[Statedef 8766]
type = S
physics = S
movetype = A
ctrl = 0
anim = 8077
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 16064;16094 ;16281 ;6064

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 16062;16066

[State 6061]
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 8767]
type = S
physics = S
movetype = A
ctrl = 0
anim = 8077
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 16084;16094 ;16281 ;6064

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 16067;16066

[State 6061]
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 8768]
type = S
physics = S
movetype = A
ctrl = 0
anim = 8077
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 16084;16094 ;16281 ;6064

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 16068;16066

[State 6061]
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 8769]
type = S
physics = S
movetype = A
ctrl = 0
anim = 8077
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 16084;16094 ;16281 ;6064

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 16069

[State 6061]
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 8770]
type = S
physics = S
movetype = A
ctrl = 0
anim = 8078
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 1810;16094 ;16281 ;6064

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 1805

[State 6061]
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 8771]
type = S
physics = S
movetype = A
ctrl = 0
anim = 8077
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6064;16094 ;16281 ;6064

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6072

[State 6061]
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 8772]
type = S
physics = S
movetype = A
ctrl = 0
anim = 8077
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6085;16094 ;16281 ;6064

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6080

[State 6061]
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 8773] ;----fella
type = S
physics = S
movetype = A
ctrl = 0
anim = 8077
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 160198;16094 ;16281 ;6064

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 160199

[State 6061]
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 16062,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2008
ctrl = 0
sprpriority = 3

[State 3020, 1]
type = Explod
trigger1=facing=1
trigger1 = AnimElem =1; 7
anim = 7300
id = 7300
postype = left
bindtime = -1
RemoveTime =120; 866;60
sprpriority = -99
persistent = 0
ownpal = 1




[State 3020, 1]
type = Explod
trigger1=facing=-1
trigger1 = AnimElem =1; 7
anim = 7301
id = 7301
;pos=0,0
postype = right
bindtime = -1
RemoveTime =120; 866;60
sprpriority = -99
persistent = 0
ownpal = 1
facing=1

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 173
value = -50

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 173
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20




[State 3000, End]
type = targetstate
trigger1 = time=0
value = 16064



[State 1105, y]
type = varset
trigger1 = time= 180
v = 49
value = 0





[State 6062]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow



[State 6062, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT



;[State 6062]
;type = TargetBind
;trigger1 = Time = 0
;value = 0,0

[State 6062]
type = PlaySnd
trigger1 = time = 0
value = 1000,5

[State 6062]
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 = 8150, 2

[State 6062]
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 = 8150, 3

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 3652, 0

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1000, 2

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6

;ÊÜ ÉùÒô

[State 6064,‚â‚ç‚êº]                     ;”ß–ÂÝ’è
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ”ß–Â3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
;[State 3522, ”ß–Â3]
;type = PlaySnd
;trigger1 = AnimElem = 179
;value = 4218,22
;[State 3522, ”ß–Â3]
;type = PlaySnd
;trigger1 = AnimElem = 177
;value = 4218,22
;[State 3522, ”ß–Â3]
;type = PlaySnd
;trigger1 = AnimElem = 181
;value = 4218,22


[State 3522, ”ß–Â3]
type =null;Snd
trigger1 = AnimElem = 173
value = 3100,0

[State 3522, ”ß–Â3]
type =null; PlaySnd
trigger1 = AnimElem = 175
value = 4218,25

[State 3522, ”ß–Â3]
type =PlaySnd
trigger1 = AnimElem =180;
value =3100,0;4218,25

[State 3522, ”ß–Â3]
type = PlaySnd
trigger1 = AnimElem =182;
value =3100,1; 4218,24







;[State 3522, ”ß–Â3]
;type = PlaySnd
;trigger1 = AnimElem = 175
;value = 4218,23

;[State 3522, ”ß–Â3]
;type = PlaySnd
;trigger1 = AnimElem = 183
;value = 4218,21

[State 6062]
type = BindToTarget
trigger1 = Time = 0
pos = 0,6;10,11;0, 20,food

[State -2, b]
type = Explod
id = 12008
trigger1 = time = 0
trigger1=numexplod(12008)=0
anim = 2007;12008
pos = 0,0
postype = p1
removetime  = 9999999999
bindtime = 999999999
ownpal = 1
sprpriority = -3

[State 1002, 4]
type = RemoveExplod
trigger1 = animtime= 0
id = 12008



;[State 1002, 4]
;type = targetState
;trigger1 = animtime = 0
;value = 16065


[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 196;16073
ctrl=0

[Statedef 16064]
type    = A
movetype= H
physics = N
velset = 0,0




[State 6064]               ;ê—pƒAƒjƒ19230‚ª‘¶Ý‚·‚é‚Æ‚«
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15436) = 1
value = 15436

[State 6064]              ;ê—pƒAƒjƒ‚ª–³‚¢‚Æ‚«‚Ì•Ï‚í‚è
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(15436) = 0
value = 3631









[State 6064,ƒ_ƒ[ƒW]
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 = -2

[State 6064, ‘Ì—ÍŒ¸­]
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

[State 6064, ƒpƒ[Œ¸­]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, ƒpƒ[Œ¸­]
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 6064, ƒpƒ[Œ¸­]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ƒpƒ[Œ¸­]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[state a
type = velset
trigger1 = 1
x=0
y=0

[State 6065, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = time =890
value = 36065

[Statedef 16067,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 20112;20111
ctrl = 0
sprpriority = 3





[State 3020, 1]
type = Explod
trigger1=facing=1
trigger1 = AnimElem =1; 7
anim = 7302
id = 7302
postype = left
bindtime = -1
RemoveTime =120;866; 60
sprpriority = -99
persistent = 0
ownpal = 1

[State 3020, 1]
type = Explod
trigger1=facing=-1
trigger1 = AnimElem =1; 7
anim = 7303
id = 7303
;pos=0,0
postype = right
bindtime = -1
RemoveTime =120; 866;60
sprpriority = -99
persistent = 0
ownpal = 1
facing=1





[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 174
value = -50

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 176
value = -100

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -50

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 174
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 176
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -20




[State 3000, End]
type = targetstate
trigger1 = time=0
value = 16084



[State 1105, y]
type = varset
trigger1 = time= 180
v = 49
value = 0





[State 6062]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow



[State 6062, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT



;[State 6062]
;type = TargetBind
;trigger1 = Time = 0
;value = 0,0



[State 6062]
type = PlaySnd
trigger1 = time = 0
value = 1000,5

[State 6062]
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 = 8150, 2

[State 6062]
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 = 8150, 3


[State 6062]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 3652, 0



[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1000, 2

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6





[State 6062]
type = BindToTarget
trigger1 = Time = 0
pos = 0,6


[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 196;16073
ctrl=0

[Statedef 16068,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 20121;20111
ctrl = 0
sprpriority = 3





[State 3020, 1]
type = Explod
trigger1=facing=1
trigger1 = AnimElem =1; 7
anim = 7304
id = 7304
postype = left
bindtime = -1
RemoveTime =120;866; 60
sprpriority = -99
persistent = 0
ownpal = 1
scale=.7,.7

[State 3020, 1]
type = Explod
trigger1=facing=-1
trigger1 = AnimElem =1; 7
anim = 7305
id = 7305
;pos=0,0
postype = right
bindtime = -1
RemoveTime =120; 866;60
sprpriority = -99
persistent = 0
ownpal = 1
facing=1
scale=.7,.7





[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 174
value = -50

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 176
value = -100

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -50

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 174
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 176
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -20




[State 3000, End]
type = targetstate
trigger1 = time=0
value = 16084



[State 1105, y]
type = varset
trigger1 = time= 180
v = 49
value = 0





[State 6062]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow



[State 6062, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT



;[State 6062]
;type = TargetBind
;trigger1 = Time = 0
;value = 0,0



[State 6062]
type = PlaySnd
trigger1 = time = 0
value = 1000,5

[State 6062]
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 = 8150, 2

[State 6062]
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 = 8150, 3


[State 6062]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 3652, 0



[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1000, 2

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6





[State 6062]
type = BindToTarget
trigger1 = Time = 0
pos = 0,6


[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 196;16073
ctrl=0

[Statedef 16069,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 20131;20111
ctrl = 0
sprpriority = 3





[State 3020, 1]
type = Explod
trigger1=facing=1
trigger1 = AnimElem =1; 7
anim = 7304
id = 7304
postype = left
bindtime = -1
RemoveTime =120;866; 60
sprpriority = -99
persistent = 0
ownpal = 1
scale=.7,.7

[State 3020, 1]
type = Explod
trigger1=facing=-1
trigger1 = AnimElem =1; 7
anim = 7305
id = 7305
;pos=0,0
postype = right
bindtime = -1
RemoveTime =120; 866;60
sprpriority = -99
persistent = 0
ownpal = 1
facing=1
scale=.7,.7





[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 174
value = -50

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 176
value = -100

[State 6064, ƒpƒ[Œ¸­]
type = targetPowerAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -50

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 174
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 176
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = targetLifeAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -20




[State 3000, End]
type = targetstate
trigger1 = time=0
value = 16084



[State 1105, y]
type = varset
trigger1 = time= 180
v = 49
value = 0





[State 6062]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow



[State 6062, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT



;[State 6062]
;type = TargetBind
;trigger1 = Time = 0
;value = 0,0



[State 6062]
type = PlaySnd
trigger1 = time = 0
value = 1000,5

[State 6062]
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 = 8150, 2

[State 6062]
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 = 8150, 3


[State 6062]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 3652, 0



[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1000, 2

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6

[State 6064,‚â‚ç‚êº]                     ;”ß–ÂÝ’è
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, ”ß–Â2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ”ß–Â3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21

[State 3522, ”ß–Â3]
type = PlaySnd
trigger1 = AnimElem = 172||AnimElem = 176||AnimElem = 180
value = 4218,24






[State 6062]
type = BindToTarget
trigger1 = Time = 0
pos = 0,6


[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 196;16073
ctrl=0



[Statedef 16084]
type    = A
movetype= H
physics = N
velset = 0,0




[State 6064]               ;ê—pƒAƒjƒ19230‚ª‘¶Ý‚·‚é‚Æ‚«
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15436) = 1
value = 15436

[State 6064]              ;ê—pƒAƒjƒ‚ª–³‚¢‚Æ‚«‚Ì•Ï‚í‚è
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(15436) = 0
value = 3631









[State 6064,ƒ_ƒ[ƒW]
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 = -2

[State 6064, ‘Ì—ÍŒ¸­]
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, ‘Ì—ÍŒ¸­]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

[State 6064, ƒpƒ[Œ¸­]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, ƒpƒ[Œ¸­]
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 6064, ƒpƒ[Œ¸­]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ƒpƒ[Œ¸­]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[state a
type = velset
trigger1 = 1
x=0
y=0

[State 6065, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = time =980
value = 36065

[Statedef 6072,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 8019
ctrl = 0
sprpriority = -1;3

[State 8016, ooxx]
type =Explod
triggerall=numexplod(8021)=0
trigger1 = p2stateno !=36065
trigger2 =time=0; animelem = 1
id=8021
anim = 8021
pos = 0,0
postype = p1
sprpriority = 2;-99
supermove = 1
bindtime = -1
ownpal = 1

[State 6072]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6072, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6072]
type = PlaySnd
trigger1 = time = 0
value = 0,44

[State 6072]
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 6072]
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 6072]
type = PlaySnd
trigger1 = AnimElem = 181
value = 0, 41

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 0, 40

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 39

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 38

[State 6072]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food

[State 6072,]
type = TargetState
trigger1 = AnimTime = 0
value = 36065

[State 6072,]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020


[Statedef 6064]
type    = A
movetype= H
physics = N
velset = 0,0

[State 6064]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(19230) = 1
value = 6621

[State 6064]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(19230) =0
value = 3631

[State 6064,£Ï£Ø¿ªÊ¼]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, £Ï£Ø2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, £Ï£Ø3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, £Ï£Ø3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
[State 3522, £Ï£Ø3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, £Ï£Ø3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21


[State 6064,¶à´ÎÉËº¦]
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 6064, ¼ÌÐøÉËº¦]
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, ×îºóÉËº¦]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

[State 6064, ¼õÆø]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, ¶à´Î¼õÆø]
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 6064, ¼ÌÐø¼õÆø]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ×îºó¼õÆø]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[Statedef 6080]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2006
ctrl = 0
sprpriority = 3

[State 6062]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = noFG

[State 6062, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6062]
type = BindToTarget
trigger1 = 1
id = -1
pos = 13, 40

[State 6080-2, ‘}“ü‰¹]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150,2
volume = 255

[State 6080-3, ƒqƒbƒg”]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 6080-4, ‘½­‚Íƒ_ƒ[ƒW]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -20

[State 6080-5, ƒQ[ƒW‘‰Á]
type = PowerAdd
trigger1 = AnimElem = 2
value = 10

[State 6080-6, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = Time > 84
value =6072; ifelse((enemyNear,Alive),6066,6062)
;-------------------------

; ‘ŠŽè‘¤EŒ¢är‚ß
[Statedef 6085]
type    = L
movetype= H
physics = N

[State 1525, º]
type = PlaySnd
trigger1 = Time%28 = 10
value = 4218,22

[State 1525, ê—pƒAƒjƒ]
type = ChangeAnim
trigger1 = SelfAnimExist(19225)
trigger1 = time = 0
value = 19225

[State 1525, ê—pƒAƒjƒ]
type = ChangeAnim
trigger1 = SelfAnimExist(36525)
trigger1 = SelfAnimExist(19225) = 0
trigger1 = time = 0
value = 36525

[State 1525, ê—pƒAƒjƒ2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(18200) = 1
trigger1 = SelfAnimExist(36525) = 0
trigger1 = SelfAnimExist(19225) = 0
value = 4822

[State 1525, ”Ä—pƒAƒjƒ]
type = ChangeAnim2
trigger1 = SelfAnimExist(18200) = 0
trigger1 = SelfAnimExist(36525) = 0
trigger1 = SelfAnimExist(19225) = 0
trigger1 = time = 0
value = 4832

[State 1525, Explod] ;Žè‘O‚É•\Ž¦‚µ‚½‚¢‰æ‘œ
type = Explod
trigger1 = time = 0
trigger1 = SelfAnimExist(19226)
anim = 19226
ID = 36526
pos = 0, 0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ontop = 0
removetime = 84

[State 1525, Explod] ;Žè‘O‚É•\Ž¦‚µ‚½‚¢‰æ‘œ
type = Explod
trigger1 = time = 0
trigger1 = SelfAnimExist(36526)
trigger1 = SelfAnimExist(19225) = 0
anim = 36526
ID = 36526
pos = 0, 0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ontop = 0
removetime = 84

[State 1699, ‹N‚«ã‚ª‚è‚Ö]
type = ChangeState
trigger1 = Time > 84
value =6064; ifelse(Alive,5120,6064)

[Statedef 6060]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7801



[State 6060]
type = PlaySnd
trigger1 = AnimElem = 2
value = 195,0

[State 6060]        ;Œ¢“oê
type = Helper
trigger1 = Time = 5
ID = 6150
name = "dog"
sprpriority = 4
pos = 5, 0; ¦‰º‹L’ˆÓ
posttype = p1
facing = 1       ;Œü‚«‚Í‚»‚Ì‚Ü‚Ü
stateno = 6061  ;ŒÄ‚Ño‚³‚ê‚½ƒwƒ‹ƒp[‚Í‚±‚ÌƒXƒe[ƒg‚©‚çŽn‚Ü‚é
helpertype = normal
keyctrl = 0

[State 6060, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 6061,]
type = A
movetype = A
physics = N
velset = 1,0
anim = 72005

[State 6061]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6061]
type = veladd
trigger1 = 1
x = .1



[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA ;,ST,HT

[State 6061]
type = HitOverRide
Trigger1 = 1
Time = -1
attr = SCA, NA, HA , SA , NP, SP, HP
slot = 0
forceair = 1
stateno = 6066


[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6064

[State 6061,]                     ;ƒqƒbƒg‚·‚é‚Æ•ß”›I
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6062

[State 6061,]                  ;ƒK[ƒh‚ÅÁ‚¦‚Ü‚·
type = ChangeState
trigger1 = MoveGuarded = 1
value = 6066

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, SP          ;UŒ‚‘®«: ‚±‚ê‚Í Standing, Normal Throwi—§‚¿’Êí“Š‚°j
hitflag = M-         ;‘ŠŽè‚ª‚â‚ç‚êó‘Ô‚Å‚Í‚È‚¢’nã‚ÌŽž‚Å‚µ‚©’Í‚ÞŽ–‚ªo—ˆ‚Ü‚¹‚ñ
priority = 1, miss    ;“Š‚°‚È‚Ì‚Å—Dæ“x‚ð’á‚­A‚©‚Âmiss‚©dodge‚Ì‘®«‚Å‚È‚¯‚ê‚Î‚È‚è‚Ü‚¹‚ñ
sparkno = -1          ;-1‚É‚·‚ê‚ÎƒqƒbƒgƒXƒp[ƒN‚ª•\Ž¦‚µ‚È‚­‚È‚è‚Ü‚·
sprpriority = 2       ;UŒ‚‚ª“–‚½‚Á‚½Žž‚É‰æ‘œ•\Ž¦—Dæ“x‚ð1‚Éo—ˆ‚Ü‚·
p2facing = 1
guardflag = MA        ;ƒK[ƒh‰Â”\
fall = 0         ;1‚É‚·‚ê‚Î‘ŠŽè‚ªƒ_ƒEƒ“ó‘Ô


[Statedef 6062,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 72006
ctrl = 0
sprpriority = -1

[State 8016, ooxx]
type =Explod
triggerall=numexplod(8022)=0
trigger1 = p2stateno !=36065
trigger2 =time=0; animelem = 1
id=8022
anim = 72007
pos = 0,0
postype = p1
sprpriority = 2;-99
supermove = 1
bindtime = -1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = prevstateno=6062
trigger1=time=0
value = 180,0




[State 6062]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6062, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;[State 6062]
;type = TargetBind
;trigger1 = Time = 0
;value = 0,0

[State 6062]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State 6062]
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 = 8150, 2

[State 6062]
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 = 8150, 3

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 8151,2

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 3652, 0

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1, 2

[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6

[State 6062]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food          ;‚±‚ÌˆÊ’u‚ð’²ß‚·‚é‚±‚Æ‚Å’÷‚ßã‚°‚éGŽè‚ÌˆÊ’u‚ð•Ï‚¦‚ê‚Ü‚·B

[State 6062,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
trigger2= parent, stateno=195 ;command= "holdx"
value = 6064


[State 6062,]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
trigger2= parent, stateno=195
value = 6062


[State 6062,]
type = TargetState
trigger1 = AnimTime = 0
;trigger1 = parent,power < 3000
;trigger1 = Time = 800                  ;u’÷‚ß‰ñ”•ÏXv
;trigger2 = enemyNear, alive = 0
;trigger3 = Time = 800                  ;u’÷‚ß‰ñ”•ÏX‚Qv
value = 36065


[State 6062,]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = parent,power < 3000
;trigger1 = Time = 800                  ;u’÷‚ß‰ñ”•ÏXv
;trigger2 = enemyNear,alive = 0
;trigger3 = Time = 800                  ;u’÷‚ß‰ñ”•ÏX‚Qv
;trigger4 = P2stateno != 6064
value = 6066


[Statedef 6066,]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
velset   = 7,0
anim     = 72005
sprpriority = 2

[State 6066, –³“G]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6066, Á–Å]
type = DestroySelf
trigger1 =  ScreenPos X >= 360;
trigger2 = ScreenPos X <= -30

[Statedef 6070]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7801

[State 6060]
type = PlaySnd
trigger1 = AnimElem = 2
value = 195,0

[State 6060]        ;Œ¢“oê
type = Helper
trigger1 = Time = 5
ID = 6160
name = "dog"
sprpriority = 4
pos = 5, 0; ¦‰º‹L’ˆÓ
posttype = p1
facing = 1       ;Œü‚«‚Í‚»‚Ì‚Ü‚Ü
stateno = 6071  ;ŒÄ‚Ño‚³‚ê‚½ƒwƒ‹ƒp[‚Í‚±‚ÌƒXƒe[ƒg‚©‚çŽn‚Ü‚é
helpertype = normal
keyctrl = 0

[State 6060, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 6071,]
type = A
movetype = A
physics = N
velset = 1,0
anim = 72005

[State 6061]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6061]
type = veladd
trigger1 = 1
x = .1



[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA ;,ST,HT

[State 6061]
type = HitOverRide
Trigger1 = 1
Time = -1
attr = SCA, NA, HA , SA , NP, SP, HP
slot = 0
forceair = 1
stateno = 6066


[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 160188

[State 6061,]                     ;ƒqƒbƒg‚·‚é‚Æ•ß”›I
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 160189

[State 6061,]                  ;ƒK[ƒh‚ÅÁ‚¦‚Ü‚·
type = ChangeState
trigger1 = MoveGuarded = 1
value = 6066

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, SP          ;UŒ‚‘®«: ‚±‚ê‚Í Standing, Normal Throwi—§‚¿’Êí“Š‚°j
hitflag = M-         ;‘ŠŽè‚ª‚â‚ç‚êó‘Ô‚Å‚Í‚È‚¢’nã‚ÌŽž‚Å‚µ‚©’Í‚ÞŽ–‚ªo—ˆ‚Ü‚¹‚ñ
priority = 1, miss    ;“Š‚°‚È‚Ì‚Å—Dæ“x‚ð’á‚­A‚©‚Âmiss‚©dodge‚Ì‘®«‚Å‚È‚¯‚ê‚Î‚È‚è‚Ü‚¹‚ñ
sparkno = -1          ;-1‚É‚·‚ê‚ÎƒqƒbƒgƒXƒp[ƒN‚ª•\Ž¦‚µ‚È‚­‚È‚è‚Ü‚·
sprpriority = 2       ;UŒ‚‚ª“–‚½‚Á‚½Žž‚É‰æ‘œ•\Ž¦—Dæ“x‚ð1‚Éo—ˆ‚Ü‚·
p2facing = 1
guardflag = MA        ;ƒK[ƒh‰Â”\
fall = 0         ;1‚É‚·‚ê‚Î‘ŠŽè‚ªƒ_ƒEƒ“ó‘Ô

[Statedef 160189];‹Z–{•Ò@œƒXƒe[ƒg
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 160189
ctrl = 0
sprpriority = 2
;poweradd = -1000





[State 160199, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 160199, 1];’Í‚Ý‰¹
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemyNear, alive = 1
value = s1,1

[State 160199, 2]
type = changeanim
trigger1 = anim = 160199 ;time = 0
trigger1 = enemyNear,SelfAnimExist(16007) = 1
value = 160190


[State -3, 3];
type = PlaySnd
trigger1 = (time%150) = 0
value = 5000,90

[State -3, 3];˜
type = targetbind
trigger1 = time = 0
pos = -4,0

[State -3, 3];
type = targetstate
trigger1 = time = 0
value = 160188

[State 160199, 3]
type = Width
trigger1 = 1
edge = 75,0

[State -3, 3];
type = PlaySnd
trigger1 = time >= 47
trigger1 = (time%16) = 0
value = 20,17

;…‚µ‚Ô‚«ƒGƒtƒFƒNƒg-------------------------------------------
[State 2000,•Ï”]
type = VarRandom
trigger1 = 1
v = 0
range = 0, 8

[State 2000,•Ï”2]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 2

[State 2000,…‚µ‚Ô‚«]
type =null; projectile
;triggerall= ifelse((Random<300),0,1)
trigger1 = time >= 40
trigger1 = (time%32) = 0
projanim = 10000
projhitanim = -1
projremanim = ifelse((Random<333),10001,ifelse((Random<666),10002,10003))
projremovetime = -1
projid = 10000
velocity = 0, var(1)
remvelocity = 0, 0
projsprpriority = 1
accel = 0,0.45
projheightbound = -240,(-4 + (2 * var(1)))
sprpriority = 1
offset = (-3 + var(0)), -50
;-------------------------------------------…‚µ‚Ô‚«ƒGƒtƒFƒNƒgend

[State 160198, 6_2]
type = TargetState
trigger1 = time >= 500		;8454_cp1
trigger1 = enemyNear,SelfAnimExist(16008) = 0
value = 36065;4502 ;160302

[State 160199, 5]
type = ChangeState
trigger1 = Time >= 500		;8454_cp1
trigger1 = enemyNear,SelfAnimExist(16008) = 0
value = 6066;4501 ;160301


[State 160198, 6_2]
type = TargetState
trigger1 = time >= 500		;8454_cp1
trigger1 = enemyNear,SelfAnimExist(16008) = 1
value = 160191

[State 160199, 5]
type = ChangeState
trigger1 = Time >= 500		;8454_cp1
trigger1 = enemyNear,SelfAnimExist(16008) = 1
value = 160190;99

;---------------------‘ŠŽè‚Ì‚â‚ç‚êƒXƒe[ƒg
[Statedef 160188]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State screen]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State screen]
type = playerpush
trigger1 = 1
value = 0

[State 160198, 1]
type = nothitby
trigger1 = Time <= 499		;8454_cp1
value = SCA

[State 160198, 2]
type = posadd
trigger1 = SelfAnimExist(16007) = 0
trigger1 = time > 45
trigger1 = time%10=3
x = 3

[State 160198, 2]
type = posadd
trigger1 = SelfAnimExist(16007) = 0
trigger1 = time > 45
trigger1 = time%10=5
x = -5

[State 160198, 2]
type = posadd
trigger1 = SelfAnimExist(16007) = 0
trigger1 = time > 45
trigger1 = time%10=7
x = 5

[State 160198, 2]
type = posadd
trigger1 = SelfAnimExist(16007) = 0
trigger1 = time > 45
trigger1 = time%10=9
x = -3

[State 160198, 3_2]
type = lifeadd
trigger1 = time > 30
trigger1 = (time % 16) = 0
value = -6
kill = 0

[State 160198, 4_1]
type = PlaySnd
;trigger1 = animelemtime(6)=0
trigger1 = time = 0
value = 4218 + ifelse((SelfAnimExist(16000) = 1),10,0),23
channel = 0
persistent = 0
lowpriority = 1

[State 160198, 4_2]
type = PlaySnd
;trigger1 = animelemtime(6)>=1
trigger1 = time > 30
trigger1 = (time % 40) = 0		;8454_cp3
value = 4218 + ifelse((SelfAnimExist(16000) = 1),10,0),21 + (random % 2)	;8454_cp4
channel = 0
lowpriority = 1

[State 160198, 5_1]
type = changeanim
trigger1 = time = 0
trigger1 = SelfAnimExist(16007) = 1
value = 16007

[State 160198, 5_2]
type = changeanim
trigger1 = SelfAnimExist(16007) = 0
trigger1 = SelfAnimExist(16005) = 1
trigger1 = time = 0
value = 16005

[State 160198, 5_3]
type = changeanim2
trigger1 = SelfAnimExist(16007) = 0
trigger1 = SelfAnimExist(16005) = 0
trigger1 = time = 0
value = 160198

[State 160198, 6_2]
type =null; selfState
;trigger1 = enemyNear,name = "Bonne Jenet"
;Trigger1 = (p2name != "Bonne Jenet" && p4name = "Bonne Jenet") || (p2name = "Bonne Jenet" && p4name != "Bonne Jenet")
trigger1 = enemy,stateno != 160189
;trigger2 = enemyNear,stateno = [180,181]
value = 5101

[Statedef 160190]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl     = 0
velset   = 0,0
anim = 160191

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = PosAdd
trigger1 = time <30
trigger1 = BackEdgeBodyDist > 15  ;Ž©•ª‚ÆŒã•û‚Ì‰æ–Ê’[‚Æ‚Ì‹——£
x = -1

[State 3160,select]
type =null; Explod
trigger1 = Time = 65
trigger1 = enemy,AnimExist(18300) = 1
trigger1 = enemy,AnimExist(15910) = 1
id = 9991
ownpal = 1
sprpriority = -1000
pos = 160, 48
postype = left
facing = 1
scale = .5 , .5
bindtime = -1
anim = 9991
removetime = 120

[State 2000,5]
type =null; TargetState
trigger1 = time =175
trigger1 = power >=1000
value = 4502

[State 2000,5]
type =null; ChangeState
trigger1 = time =175
trigger1 = power >=1000
value = 4501

[State 2000,5]
type = ChangeState
trigger1 = time =180
value = 6066

[Statedef 160191]
type    = L
movetype= H
physics = N
anim = 16008

[State 1525, º]
type = PlaySnd
trigger1 = Time = 0
value = 4218,23

[State 1699, ‹N‚«ã‚ª‚è‚Ö]
type = SelfState
trigger1 = time = 180
value = 0
ctrl = 1





[Statedef 160199];‹Z–{•Ò@œƒXƒe[ƒg
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 160199
ctrl = 0
sprpriority = 2
poweradd = -1000





[State 160199, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 160199, 1];’Í‚Ý‰¹
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemyNear, alive = 1
value = s1,1

[State 160199, 2]
type = changeanim
trigger1 = anim = 160199 ;time = 0
trigger1 = enemyNear,SelfAnimExist(16007) = 1
value = 160200


[State -3, 3];
type = PlaySnd
trigger1 = (time%150) = 0
value = 5000,90

[State -3, 3];˜
type = targetbind
trigger1 = time = 0
pos = -9,0

[State -3, 3];
type = targetstate
trigger1 = time = 0
value = 160198

[State 160199, 3]
type = Width
trigger1 = 1
edge = 75,0

[State -3, 3];
type = PlaySnd
trigger1 = time >= 47
trigger1 = (time%16) = 0
value = 20,17

;…‚µ‚Ô‚«ƒGƒtƒFƒNƒg-------------------------------------------
[State 2000,•Ï”]
type = VarRandom
trigger1 = 1
v = 0
range = 0, 8

[State 2000,•Ï”2]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 2

[State 2000,…‚µ‚Ô‚«]
type =null; projectile
;triggerall= ifelse((Random<300),0,1)
trigger1 = time >= 40
trigger1 = (time%32) = 0
projanim = 10000
projhitanim = -1
projremanim = ifelse((Random<333),10001,ifelse((Random<666),10002,10003))
projremovetime = -1
projid = 10000
velocity = 0, var(1)
remvelocity = 0, 0
projsprpriority = 1
accel = 0,0.45
projheightbound = -240,(-4 + (2 * var(1)))
sprpriority = 1
offset = (-3 + var(0)), -50
;-------------------------------------------…‚µ‚Ô‚«ƒGƒtƒFƒNƒgend

[State 160198, 6_2]
type = TargetState
trigger1 = time >= 500		;8454_cp1
trigger1 = enemyNear,SelfAnimExist(16008) = 0
value = 36065;4502 ;160302

[State 160199, 5]
type = ChangeState
trigger1 = Time >= 500		;8454_cp1
trigger1 = enemyNear,SelfAnimExist(16008) = 0
value = 0;4501 ;160301
ctrl=1

[State 160198, 6_2]
type = TargetState
trigger1 = time >= 500		;8454_cp1
trigger1 = enemyNear,SelfAnimExist(16008) = 1
value = 160300

[State 160199, 5]
type = ChangeState
trigger1 = Time >= 500		;8454_cp1
trigger1 = enemyNear,SelfAnimExist(16008) = 1
value = 160200;99

;---------------------‘ŠŽè‚Ì‚â‚ç‚êƒXƒe[ƒg
[Statedef 160198]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State screen]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State screen]
type = playerpush
trigger1 = 1
value = 0

[State 160198, 1]
type = nothitby
trigger1 = Time <= 499		;8454_cp1
value = SCA

[State 160198, 2]
type = posadd
trigger1 = SelfAnimExist(16007) = 0
trigger1 = time > 45
trigger1 = time%10=3
x = 3

[State 160198, 2]
type = posadd
trigger1 = SelfAnimExist(16007) = 0
trigger1 = time > 45
trigger1 = time%10=5
x = -5

[State 160198, 2]
type = posadd
trigger1 = SelfAnimExist(16007) = 0
trigger1 = time > 45
trigger1 = time%10=7
x = 5

[State 160198, 2]
type = posadd
trigger1 = SelfAnimExist(16007) = 0
trigger1 = time > 45
trigger1 = time%10=9
x = -3

[State 160198, 3_2]
type = lifeadd
trigger1 = time > 30
trigger1 = (time % 16) = 0
value = -6
kill = 0

[State 160198, 4_1]
type = PlaySnd
;trigger1 = animelemtime(6)=0
trigger1 = time = 0
value = 4218 + ifelse((SelfAnimExist(16000) = 1),10,0),23
channel = 0
persistent = 0
lowpriority = 1

[State 160198, 4_2]
type = PlaySnd
;trigger1 = animelemtime(6)>=1
trigger1 = time > 30
trigger1 = (time % 40) = 0		;8454_cp3
value = 4218 + ifelse((SelfAnimExist(16000) = 1),10,0),21 + (random % 2)	;8454_cp4
channel = 0
lowpriority = 1

[State 160198, 5_1]
type = changeanim
trigger1 = time = 0
trigger1 = SelfAnimExist(16007) = 1
value = 16007

[State 160198, 5_2]
type = changeanim
trigger1 = SelfAnimExist(16007) = 0
trigger1 = SelfAnimExist(16005) = 1
trigger1 = time = 0
value = 16005

[State 160198, 5_3]
type = changeanim2
trigger1 = SelfAnimExist(16007) = 0
trigger1 = SelfAnimExist(16005) = 0
trigger1 = time = 0
value = 160198

[State 160198, 6_2]
type = selfState
trigger1 = enemyNear,name = "Bonne Jenet"
Trigger1 = (p2name != "Bonne Jenet" && p4name = "Bonne Jenet") || (p2name = "Bonne Jenet" && p4name != "Bonne Jenet")
trigger1 = enemyNear,stateno != 160199
trigger2 = enemyNear,stateno = [180,181]
value = 5101
;-----------------
[Statedef 160200]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl     = 0
velset   = 0,0
anim = 160201

[State 1000, Ž²ˆÊ’uˆÚ“®]
type = PosAdd
trigger1 = time <30
trigger1 = BackEdgeBodyDist > 15  ;Ž©•ª‚ÆŒã•û‚Ì‰æ–Ê’[‚Æ‚Ì‹——£
x = -1

[State 3160,select]
type =null; Explod
trigger1 = Time = 65
trigger1 = enemy,AnimExist(18300) = 1
trigger1 = enemy,AnimExist(15910) = 1
id = 9991
ownpal = 1
sprpriority = -1000
pos = 160, 48
postype = left
facing = 1
scale = .5 , .5
bindtime = -1
anim = 9991
removetime = 120

[State 2000,5]
type =null; TargetState
trigger1 = time =175
trigger1 = power >=1000
value = 4502

[State 2000,5]
type =null; ChangeState
trigger1 = time =175
trigger1 = power >=1000
value = 4501

[State 2000,5]
type = ChangeState
trigger1 = time =180
value = 0
ctrl = 1

;--------------------------------;-----------------------------------------------------
; ‘ŠŽè‘¤Eê—pƒAƒjƒ
[Statedef 160300]
type    = L
movetype= H
physics = N
anim = 16008

[State 1525, º]
type = PlaySnd
trigger1 = Time = 0
value = 4218,23

[State 1699, ‹N‚«ã‚ª‚è‚Ö]
type = SelfState
trigger1 = time = 180
value = 0
ctrl = 1


[Statedef 36065]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40


[State 6065, ‘¬“x‰ÁŽZ] ;d—Í
type = VelAdd
Trigger1 = 1
x = -5
y = 0;10

[State 6065, ”ß–Â3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4218,22

[State 6065, ƒXƒe[ƒg•ÏX]
type = ChangeState
;triggerall = Vel Y > 0
;triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cnsŽQÆ

[State 6065, §Œä‰ðœ‚µ‚Ä‘ŠŽè‚ÌƒXƒe[ƒg‚É–ß‚·]
type = SelfState
;triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cnsŽQÆ

[State 6065, §Œä‰ðœ‚µ‚Ä‘ŠŽè‚ÌƒXƒe[ƒg‚É–ß‚·]
type = SelfState
trigger1 = time= 0;Vel Y > 0
;trigger1 = Pos Y >= 0
value = 5110

; Taunt Rape

[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
;time = 1
;ignorehitpause =
;persistent =


[State 195, 1]
type = playsnd
trigger1 = animelem = 1
value = s195,0
channel = 0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 1140, 1]
type = SuperPause
trigger1 = AnimElem = 2
time = 30
movetime = 63
darken = 0
anim = -1

[State 910, 3]
type = Nothitby
trigger1 = time < 100
value = SCA

[State 2420,5.3]
type = Playsnd
trigger1 = time = 0
value = 5,6
volume = 120

[State 195, 1]
type = playsnd
trigger1 = animelem = 3
value = s1300,0
channel = 0


[State 1140, 1]
type = VarSet
trigger1 = Time = 74
var(40) = 0

[State 1140, 1]
type = VarSet
trigger1 = Time = 74
var(41) = -1

[State 3010, 1]
type = velset
trigger1 = AnimElem = 7
x = 9

[State 3010, 1]
type = velmul
trigger1 = AnimElem = 8,>= 0
x = .85

[State 3010, 1]
type = HitDef
trigger1 = (p2stateno != [9020,9029]) && AnimElem = 7
attr = S, HT
guardflag =
hitflag = M-
sparkno = S1046
sparkxy = 0, -50
priority = 5,dodge
hitsound = S800,4;5,9
p1stateno = 9011
p2stateno = 9050
p2facing = 1

[State 3010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 3001, 1]
type = TargetBind
trigger1 = AnimElem = 2,< 0
pos = 45,0

[State 3001, 1]
type = TargetBind
trigger1 = AnimElem = 2,>= 0 && AnimElem = 3,< 0
pos = 15,0

[State 3001, 1]
type = TargetBind
trigger1 = AnimElem = 3,>= 0 && AnimElem = 4,< 0
pos = 15,-40

[State 3001, 1]
type = TargetBind
trigger1 = AnimElem = 5,= 3
pos = 20,-30

[State 3001, 1]
type = TargetBind
trigger1 = AnimElem = 4,= 95
trigger2 = AnimElem = 6,= 90
pos = 0,-10

[State 3001, 1]
type = TargetState
trigger1 = AnimElem = 4,= 95
value = 9052

[State 3001, 1]
type = TargetState
trigger1 = AnimElem = 6,= 90
value = 9051

[State 191, 1]
type = Explod
trigger1 = AnimElem = 2,= 14
anim = 9061
sprpriority = 4
ownpal = 1

[State 191, 1]
type = Explod
trigger1 = AnimElem = 5
anim = 9080
sprpriority = 5
ownpal = 1

[State 191, 1]
type = Helper
trigger1 = AnimElem = 4,= 2
trigger2 = AnimElem = 6,= 2
stateno = 9070
pos = 0,-20
ownpal = 1

[State 191, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,44

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 4,= 21
trigger2 = AnimElem = 4,= 42
trigger3 = AnimElem = 4,= 63
trigger4 = AnimElem = 4,= 84
value = 0,43

[State 191, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 4,= 21
trigger2 = AnimElem = 4,= 42
trigger3 = AnimElem = 4,= 63
trigger4 = AnimElem = 4,= 84
trigger5 = AnimElem = 4,= 105
value = -58

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,42

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 6,= 21
trigger2 = AnimElem = 6,= 42
trigger3 = AnimElem = 6,= 63
trigger4 = AnimElem = 6,= 84
value = 0,41

[State 191, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 6,= 21
trigger2 = AnimElem = 6,= 42
trigger3 = AnimElem = 6,= 63
trigger4 = AnimElem = 6,= 84
trigger5 = AnimElem = 6,= 105
value = -38

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,40

[State 3001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120
ctrl = 1



[State 9050, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 9050

[State 191, 1]
type = PlaySnd
triggerall = alive
trigger1 = AnimElem = 4,= 21
trigger2 = AnimElem = 4,= 42
trigger3 = AnimElem = 4,= 63
trigger4 = AnimElem = 4,= 84
trigger5 = AnimElem = 4,= 105
trigger6 = AnimElem = 4,= 126
trigger7 = AnimElem = 4,= 147
value = 4218,21 +(random%3)

[State 191, 1]
type = PlaySnd
triggerall = !alive
trigger1 = AnimElem = 4,= 21
trigger2 = AnimElem = 4,= 42
trigger3 = AnimElem = 4,= 63
trigger4 = AnimElem = 4,= 84
trigger5 = AnimElem = 4,= 105
value = 11,0

[State 9050, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0



[State 9051, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 9051

[State 191, 1]
type = PlaySnd
triggerall = alive
trigger1 = AnimElem = 2 ,=19
value = 4218,21 +(random%3)

[State 9051, 1]
type = velset
trigger1 = AnimElem = 2
x = -4
y = -5

[State 9051, 1]
type = veladd
trigger1 = AnimElem = 2,> 0
y = .45

[State 9051, 2]
type = EnvShake
trigger1 = Pos Y >= 0 && Vel Y > 0
time = 16
freq = 45

[State 9051, 2]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100



[State 9052, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 9052

[State 191, 1]
type = PlaySnd
triggerall = alive
trigger1 = AnimElem = 5
value = 4218,21 +(random%3)

[State 9052, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 9052, 1]
type = velset
trigger1 = AnimElem = 2
x = -4
y = -5

[State 9052, 1]
type = veladd
trigger1 = AnimElem = 2,> 0 && AnimElem = 4,< 0
y = .45

[State 191, 1]
type = PlaySnd
triggerall = !alive
trigger1 = AnimElem = 5,= 21
trigger2 = AnimElem = 5,= 42
trigger3 = AnimElem = 5,= 63
trigger4 = AnimElem = 5,= 84
trigger5 = AnimElem = 5,= 105
value = 0,45

[State 9052, 1]
type = velset
trigger1 = AnimElem = 4
x = 0
y = 0


[State 6070, 1]
type = velmul
trigger1 = Time = 4
trigger2 = Time = 21
trigger3 = Time = 48
trigger4 = Time = 87
x = -1

[State 6070, 1]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 1805]
type = S
movetype = A
physics = S
anim = 1805
velset = 0,0
sprpriority = 5




  ;---------------2002 um fondo------------------
[State 2200, Helper]
type =null;Helper
triggerall = !numhelper(140001)
trigger1 = time = 6
helpertype = normal
name = "HSDM"
ID = 140001
stateno = 140001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
;---------------2002 um fondo------------------

[State -2, Helper]
type =null; Helper
triggerall = !numhelper(40003)
trigger1 = time = 0
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type =null; Helper
triggerall = !numhelper(40004)
trigger1 = time = 0
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1



[State 1805,0]
type = PlaySnd
trigger1 = time = 0
value = 10,10

[State 1805, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1805, ’Í‚ñ‚¾‘ŠŽè‚ÌˆÊ’u‚P]
type = TargetBind
trigger1 = 1
pos = -3, -55

;[State 1805,1]                 ;ƒpƒ[Á”ï’·ŽžŠÔŽd—l‚ÌŽž‚É•K—v‚ÈƒXƒe[ƒg
;type = PowerAdd
;trigger1 = (time%18) = 0
;value = -50


[State 1805,2]
type = PlaySnd
trigger1 = (time%18) = 0
value = 20,7

[State 1805, 3]
type = TargetState
;trigger1 = power <= 0                 ;ƒpƒ[Á”ï’·ŽžŠÔŽd—l‚ÌŽž‚ÌƒgƒŠƒK[A‚±‚ê‚ð—LŒø‚É‚µ‚½‚ç‰º‚ÌƒgƒŠƒK[‚Í;‚ð‚Â‚¯‚Ä‚­‚¾‚³‚¢B
trigger1 = time = 144
value = 1811
ctrl = 0



[State 1805, ƒXƒe[ƒg•ÏX]
type = ChangeState
;trigger1 = power <= 0                 ;ƒpƒ[Á”ï’·ŽžŠÔŽd—l‚ÌŽž‚ÌƒgƒŠƒK[A‚±‚ê‚ð—LŒø‚É‚µ‚½‚ç‰º‚ÌƒgƒŠƒK[‚Í;‚ð‚Â‚¯‚Ä‚­‚¾‚³‚¢B
trigger1 = time = 144
value = 1806
ctrl = 0



;---------------------------------------------
;‚‘¬ƒsƒXƒgƒ“‚©‚çƒtƒBƒjƒbƒVƒ…

[Statedef 1806]
type = S
movetype = A
physics = S
velset = 0,0
sprpriority = 5



[State 1806, 0]
type = ChangeAnim
trigger1 = time = 0
value = 1806

[State 1806, 1]
type = PlaySnd
trigger1 = (time%12) = 0
trigger1 = time < 76
value = 20,7

[State 1806, Muteki]
type = NotHitBy
trigger1 = Time <= 76
value = SCA

[State 1806, 2]
type = PowerAdd
trigger1 = time = 76
value = -50

[State 1806, ’Í‚ñ‚¾‘ŠŽè‚ÌˆÊ’u‚P]
type = TargetBind
trigger1 = Time < 76
pos = -3, -55


[State 1806, 3]
type = ChangeAnim
trigger1 = time = 76
value = 1808

[State 1806,4]
type = PlaySnd
trigger1 = time = 76
value = 20,4

[State 1806, 5]
type = Explod
trigger1 = time = 76
id = 1807
ownpal = 0
sprpriority = 4
pos = -7, 46
postype = p1
bindtime = 4
anim = 1807

[State 1806, 6]
type = TargetState
trigger1 =time = 76
value = 1812

[State 1806, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = Time = 160
value = 0
ctrl = 1


;-------------------------------------
;‘ŠŽè‚Ì‚â‚ç‚êƒ‚[ƒVƒ‡ƒ“‚P
[Statedef 1810]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1810, 0]
type = SprPriority
trigger1 = time = 0
value = 3

[State 1925,‰æ–Ê‚ÌŒÅ’è]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1810, §Œä‚µ‚½‘ŠŽè‚ÌƒAƒjƒ•ÏX]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15910) = 0
value = 1810

[State 1810, §Œä‚µ‚½‘ŠŽè‚ÌƒAƒjƒ•ÏX]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15910) = 1
value = 15910

[State 1810, 1]
type = PlaySnd
trigger1 = (time%18) = 0
value = 4218,21
channel = 0

[State 1810,damage]
type = lifeadd
trigger1 = (time%18) = 0
trigger1 = life > 10
value = -10

[State 1810, Explod]
type = Explod
trigger1 = anim = 15910
trigger1 = animelem = 1,= 1
trigger1 = SelfAnimExist(15911) = 1
id = 15911
ownpal = 0
sprpriority = 6
pos = 0,0
scale = const(size.xscale),const(size.yscale)
postype = p1
bindtime = -1
removetime = 18
anim = 15911

;-------------------------------------
;‘ŠŽè‚Ì‚â‚ç‚êƒ‚[ƒVƒ‡ƒ“2

[Statedef 1811]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1811, 0]
type = SprPriority
trigger1 = time = 0
value = 3

[State 1811,‰æ–Ê‚ÌŒÅ’è]
type = Screenbound
trigger1 = 1
value = 0

[State 1811, §Œä‚µ‚½‘ŠŽè‚ÌƒAƒjƒ•ÏX]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15910) = 0
value = 1811


[State 1811, §Œä‚µ‚½‘ŠŽè‚ÌƒAƒjƒ•ÏX]
type = ChangeAnim
trigger1 = SelfAnimExist(15910) = 1
trigger1 = anim = 15910
trigger1 = animelem = 1,= 4
value = 15910
elem = 2


[State 1811, §Œä‚µ‚½‘ŠŽè‚ÌƒAƒjƒ•ÏX]
type = ChangeAnim
trigger1 = SelfAnimExist(15910) = 1
trigger1 = anim = 15910
trigger1 = animelem = 3,= 4
value = 15910
elem = 1



[State 1811, 1]
type = PlaySnd
trigger1 = time = 0
value = 4218,23
channel = 0

[State 1811,damage]
type = lifeadd
trigger1 = (time%12) = 0
trigger1 = life > 10
value = -10


[State 1811, Explod]
type = Explod
trigger1 = anim = 15910
trigger1 = animelem = 1,= 1
trigger1 = SelfAnimExist(15911) = 1
id = 15911
ownpal = 0
sprpriority = 6
pos = 0,0
scale = const(size.xscale),const(size.yscale)
postype = p1
bindtime = -1
removetime = 12
anim = 15912

;----------------------------------------
;‘ŠŽè‚Ì‚â‚ç‚êi‚«”ò‚Ñj

[Statedef 1812]
type    = A
movetype= H
physics = N
velset = -2.8,-7

[State 1812,‰æ–Ê‚ÌŒÅ’è]
type = Screenbound
trigger1 = 1
value = 0

[State 1812,anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1812

[State 1812, ‘¬“x‰ÁŽZ] ;d—Í
type = VelAdd
trigger1 = 1
y = .4

[State 1812, 0]
type = PlaySnd
trigger1 = time = 0
trigger1 = alive = 1
value = 11,0
channel = 0

[State 1812,damage]
type = lifeadd
trigger1 = time = 0
value = -10


[State 1812, ƒXƒe[ƒg•ÏX]
type = ChangeState
triggerall = Vel Y > 0        ;š‚V
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;common1.cnsŽQÆ

[State 1812, §Œä‰ðœ‚µ‚Ä‘ŠŽè‚ÌƒXƒe[ƒg‚É–ß‚·]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;common1.cnsŽQÆ

[State 1812, §Œä‰ðœ‚µ‚Ä‘ŠŽè‚ÌƒXƒe[ƒg‚É–ß‚·]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cnsŽQÆ

[State 1810, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 15911

;------------------------ ŠJŽn
[Statedef 30050]
type = A
movetype = I
physics = N
;anim = 10010
ctrl = 0
velset = 0, 0
sprpriority = 2

[State -3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 30050,0]
type = posset
trigger1 = time = 0
x =Enemy,fvar(1)

[State 210, 3]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 2000, Override]
type = HitOverride
trigger1 = 1
slot = 0
attr = SCA,SA,NA,HA
stateno = 30051
;time = -1

[State 3000, posadd]
type = posadd
trigger1 = time = 2
trigger2 = time = 4
x = 4

[State 3000, posadd]
type = posadd
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
x = -4

[State 210, 3]
type = ScreenBound
trigger1 = time > 0
value = 0

[State 3000, posadd]
type = posadd
trigger1 = time = 0
trigger2 = time = 6
x = 2

[State 1000, PlaySnd]
type = PlaySnd
triggerall = prevstateno != [30050,30052]
trigger1 = time = 2
value = 4218,23
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 100
trigger2 = time = 170
trigger3 = time = 320
trigger4 = time = 560
value = 2,4
channel = 0
;-------------------------------------------------------------
[State 3000, posadd]
type = posadd
trigger1 = time = 321
trigger2 = time = 323
trigger3 = time = 325
x = -2
[State 3000, posadd]
type = posadd
trigger1 = time = 322
trigger2 = time = 324
x = 2
[State 3000, posadd]
type = posadd
trigger1 = time = 320
x = 3
;-------------------------------------------------------------
[State 3000, posadd]
type = posadd
trigger1 = time = 562
trigger2 = time = 566
trigger3 = time = 570
x = -2
[State 3000, posadd]
type = posadd
trigger1 = time = 564
trigger2 = time = 568
trigger3 = time = 573
x = 2
[State 3000, posadd]
type = posadd
trigger1 = time = 560
x = -1
;-------------------------------------------------------------
[State 3000, posadd]
type = posadd
trigger1 = time = 171
trigger2 = time = 173
trigger3 = time = 175
x = -2
[State 3000, posadd]
type = posadd
trigger1 = time = 172
trigger2 = time = 174
x = 2
[State 3000, posadd]
type = posadd
trigger1 = time = 170
x = 1
;-------------------------------------------------------------
[State 3000, posadd]
type = posadd
trigger1 = time = 241
trigger2 = time = 243
trigger3 = time = 245
x = -2
[State 3000, posadd]
type = posadd
trigger1 = time = 242
trigger2 = time = 244
x = 2
[State 3000, posadd]
type = posadd
trigger1 = time = 240
x = 3
;-------------------------------------------------------------
[State 3000, posadd]
type = posadd
trigger1 = time = 853
trigger2 = time = 859
trigger3 = time = 864
x = -2
[State 3000, posadd]
type = posadd
trigger1 = time = 856
trigger2 = time = 861
x = 2
[State 3000, posadd]
type = posadd
trigger1 = time = 850
x = 3
;-------------------------------------------------------------
[State 3000, posadd]
type = posadd
trigger1 = time = 461
trigger2 = time = 463
x = -2
[State 3000, posadd]
type = posadd
trigger1 = time = 462
x = 2

;-------------------------------------------------------------
[State 3000, posadd]
type = posadd
trigger1 = time = 712
trigger2 = time = 716
trigger3 = time = 721
x = -2
[State 3000, posadd]
type = posadd
trigger1 = time = 714
trigger2 = time = 718
x = 2
[State 3000, posadd]
type = posadd
trigger1 = time = 710
x = 3
;-------------------------------------------------------------

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

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 70
trigger2 = time = 240
trigger3 = time = 850
trigger4 = time = 460
trigger5 = time = 710
value = 4218,21
channel = 0

[State 3000, posadd]
type = posadd
;triggerall = prevstateno != [30050,30052]
trigger1 = time = 56
trigger2 = time = 61
trigger3 = time = 78
trigger4 = time = 85
trigger5 = time = 101
trigger6 = time = 110
x = 9-7*(prevstateno = [30050,30052])
y = -1

[State 3000, posadd]
type = posadd
;triggerall = prevstateno != [30050,30052]
trigger1 = time = 50
trigger2 = time = 68
trigger3 = time = 73
trigger4 = time = 85
trigger5 = time = 94
trigger6 = time = 101
x = -9+7*(prevstateno = [30050,30052])
y = -1+2*(prevstateno = [30050,30052])

[State 200,VarSet(17)]
type = lifeadd
trigger1 = Time >= 0
trigger1 = GameTime % 4 = 0
value = -1

[State 3000, End]
type = Null; Changeanim2
trigger1 = time= 0
value = 10050
ctrl = 0

[State 3000, End]
type = selfState
trigger1 = time= 1000
value = 5100
ctrl = 1

;---------------------------------------------------------------------
;‘ŠŽè
;------------------------ ŠJŽn
[Statedef 30051]
type = A
movetype = I
physics = N
;anim = 10010
ctrl = 0
velset = 0, 0

[State -3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = anim = 10050
trigger1 = Selfanimexist(10051) = 0
trigger2 = anim = 10051
trigger2 = Selfanimexist(10050) = 0
value = 4218,ifelse(random< 333,23,ifelse(random> 777,21,22))
channel = 0

[State 210, 3]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 2000, Override]
type = HitOverride
trigger1 = 1
slot = 0
attr = SCA,SA,NA,HA
stateno = 30052
;time = -1

;[State 3000, posadd]
;type = posadd
;trigger1 = time = 0
;trigger2 = time = 2
;trigger3 = time = 4
;x = 1

;[State 3000, posadd]
;type = posadd
;trigger1 = time = 1
;trigger2 = time = 3
;trigger3 = time = 5
;x = -1

[State 210, 3]
type = ScreenBound
trigger1 = time > 0
value = 0


[State 1000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = anim = 10050
trigger1 = Selfanimexist(10051)
value = 4218,ifelse(random< 500,23,22)
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = anim = 10052
trigger2 = Selfanimexist(10050)
trigger2 = anim = 10051
value = 4218,ifelse(random< 500,21,20)
channel = 0

[State 200,VarSet(17)]
type = lifeadd
trigger1 = Time >= 0
trigger1 = GameTime % 4 = 0
value = -1

[State 3000, End]
type = Changeanim2
triggerall = !SelfAnimexist(10051)
trigger1 = time= 0
value = 10050
ctrl = 0

[State 3000, End]
type = Changeanim2
triggerall = SelfAnimexist(10051)
trigger1 = time= 0
value = 10051
ctrl = 0

[State 3000, End]
type = selfState
trigger1 = time = 55
value = 30050
ctrl = 0

;---------------------------------------------------------------------
;‘ŠŽè
;------------------------ ŠJŽn
[Statedef 30052]
type = A
movetype = I
physics = N
;anim = 10010
ctrl = 0
velset = 0, 0

[State -3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 210, 3]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 2000, Override]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,SA,NA,HA
stateno = 30051
;time = -1


[State 3000, NotHitBy]
type = posadd
trigger1 = time = 2
trigger2 = time = 4
x = 4

[State 3000, NotHitBy]
type = posadd
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
x = -4

[State 210, 3]
type = ScreenBound
trigger1 = time > 0
value = 0

[State 3000, NotHitBy]
type = posadd
trigger1 = time = 0
trigger2 = time = 6
x = 2

[State 1000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = anim = 10050
trigger1 = Selfanimexist(10051) = 0
trigger2 = anim = 10051
trigger2 = Selfanimexist(10050) = 0
value = 4218,ifelse(random< 333,23,ifelse(random> 777,21,22))
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = anim = 10050
trigger1 = Selfanimexist(10051)
value = 4218,ifelse(random< 500,23,22)
channel = 0


[State 1000, PlaySnd]
type = PlaySnd
triggerall = time = 20
trigger1 = anim = 10052
trigger2 = Selfanimexist(10050)
trigger2 = anim = 10051
value = 4218,ifelse(random< 777,21,20)
channel = 0

[State 200,VarSet(17)]
type = lifeadd
trigger1 = Time >= 0
trigger1 = GameTime % 4 = 0
value = -1

[State 3000, End]
type = Changeanim2
triggerall = !SelfAnimexist(10051)
trigger1 = time= 0
value = 10050
ctrl = 0

[State 3000, End]
type = Changeanim2
triggerall = SelfAnimexist(10051)
trigger1 = time= 0
value = 10051
ctrl = 0

[State 3000, End]
type = selfState
trigger1 = time= 55
value = 30050
ctrl = 0








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

[Statedef 89000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1099
sprpriority = 2

[State 300,NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 89106

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 89010

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
hitsound = S10,3
p1facing = 1
p2facing = 1
guard.dist = 0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;perverse Throw - Throwing the opponent

[Statedef 89010]
type    = S
movetype= A
physics = N
anim = 88900
poweradd = 0
sprpriority = 2









[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1300, 3
channel = 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = S30,2 ;800, 0

[State 810]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 0

[State 810]
type = PlaySnd
trigger1 = Time = 0
value = 106, 2 + random%2

[State 88810, Bind 11]
type = TargetBind
trigger1 = time > 0
pos = 0, 0

[State 88810]
type = ChangeState
trigger1 = AnimTime = 0
value = 89100
ctrl = 0

;----------------------------------------------------------------------
; ‚Ü‚ñ‚®‚è
[Statedef 89100]
type = S
movetype = A
physics = S
anim = 89000
velset = 0,0
SprPriority = 2

[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 2903, random%2



[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89106

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 8100,0

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 60
value = 89101

; ‚Ü‚ñ‚®‚è‚Q
[Statedef 89101]
type = S
movetype = A
physics = S
anim = 89001
velset = 0,0
SprPriority = 2

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89107

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 8150,4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 8150,3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
Channel = 0
value = 4248, 21 + random%3

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 2
ontop = 0
removetime = 3

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 89102

; ‚Ü‚ñ‚®‚è‚R
[Statedef 89102]
type = S
movetype = A
physics = S
anim = 89002
velset = 0,0
SprPriority = 2

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89108

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 8150,3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
Channel = 0
value = 4228, 21 + random%3

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 2
ontop = 0
removetime = 3

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 89103

; ‚Ü‚ñ‚®‚è‚S
[Statedef 89103]
type = S
movetype = A
physics = S
anim = 89003
velset = 0,0
SprPriority = 2

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89109

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 8150,3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
Channel = 0
value = 4248, 21 + random%3

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = -1
ontop = 0
removetime = 3

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 89104

; ‚Ü‚ñ‚®‚èEƒtƒBƒjƒbƒVƒ…
[Statedef 89104]
type = S
movetype = A
physics = S
anim = 89004
velset = 0,0
SprPriority = 2

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89110

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 5000,2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
;trigger4 = animelem = 11 || animelem = 13
;trigger4 = animelem = 39 || animelem = 41
Channel = 0
value = 4248,23

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
;trigger4 = animelem = 11 || animelem = 13
;trigger4 = animelem = 39 || animelem = 41
value = 3652,1
vol = 255

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 46
Channel = 0
value = 4218,23

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 47
value = 108,0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
time = 10
freq = 120
ampl = -6

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 43
anim = 12002
ID = 12002
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 2
ontop = 0
removetime = 200

[State 4614, Explod]
type = Explod
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
anim = 12003
ID = 12003
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 2
ontop = 0
removetime = 20

[State -2, ChangeState]
type = ChangeState
trigger1 = animelem = 48
value = 89105

; ‚Ü‚ñ‚®‚èEƒtƒBƒjƒbƒVƒ…‚Q
[Statedef 89105]
type = S
movetype = A
physics = S
anim = 89000
velset = 0,0
SprPriority = 2

;[State 89005,]
;type = Trans
;trigger1 = time <= 130
;trans = addalpha
;alpha = 256, 192

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89111

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 150
y = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 150
value = 89112

[State 810]
type = PlaySnd
trigger1 = time = 150
value = 107, 0 + random%2

[State -2, ChangeState]
type = ChangeState
trigger1 = time = 150
value = 0
ctrl = 1

; ‚Ü‚ñ‚®‚è(‘ŠŽè)----------------------------------------------------------------------------
[Statedef 89106]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12249

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 4218, 21 + random%3

; ‚Ü‚ñ‚®‚è‚Q(‘ŠŽè)
[Statedef 89107]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12250

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
;trigger1 = random%2 = 0
value = 4218, 21 + random%3

; ‚Ü‚ñ‚®‚è‚R(‘ŠŽè)
[Statedef 89108]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

;‘Ì—ÍŒ¸­
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -2
absolute = 1


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12251

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random%2 = 0
value = 4218, 21 + random%3

; ‚Ü‚ñ‚®‚è‚S(‘ŠŽè)
[Statedef 89109]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

;‘Ì—ÍŒ¸­
[State 6209, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;trigger1 = life > 10
value = -3
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12252

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 4218, 21 + random%3

; ‚Ü‚ñ‚®‚èEƒtƒBƒjƒbƒVƒ…(‘ŠŽè)
[Statedef 89110]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

;‘Ì—ÍŒ¸­
[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -2
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12253

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 11,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
value = 4218, 21 + random%3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 44
value = 4218, 23

; ‚Ü‚ñ‚®‚èEƒtƒBƒjƒbƒVƒ…‚Q(‘ŠŽè)
[Statedef 89111]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12249

;[State -2, PlaySnd]
;type = PlaySnd
;trigger1 = animelem = 2
;value = 4218, 23

; ‚Ü‚ñ‚®‚èEI—¹(‘ŠŽè)
[Statedef 89112]
type = A
movetype = H
physics = N
velset = 0,0

[State 757, 1]
type = SprPriority
trigger1 = 1
value = 2

[State 757, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 757, 3]
type = VelSet
trigger1 = AnimElem = 1
X = 3
Y = -1.5

[State 757, 4]
type = VelAdd
trigger1 = 1
Y = 0.3

[State 757, 9]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100


;------------------”Lär‚ß---------------------
; ”Lär‚ß


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

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

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


;Perrito peque?o violador  pkmn



[Statedef 6060]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7801
poweradd = -500


[State 6060]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,15

[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 2900,0

[State 6060]        ;?‘go??
type = Helper
trigger1 = Time = 5
ID = 6150
name = "dog"
sprpriority = 4
pos = 5, 0; ??ñ??Lf???
posttype = p1
facing = 1       ;??????????????
stateno = 6061  ;?????o???????w???p?[???}???X?e?[?g?????n????
helpertype = normal
keyctrl = 0

[State 6060, ?X?e?[?g???X]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 6061,]
type = A
movetype = A
physics = N
velset = 1,0
anim = 72005

[State xxx, snd]
type = PlaySnd
trigger1 = time = 20
value = 652,0

[State 6061]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6061] 
type = veladd 
trigger1 = 1 
x = .1



[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA ;,ST,HT

[State 6061]                    
type = HitOverRide
Trigger1 = 1
Time = -1
attr = SCA, NA, HA , SA , NP, SP, HP
slot = 0
forceair = 1
stateno = 6096


[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6064

[State 6061,]                     ;?q?b?g????????h??I
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6063

[State 6061,]                  ;?K?[?h??????????
type = ChangeState
trigger1 = MoveGuarded = 1
value = 6096

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, SP          ;?U??e???: ?}???? Standing, Normal Throw?i?˜??f???g??‹?j
hitflag = M-         ;e?????????????e????????‘fn????????????f????????o????????
priority = 1, miss    ;g??‹???????D??gx??f????A????miss??dodge??e???????????????????????
sparkno = -1          ;-1?????????q?b?g?X?p?[?N???\????????????????
sprpriority = 2       ;?U????g???????????ñ?e??\???D??gx??1???o??????
p2facing = 1  
guardflag = MA        ;?K?[?hñ?h\
fall = 0         ;1????????e??????_?E?g??e?


[Statedef 6063,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 72006
ctrl = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = prevstateno=6063
trigger1=time=0
value = 180,0




[State 6063]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6063, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;[State 6062]
;type = TargetBind
;trigger1 = Time = 0
;value = 0,0

[State 6063]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State 6063]
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 = 8150, 2

[State 6063]
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 = 8150, 3

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179 
value = 3652, 0

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1, 2

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6

[State 6063]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food          ;?}????fu??f????????}????f€?????‹???G??????fu?????????????B

[State 6063,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
trigger2= parent, stateno=195 ;command= "holdx"
value = 6064


[State 6063,]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
trigger2= parent, stateno=195
value = 6063


[State 6063,]
type = TargetState
trigger1 = AnimTime = 0
;trigger1 = parent,power < 3000
;trigger1 = Time = 800                  ;?uf€??ñ??h???X?v
;trigger2 = enemyNear, alive = 0
;trigger3 = Time = 800                  ;?uf€??ñ??h???X?Q?v
value = 6065


[State 6063,]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = parent,power < 3000
;trigger1 = Time = 800                  ;?uf€??ñ??h???X?v
;trigger2 = enemyNear,alive = 0
;trigger3 = Time = 800                  ;?uf€??ñ??h???X?Q?v                 
;trigger4 = P2stateno != 6064
value = 6096

[Statedef 6064]
type    = A
movetype= H
physics = N
velset = 0,0
;sprpriority = 2

[State 6064]               ;???p?A?j??19230??e÷??????????
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(19230) = 1
value = 6621

[State 6064]              ;???p?A?j???????‘????????????
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(19230) = 0
value = 4631

[State 6064,????????]                     ;h?????f?
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, h???2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, h???3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, h???3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
;[State 3522, h???3]
;type = PlaySnd
;trigger1 = AnimElem = 177
;value = 4218,22
;[State 3522, h???3]
;type = PlaySnd
;trigger1 = AnimElem = 181
;value = 4218,22
[State 3522, h???3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, h???3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21


[State 6064,?_???[?W]
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 6064, e???????]
type = LifeAdd
trigger1 = AnimElem = 175
value = -20

[State 6064, e???????]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -10

[State 6064, ?p???[????]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, ?p???[????]
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 6064, ?p???[????]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ?p???[????]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50




;ñ???---------------------------------inu-------------------------------------

[State 6064, inu?G]
type = explod
ID = 19250
trigger1 = AnimElem = 1
anim = 19250
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = 0
ownpal = 1
removetime = -2

[State 6064, ??g?????]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 19250

[State 6064, ?J?n]
type = explod
ID = 19251
trigger1 = AnimElem = 5
anim = 19251
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = 0
ownpal = 1
removetime = -1

[State 6064, ?J?n????]
type = RemoveExplod
trigger1 = AnimElem = 37
ID = 19251

[State 6064, 2fi??]
type = explod
ID = 19252
trigger1 = AnimElem = 37
anim = 19252
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = 0
ownpal = 1
removetime = -1

[State 6064, 2fi??????]
type = RemoveExplod
trigger1 = AnimElem = 97
ID = 19252

[State 6064, 3fi??]
type = explod
ID = 19253
trigger1 = AnimElem = 97
anim = 19253
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = 0
ownpal = 1
removetime = -1

[State 6064, 3fi??????]
type = RemoveExplod
trigger1 = AnimElem = 168
ID = 19253

[State 6064, ?s??eO]
type = explod
ID = 19254
trigger1 = AnimElem = 168
anim = 19254
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = -1
ownpal = 1
removetime = -1

[State 6064, ?s??eO????]
type = RemoveExplod
trigger1 = AnimElem = 175
ID = 19254

[State 6064, ?o??]
type = explod
ID = 19255
trigger1 = AnimElem = 175
anim = 19255
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = -1
ownpal = 1
removetime = -1

[State 6064, ?o??????]
type = RemoveExplod
trigger1 = AnimElem = 182
ID = 19255

;ñ???---------------------------------inu-------------------------------------



;---------------------------------------------------------------------------
; e???e???g??‹???????[?V?ö?g?Q
; CNS ???x??: fõ?ñ
;
; ?}???X?e?[?g??e?????????g??‹??????????fn????????????????g????????B
; fcfn????????cmd?t?@?C????? ??"recovery"???R?}?g?h??e?????g????????????A
;?uSelfState?v???X?e?[?g?R?g?g???[?ñ??e??????˜????ñ??????A?R?g?g???[?????????????‘?????B

[Statedef 6065]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40


[State 6065, eÊgxñ??Z] ;?d??
type = VelAdd
Trigger1 = 1
y = 10

[State 6065, h???3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4218,22

[State 6065, ?X?e?[?g???X]
type = ChangeState
triggerall = Vel Y > 0        ;???V
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cns?Q??

[State 6065, ?˜??ñ???????e??????X?e?[?g??????]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cns?Q??

[State 6065, ?˜??ñ???????e??????X?e?[?g??????]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;common1.cns?Q??

;???V?F?utriggerall?v
;?@?u????????f????????i???????v???????g???????g???K?[??f??`?????B
;?@??????trigger1???????Atriggerall????????eS??e??????‘?????A?L????????????? ?????????B
;?@???N?Atriggerall????????g??????‘?????A??fu????????trigger1????e??????????‘?????????‘?B
;
;---------------------------------------------------------------------------
;??ñ??w???p?[???????X?e?[?g
;
;

[Statedef 6096,]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
velset   = 7,0
anim     = 72005
sprpriority = 2

[State 6096, ??gG]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6096, ????]
type = DestroySelf
trigger1 =  ScreenPos X >= 360;
trigger2 = ScreenPos X <= -30


;[State 6061, ]
;type = NotHitBy
;trigger1 = Time >= 0
;value = SCA,NA,SA,HA,NT,ST,HT

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


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

;---------------------------------------------------------
;---------------------------------------------------------
; nalgear


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


; ƒXƒpƒ“ƒLƒ“ƒO
; CNS difficulty: easy
[Statedef 320]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 800                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = -2                  ;Set p1's sprite layering priority to 2 (in front)

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NA          ;Attributes: Standing, Normal Throw
hitflag = MA          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 221       ;On success, KFM changes to state 810
p2stateno = 222       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down

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

[State 200, 7]
type = ChangeState
trigger1 = Time = 1
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ƒXƒpƒ“ƒLƒ“ƒO(UŒ‚)
[Statedef 321]
type    = S
movetype= A
physics = N
anim = 920
poweradd = 500
sprpriority = -2

[State xxx, snd]
type = PlaySnd
trigger1 = time = 60
value = 2988,0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
value = 800, 9


[State 810, Žè‘O‚ÌŽè]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
anim = 221
id = 221
postype = p1
pos = 0, 0
scale = 0.5,0.5
sprpriority = 3


[State 810, Grab Sound]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
anim = F1
postype = p1
pos = 20, -25
scale = 1,1
sprpriority = -1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9, 0

[State 810, Bind 11]
type = TargetBind
trigger1 = time > 0
pos = 20, -20

[State 810, Throw 11]
type = TargetState
trigger1 = Time = 0
value = 222

[State 810, Throw 11]
type = TargetState
trigger1 = Time = 299
value = 821


[State 810, State End]
type = ChangeState
trigger1 = Time = 300
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
;ƒXƒpƒ“ƒLƒ“ƒO(‚â‚ç‚ê‘¤)
[Statedef 322]
type    = A
movetype= H
physics = N
velset = 0,0

[State 810, State End]
type = lifeadd
trigger1 = Time = 0
trigger2 = Time = 30
trigger3 = Time = 60
trigger4 = Time = 90
trigger5 = Time = 120
trigger6 = Time = 150
trigger7 = Time = 180
trigger8 = Time = 210
trigger9 = Time = 240
value = -10

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 50
trigger3 = time = 200
trigger4 = time = 250
trigger5 = time = 400
trigger6 = time = 450
trigger7 = time = 600
trigger8 = time = 650
value = 4218,ifelse((Random<333),21,ifelse((Random<666),22,23))
channel = 0

[State 1220, §Œä‚µ‚½‘ŠŽè‚ÌƒAƒjƒ]       ;ê—pƒAƒjƒ[ƒVƒ‡ƒ“—L‚è
type = ChangeAnim
triggerall = SelfAnimExist(19230) = 1
trigger1 = Time = 0
trigger2 = Time = 30
trigger3 = Time = 60
trigger4 = Time = 90
trigger5 = Time = 120
trigger6 = Time = 150
trigger7 = Time = 180
trigger8 = Time = 210
trigger9 = Time = 240
value = 19230

[State 1220, §Œä‚µ‚½‘ŠŽè‚ÌƒAƒjƒ]        ;ê—pƒAƒjƒ[ƒVƒ‡ƒ“–³‚µ
type = ChangeAnim2
trigger1 = SelfAnimExist(19230) = 0
Trigger1 = Time = 0
value = 222

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821];“Š‚°‚©‚çŠJ•ú‚³‚ê–ã‚¦‚Äƒ_ƒEƒ“
type    = S;A
movetype= H
physics = N
velset = 0,0
poweradd = 40

[State 821, 1]
type = PosSet
trigger1 = 1
y = 0

[State 1052, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(5950) = 1
trigger1 = Time = 0
value = 5950

[State 1052, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = SelfAnimExist(5950) = 0
value = 5100

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = AnimTime = 0
value = 5100 ;Hit ground


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










