;blow_job
[Statedef 658766]
type = S
physics = S
movetype = A
ctrl = 0
anim = 658766
velset = 0,0

[State 656061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 40000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3
Volume = 200

[State 656061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 656064

[State 656061,] 
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 656072

[State 656061]
type = HitDef
trigger1 = time >= 10
attr = S, ST         
hitflag = M   
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 0  

[State 40000, 4]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 656072,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 658017
ctrl = 0
sprpriority = 3

[State 658016, ooxx]
type =Explod
triggerall=numexplod(8021)=0
trigger1 = p2stateno !=6065
trigger2 = animelem = 1
;trigger2 =time=0; animelem = 1
id=8021
anim = 658016
pos = 0,0
postype = p1
sprpriority = 0;-99
supermove = 1
bindtime = -1
ownpal = 1

;bug
;[State 558016, ooxx]
;type = null ;explod
;trigger1 = p2stateno !=6065
;trigger2 = animelem = 1
;anim = 558016                     
;pos = 0,0
;postype = p1
;sprpriority = -99
;supermove = 1
;bindtime = -1
;ownpal = 1

[State 656072]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 656072, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 656072]
type = PlaySnd
trigger1 = time = 0
value = 0,44

[State 656072]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26
trigger2 = AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50
trigger3 = AnimElem = 56 || AnimElem = 62 || AnimElem = 68 || AnimElem = 74
trigger4 = AnimElem = 80 || AnimElem = 86 || AnimElem = 92 || AnimElem = 98
trigger5 = AnimElem = 104 || AnimElem = 110 || AnimElem = 116 || AnimElem = 122
trigger6 = AnimElem = 128 || AnimElem = 134 || AnimElem = 140
trigger7 = AnimElem = 146 || AnimElem = 152 || AnimElem = 158
trigger8 = AnimElem = 164 || AnimElem = 170 
value = 0, 43

[State 656072]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
trigger2 = AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47
trigger3 = AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71
trigger4 = AnimElem = 77 || AnimElem = 83 || AnimElem = 89 || AnimElem = 95
trigger5 = AnimElem = 101 || AnimElem = 107 || AnimElem = 113 || AnimElem = 119
trigger6 = AnimElem = 125 || AnimElem = 131 || AnimElem = 137 || AnimElem = 143
trigger7 = AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 168
trigger8 = AnimElem = 181 
value = 0, 42

[State 656072]
type = PlaySnd
trigger1 = AnimElem = 181
value = 0, 41

[State 656072]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179 
value = 0, 40

[State 656072]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 39

[State 656072]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 38

[State 656072]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 656072,]
type = TargetState
trigger1 = AnimTime = 0    
value = 6065

[State 656072,]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020


[Statedef 656064]
type    = A
movetype= H
physics = N
velset = 0,0

[State 656064] 
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(16007) = 1
value = 6556621

[State 656064]   
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(16007) = 0
value = 653631

[State 656064,ϣؿʼ]  
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22

[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21

[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22

[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21

[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6556064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 656064, ϣ2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ϣ3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, ϣ3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
[State 3522, ϣ3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, ϣ3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21


[State 656064,˺]
type = LifeAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -3

[State 656064, ˺] 
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6556064, ˺]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

[State 656064, ]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 656064, μ]
type = PowerAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -12

[State 656064, ]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 656064, ]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[Statedef 656065]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40

[State 656065, ]
type = VelAdd
Trigger1 = 1
y = 10

[State 656065, ϣ3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4218,22

[State 656065, aa1]
type = ChangeState
triggerall = Vel Y > 0   
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110

[State 656065, aa2]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110

;fin
[State 656065, aa3];fin
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110


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