]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1101 + Var(39)*10000
velset = 0, 0

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 52, Explod]
type = Explod
trigger1 = Time = 0
anim = 2050
id = 2050
pos = 0,0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
removetime = 12
facing = 1
persistent = 0

[State 52, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,4

[State 1102, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; SŽESÄĢi­j
;------------------------JnŽė
[Statedef 1110]
type = S
movetype = A
physics = S
poweradd= 72
anim = 1110 + Var(39)*10000
ctrl = 0
velset = 0,0
sprpriority = 2
juggle = 3

[State 4050,0]
type = NotHitBy
trigger1 = 1
value = SCA

;[State 200,PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 3,=1
;value = 1,11

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Var(39)=1,108,14)
channel = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 2,=2 || AnimElem = 3,=0
x = 13

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=1
persistent = 0
id = 1105
name = "Oniyaki"
pos = 0,0
postype = P1
stateno = 1105
helpertype = normal
keyctrl = 0
facing = 1

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = a,aa
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.075)),5
getpower = 60,30
givepower = 40
animtype = Hard
hitflag = MAFD
guardflag =
pausetime = 20,20
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-25
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8
air.hittime = 13
air.velocity = -1.8,-11
guard.velocity = -7
;yaccel = .55
;palfx.time = 52
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.075)),5
getpower = 32,16
givepower = 40
animtype = Hard
hitflag = MAFD
guardflag =
pausetime = 13,12
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-ifelse((AnimElem = 3),65,75)
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8,-11
air.hittime = 13
air.velocity = -1.8,-11
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .55
;palfx.time = 52
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact
var(12) = 1
ignorehitpause = 1

[State -2, MoveGuarded]
type = VarSet
trigger1 = MoveGuarded
var(30) = 1
ignorehitpause = 1

[State 1065, 1]
type = VarSet
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
var(31) = -ifelse((AnimElem = 2),25,ifelse((AnimElem = 3),65,75))
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4,=1 && NumHelper(2100) = 0
id = 2100
name = "jump Effect"
pos =0,0
postype = P1
stateno = 2100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 4,=0
x = 2
y = -9

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4,=1
x = 2
y = -9.5

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 1
y = .52

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .85

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1101

;------------------------JnŽė
;EX Woohoo Whirlwind
[Statedef 1120]
type = S
movetype = A
physics = S
poweradd= -500
anim = 1110 + Var(39)*10000
ctrl = 0
velset = 0,0
sprpriority = 2
juggle = 3

[State 4050,0]
type = NotHitBy
trigger1 = Time < 5
value = SCA

[State 200,PlaySnd EX Special]
type = PlaySnd
trigger1 = Time = 0
value = 3600,1

[State 910, EX AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 20
TimeGap = 1
FrameGap = 5
length = 30
PalBright =  30, 30,  0
PalContrast =  140, 140, 40
PalMul  = .85,.85,.50
Trans = add

[State 910, EX Player Glow]
type = PalFX
trigger1 = AnimElem = 1
time = 20
add = 64,32,0
sinadd = 64,32,5,6

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Var(39)=1,108,14)
channel = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 2,=2 || AnimElem = 3,=0
x = 13

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=1
persistent = 0
id = 1105
name = "Oniyaki"
pos = 0,0
postype = P1
stateno = 1105
helpertype = normal
keyctrl = 0
facing = 1

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = ifelse((AnimElem = 2),100,50),5
getpower = 60,30
givepower = 40
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 30,30
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-25
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8
air.hittime = 13
air.velocity = -1.8,-11
guard.velocity = -7
;yaccel = .55
;palfx.time = 52
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = A, SA
damage    = 20,5
getpower = 32,16
givepower = 40
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 13,12
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-ifelse((AnimElem = 3),65,75)
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.8,-11
air.hittime = 13
air.velocity = -1.8,-11
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .55
;palfx.time = 52
;palfx.add = 39,0,78
;palfx.mul = 110,0,220
;palfx.color = 100

[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact
var(12) = 1
ignorehitpause = 1

[State -2, MoveGuarded]
type = VarSet
trigger1 = MoveGuarded
var(30) = 1
ignorehitpause = 1

[State 1065, 1]
type = VarSet
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
var(31) = -ifelse((AnimElem = 2),25,ifelse((AnimElem = 3),65,75))
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4,=1 && NumHelper(2100) = 0
id = 2100
name = "jump Effect"
pos =0,0
postype = P1
stateno = 2100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1110, posadd]
type = posadd
trigger1 = AnimElem = 4,=0
x = 2
y = -9

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4,=1
x = 2
y = -9.5

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 1
y = .52

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .85

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1101

;-------------------------------------------------------------------------------
; û
;------------------------ JnŽė
[Statedef 1200]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 1200
velset = 0, 0

[State 800,HitDef]
type = Hitdef
trigger1 = AnimElem = 4
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, ST
priority = 3,Miss
getpower = 144,36
givepower = 36
hitflag = M-
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1210
p2stateno = 1220
p2getp1state = 1
hitsound = -1

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5000,ifelse(Var(39)=1,110,10)
channel = 0

[State 800,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ûiŦ÷j
[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1210
velset = 0, 0
poweradd = 0
sprpriority = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,22
channel = 0

[State 4150,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810,Width]
type = Width
triggerall = AnimElem = 1
trigger1 = FrontEdgeDist < 60
edge = 60,0

[State 810,Width]
type = Width
triggerall = AnimElem = 5
trigger1 = BackEdgeDist < 35
edge = 0,35

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,=0
pos = 55,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,=4
pos = 40,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,=0
pos = 30,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,=8
pos = 22,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,=0
pos = 18,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4,=0
pos = 5,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4,=4
pos = -10,0

[State 210, 3]
type = SprPriority
trigger1 = AnimElem = 4,=4
value = -1

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5,=0
pos = -15,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6,=0
pos = -35,0

[State 210, 3]
type = SprPriority
trigger1 = AnimElem = 6
value = 3

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElem = 6,=0
value = 1221

[State 820,Turn]
type = Turn
trigger1 = AnimElem = 6,=1

[State 105,VelSet]
type = VelSet
trigger1 = FrontEdgeDist < 60
trigger1 = AnimElem = 6,=1
x = -5

[State 810,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ûi°įę¤j
;------------------------ 1
[Statedef 1220]
type = A
movetype = H
physics = N
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 820,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1220

[State 820,Turn]
type = Turn
trigger1 = AnimElem = 6

;------------------------ 2
[Statedef 1221]
type = S
movetype = H
physics = S
velset = -5,0
ctrl = 0

[State 820,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 5002
persistent = 0

[State 820,ChangeAnim2]
type = ChangeAnim
trigger1 = Time >= 7
value = 5007
persistent = 0

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1509, SelfState]
type = SelfState
trigger1 = Time >= 26
value = 0
ctrl = 1

;---------------------------------------------------------------------
; SķEĩŽE¨Ô
;------------------------PiÚ
[Statedef 1300]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1300 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Var(39)=1,102,4)
channel = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 12

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = a,aa
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.042)),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAFD
guardflag = M
pausetime = 7,13
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-60
hitsound   = s3,2
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.hittime = 13
air.velocity = -3,-5
guard.velocity = -7
air.fall = 1
fall.recover = 0
yaccel = .4

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ņiÚ
[Statedef 1301]
type = S
movetype = A
physics = N
poweradd= 0
anim = 1301 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 15

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Var(39)=1,103,5)
channel = 0

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = a,aa
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.042)),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 8,27
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-60
hitsound   = s3,4
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.75,0
air.hittime = 13
air.velocity = -3.75,-7.5
guard.velocity = -7
;fall = 1
fall.recover = 0
yaccel = .5

[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact && Var(39)
var(28) = 1
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------OiÚ
[Statedef 1302]
type = A
movetype = A
physics = N
poweradd= 0
anim = 1302 + Var(39)*10000
ctrl = 0
velset = 0,0
juggle = 0

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -55

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Var(39)=1,104,15)
channel = 0

[State 3001, Super]
type = Helper
trigger1 = Time = 0
id = 2100
name = "jump Effect"
pos =0,0
postype = P1
stateno = 2100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 105,VelSet]
type = VelSet
trigger1 = Time = 0
x = 5
y = -5 ;-6

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105, Veladd]
type = Veladd
trigger1 = Time > 0
y = .6

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = a,aa
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.070)),8
getpower = 72,18
givepower = 36
animtype = Up
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S2005+(random%2)
guard.sparkno = S2010
sparkxy = 0,-55
hitsound   = s3,3
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4,-8
air.hittime = 13
air.velocity = -4,-8
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .5

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1303

;------------------------ â~
[Statedef 1303]
type = S
movetype = I
physics = S
anim = 1303 + Var(39)*10000
velset = 0, 0

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

[State 106, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,4

[State 106, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ķSEķŽEÕ@z
;------------------------ JnŽėEã
[Statedef 1400]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1400 + Var(39)*10000
ctrl = 0
velset = 0, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,ifelse(Var(39)=1,109,16)
channel = 0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2,= 0
trigger2 = AnimElem = 5,= 0
value = 1, 0

[State 1501, VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6.5

[State 1501, NoWalk]
type = AssertSpecial
trigger1 = AnimElem = 2,>=1
flag = NoWalk

[State 1501,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2,> 1
trigger1 = P2bodydist X < 30
value = 1402

[State 1501, End]
type = ChangeState
trigger1 = Time >= 29
value = 1401

;------------------------ JnŽėEã
[Statedef 1410]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1400 + Var(39)*10000
ctrl = 0
velset = 0, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,ifelse(Var(39)=1,109,16)
channel = 0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2,= 0
trigger2 = AnimElem = 5,= 0
value = 1, 0

[State 1501, VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6.5

[State 1501, NoWalk]
type = AssertSpecial
trigger1 = AnimElem = 2,>=1
flag = NoWalk

[State 1501,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2,> 1
trigger1 = P2bodydist X < 30
value = 1402

[State 1501, End]
type = ChangeState
trigger1 = Time >= 50
value = 1401

;------------------------ â~
[Statedef 1401]
type = S
movetype = I
physics = N
anim = 1401 + Var(39)*10000
velset = 0, 0

[State 1502, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ IÅŋ
[Statedef 1402]
type = S
movetype = A
physics = N
anim = 1402 + Var(39)*10000
ctrl = 0
velset = 0, 0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 1505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 1505, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 28,4
getpower = 144,36
givepower = 36
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 5,0
sparkxy = 0,-60
sparkno = S2005+(random%2)
guard.sparkno = S2010
hitsound   = s3,4
guardsound = s4,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = 0
guard.velocity = -5
air.hittime = 13
air.velocity = -4,-4
yaccel = .4
p1stateno = 1404
p2stateno = 1406
p2getp1state = 1
Kill = 0

[State 1505, End]
type = ChangeState
trigger1 = MoveGuarded
value = 1403
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1505, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ IÅŋ
[Statedef 1403]
type = S
movetype = A
physics = N
anim = 1403 + Var(39)*10000
ctrl = 0
velset = 0, 0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 1505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 1505, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 28,4
getpower = 144,36
givepower = 36
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 5,0
sparkxy = 0,-60
sparkno = S200
guard.sparkno = S2010
hitsound   = s5,0
guardsound = s4,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -5
guard.velocity = -5
air.hittime = 13
air.velocity = -3,-4
yaccel = .4
p1stateno = 1405
p2stateno = 1406
p2getp1state = 1
Kill = 0

[State 1505, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ķSEķŽEÕ@AiŦ÷j
;------------------------ 1
[Statedef 1404]
type = S
movetype = A
physics = N
anim = 1404 + Var(39)*10000
velset = 0, 0
poweradd = 0

[State 1506, TargetState]
type = TargetState
trigger1 = Time = 0
value = 1407

[State 1507, Width]
type = Width
trigger1 = AnimElem = 1 && FrontEdgeDist < 80
edge = 80,0

[State 1507, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1507, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50,0

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 75,-90

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 1507, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1405

;------------------------ 2
[Statedef 1405]
type = S
movetype = A
physics = N
anim = 1405 + Var(39)*10000
velset = 0, 0
poweradd = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,ifelse(Var(39)=1,110,17)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=12
trigger2 = AnimElem = 4,=0
trigger3 = AnimElem = 5,=0
value = 1,12

[State 1506, TargetState]
type = TargetState
trigger1 = Time = 0
value = 1408

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 80,-50

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 75,-10

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 65,-5

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,=12
pos = 40,-5

[State 193, 1]
type = Explod
trigger1 = AnimElem = 3,=12
anim = 2040
pos = 65,0
bindtime = -1
sprpriority = 5
ownpal = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 4,=0
anim = 2040
pos = 90,-20
bindtime = -1
sprpriority = 5
ownpal = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 5,=0
anim = 2040
pos = 35,-40
bindtime = -1
sprpriority = 5
ownpal = 1

[State 1507, EnvShake] 
type = EnvShake
trigger1 = AnimElem = 3,=12
time = 15

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 3,=12
trigger1 = var(39) = 0
anim = 2005+(random%2)
id = 2060
pos =54,-55
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 3,=12
trigger1 = var(39) = 1
anim = 2005+(random%2)
id = 2060
pos =0,0
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1


[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=12
id = 2020
name = "Fire"
pos = 0,0
postype = P2
stateno = 2020
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1507, TargetState]
type = TargetState
trigger1 = AnimElem = 3,=12
value = 1409

[State 1507, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3,=12
value = -112

[State 3030,HitAdd]
type = HitAdd
trigger1 = AnimElem = 3,=12
value = 1

[State 1507, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ķSEķŽEÕ@zi°įę¤j
;------------------------ 1
[Statedef 1406]
type = A
movetype = H
physics = N
ctrl = 0

[State 1505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5000

[State 0, 1]
type = CtrlSet
trigger1 = Time = 100
value = 1

[State 5110, 11]
type = SelfState
trigger1 = Time = 100
value = 0

;------------------------ 2
[Statedef 1407]
type = A
movetype = H
physics = N
ctrl = 0

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1406

;------------------------ 3
[Statedef 1408]
type = A
movetype = H
physics = N
ctrl = 0

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1407

;------------------------ 4
[Statedef 1409]
type = A
movetype = H
physics = N
velset = -5,-4.5
ctrl = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5030 && AnimTime = 0
value = 5050

;[State 1509, Palfx]
;type = Palfx
;trigger1 = Time = 0
;time = 20
;add = 39,0,78
;mul = 110,0,220
;color = 100

[State 1509, veladd]
type = veladd
trigger1 = 1
y = .45

[State 1509, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100
;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------

; Var(1) - StateDef 1006, 3006, 3007, 4110, 2155, 2150, 2005
; Var(2) - StateDef 3006, 3007, 3008
; Var(3) - StateDef 3008, 3060
; Var(4) - StateDef 3060
; Var(5) - StateDef 180, 190
; Var(9) - StateDef 3500, 3502, 3503
; Var(10) - StateDef 190, 5320
; Var(11) - StateDef 50, -2
; Var(12) - StateDef 1100, 1110, 3300, 3310, 3320, -2
; Var(13) - StateDef 1100, 215
; Var(14) - StateDef 2020, -2
; Var(15) - StateDef 1301, 1302
; Var(16) - StateDef 3000, 3002, 3010, 3020
; Var(17) - StateDef 3002, 3010, -2
; Var(18) - StateDef 5910, 5920, -2
; Var(19) - StateDef -2
; Var(20) - StateDef 3300, 3310, 3320
; Var(21) - StateDef 5320, -2
; Var(22) - StateDef -2
; Var(23) - StateDef 5320
; Var(24) - StateDef 5320
; Var(25) - StateDef 40, 5110, -2
; Var(26) - StateDef 3101, 3105, 3115, 3125, -2
; Var(27) - StateDef 3000, 3002, 3010, 3020, 3008
; Var(28) - StateDef 1301, -2
; Var(29) - StateDef -2
; Var(30) - StateDef 1100, 1110, 3300, 3310, 3320, -2
; Var(31) - StateDef 1000, 1010, 1100, 1110, 1300, 1301, 1302, 1402, 1403, 3100, 3110, 3120, 3300, 3310, 3320
; Var(32) - StateDef -2
; Var(33) - StateDef 3300, 3320
; Var(39) - StateDef 40, 9999

;--------------------- Float Variable List ----------------------

; fVar(1) - StateDef 4110
; fVar(2) - StateDef -2
; fVar(3) - StateDef -2
