;---------------------------------------------------------------------------
;KOp
;---------------------------------------------------------------------------

;KOp iv^Qwp[
[Statedef 15164]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 15164

[State , posset]
Type = posset
Trigger1 = 1
x = root,pos x
y = root,pos y
Ignorehitpause = 1

[State , g]
Type = ReversalDef
Trigger1 = ishelper(15164)
Reversal.Attr = SCA,AA,AT,AP 
Pausetime = 0, 2 
Sparkno = -1 
Hitsound = -1 
Numhits = 0
Ignorehitpause = 1

[State 5110, 10] ;For normal
type = ChangeAnim
trigger1 = Anim != 30000
trigger1 = NumTarget
value = 30000
ignorehitpause = 1

;KOp p
[State -2,TargetState]
type = TargetState
triggerall = NumTarget
triggerall = Target,Life <= 0
trigger1 = Target,StateNo = [5110,5111]
ignorehitpause = 1
value = 15160


;KO,EKO΍p
[State -2,TargetState]
type = TargetState
triggerall = NumTarget
triggerall = Target,Life <= 0
trigger1 = MatchOver
trigger1 = Target,anim = 54321
trigger1 = Target,Pos Y > -1
trigger1 = Target,time > 9
trigger1 = (!(Target,Stateno = [15159,15160]))
ignorehitpause = 1
value = 15159

[State -2,helper];2pʒumwp[
Type = Helper
Triggerall = Numhelper(15163) = 0
Trigger1 = Target,StateNo = 15160
Trigger2 = Target,StateNo = 15159
Pos = 0, 0
PosType = P2
ID = 15163
StateNo = 15163
ignorehitpause = 1

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,0
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
triggerall= ishelper(15164)
trigger1 = enemy,numpartner = 0
trigger1 = (enemy,Life > 0) && (!(root,movetype = A)) 
trigger2 = enemy,numpartner
trigger2 = (enemynear(0),Life > 0)||(enemynear(1),Life > 0)
trigger2 = (!(root,movetype = A)) 
ignorehitpause = 1

;---------------------------------------------------------------------------
;KO()
;---------------------------------------------------------------------------
; |[Y
[Statedef 100180]
type = S
ctrl = 0
sprpriority = -4
anim = 0
velset = 0,0

[State 4000, IȂ]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2  = NoMusic
flag3 = NoBarDisplay

[State 4000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 4000, G]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[state 3800]
type = Turn
triggerall = time = 0
triggerall = anim = 0
trigger1 = (Pos x) > (EnemyNear,Pos x)
trigger1 = Facing = 1
trigger2 = (Pos x) < (EnemyNear,Pos x)
trigger2 = Facing = -1

[State 4000, anim]
type = Changeanim
triggerall = anim = 0
trigger1 = time = 10
value = 181

[State 4000, Ó]]
type = ChangeState
trigger1 = time > 300
value = 100181

;---------------------------------
[Statedef 100181]
type = S
ctrl = 0
velset = 0,0
sprpriority = 1

[State 4010, IȂ]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag  = NoShadow
flag2 = NoBG
flag3 = NoFG
ignorehitpause = 1


[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag  = NoMusic
flag2 = NoBarDisplay
ignorehitpause = 1

[State -3,select]        
type = Explod 
trigger1 = NumExplod(6603) = 0
id = 6603
sprpriority = -1
pos = 0, 0
postype = left
facing = 1
scale = 4 , 4
bindtime = -1
anim = 6603
removetime = -1

[State -3,select]        
type = Explod
trigger1 = NumExplod(6617) = 0
id = 6617
sprpriority = 9
pos = 0, 0
postype = left
facing = 1
scale = 4 , 4
bindtime = -1
anim = 6603
removetime = -1

[State -3,select]        
type = Explod
triggerall = NumExplod(6615) = 0
trigger1 = Time = 0
id = 6615
sprpriority = 10
pos = 120, 100
postype = left
facing = 1
scale = 0.5 , 0.5
bindtime = -1
anim = 6615
removetime = 280

[State 1699, ʒu]
type = Posset
trigger1 =  time = 1
X = 0
Y = 0

[state 50000]
type = Turn
trigger1 = Facing = -1
ignorehitpause = 1

[State -3,select]        
type = Explod
trigger1 = Time = 3
id = 26516
sprpriority = 0
pos = 0, 0
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26516
removetime = -1

[State -3,select]        
type = Explod
trigger1 = Time = 3
id = 26517
sprpriority = 4
pos = 0, 0
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26517
removetime = -1

[State -3,select]        
type = Explod
trigger1 = Time = 3
sprpriority = 4
pos = 100, 0
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26517
removetime = -1

[State -3,select]        
type = Explod
trigger1 = Time = 3
sprpriority = 4
pos = 200, 0
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26517
removetime = -1


[State -3,select]        
type = Explod
trigger1 = Time = 3
sprpriority = 4
pos = -100, 0
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26517
removetime = -1

[State -3,select]        
type = Explod
trigger1 = Time = 3
sprpriority = 4
pos = -200, 0
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26517
removetime = -1


[State 51309,4] ;GJn
type = Explod
trigger1 = time=30
id = 26505
facing = -1
ownpal = 0
sprpriority = 6
pos = 30, 15
postype = p1
anim = 26505
removetime = -1

[State -3,select]        
type = Explod
trigger1 = Time = 30
id = 26515
sprpriority = 7
pos = 30, 15
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26515
removetime = -1

[State -3,select]        
type = Explod
trigger1 = Time = 30
sprpriority = 7
pos = 130, 15
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26518
removetime = -1


[State -3,select]        
type = Explod
trigger1 = Time = 30
sprpriority = 7
pos = 230, 15
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26518
removetime = -1

[State -3,select]        
type = Explod
trigger1 = Time = 30
sprpriority = 7
pos = -70, 15
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26518
removetime = -1


[State -3,select]        
type = Explod
trigger1 = Time = 30
sprpriority = 7
pos = -170, 15
postype = p1
facing = 1
scale = 1 , 1
bindtime = 1
anim = 26518
removetime = -1

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = time >= 101
Value = 1
MoveCamera = 0,0

[State 5150, 0]
type = Posset
trigger1 = time = 101
X = -80
Y = 0

[State 0, 4]
type = ChangeState
trigger1 =  time >= 280
value = 100182

;---------------------------------------------------------------------------
[Statedef 100182]
type = S
ctrl = 0
anim = 181
sprpriority = 5
velset = 0,0

[State AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag  = NoMusic
flag2 = NoBarDisplay
ignorehitpause = 1


[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
ignorehitpause = 1

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 0,0

[State 51309,7];1
type = PlaySnd
trigger1= time%50 = 0
value = s20,2

[State 182,02]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6617) != 0
ID = 6617

;ԃL[v
[State AssertSpecial]
type     = AssertSpecial
trigger1 = time = [0,880]
flag     = RoundNotOver
ignorehitpause = 1

[state 50000]
type = Turn
trigger1 = Facing = -1
ignorehitpause = 1

;---------------------------------------------------------------------------
;KOij1
[Statedef 15160]
type    = L
movetype= H
physics = N
velset = 0,0
Ctrl = 0

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 15161, 9] 
type = posset
trigger1 = 1
y = 0

[State 15160]
type = Changeanim
trigger1 = anim = 54321
value = 54322

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim != [54321,54322] 
triggerall = anim = [5171,5179]
trigger1 = SelfAnimExist(5110 + (anim % 10))
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = anim != [54321,54322] 
triggerall = Anim != [5111,5119]
trigger1 = !SelfAnimExist(5110 + (anim % 10))
value = 5110

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = Time = 0
value = 5150

;---------------------------------------------------------------------------
;KOij2
[Statedef 15161]
type    = S
movetype= H
physics = N
sprpriority = 0
velset = 0,0
Ctrl = 0

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 0,0

[State 15161, 9] 
type = posset
trigger1 = 1
y = 0

[State 191, 3];ߖ
type = PlaySnd
trigger1 = time = 60
value = 11,0
channel = 0

[State 191, 3];ߖ
type = PlaySnd
trigger1 = time = 60
value = 40100,22
channel = 0

[State 4000, ]
type = ChangeState
trigger1 = EnemyNear,stateno = 100181
trigger1 = time > 300
value = 1015161

;---------------------------------------------------------------------------
;KOij3
[Statedef 1015161]
type    = S
movetype= H
physics = N
sprpriority = 8
velset = 0,0
Ctrl = 0

[State 82140, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 82140, 1]
type = posset
trigger1 = time = 0
x = 0
y = 0

[State -3,select]        
type = Explod
trigger1 = Time = 0
sprpriority = 5
pos = 0, -60
postype = p1
facing = 1
scale = const(size.xscale),const(size.yscale)
bindtime = 1
anim = 52222
removetime = -1

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = time < 280
flag  = Invisible
ignorehitpause = 1

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = time < 280
flag  = NoShadow
ignorehitpause = 1

[state 50000]
type = Turn
trigger1 = time < 280
trigger1 = Facing = 1
ignorehitpause = 1

[State -2, re]
type = RemoveExplod
trigger1 = numexplod(36698)>=1
ID = 36698

[State 82140, 1]
type = posset
trigger1 = time = 1
x = 27
y = -2

[State 1699, Aj]
type = ChangeAnim2
trigger1 = time = 1
value = 1015161

[state 50000]
type = Turn
trigger1 = time > 250
trigger1 = Facing = -1
ignorehitpause = 1

[state 0, Go small]
type = AngleDraw
trigger1 = time > 250
time = -1
value = 0
scale = (ifelse(((const(size.xscale))=1),0.5,((1/(const(size.xscale)))/2))),(ifelse(((const(size.yscale))=1),0.5,((1/(const(size.yscale)))/2)))


[State 52222,3ꐺ]                     ;ߖݒ
type = PlaySnd
trigger1 = time >= 280
trigger1 = time%50=20
value = 4218,21+(random%3)
channel = 0

;--------------------------------------------------------------
;KO,EKO΍p()
[Statedef 15159]
type    = A
movetype= H
physics = N
anim = 54321
ctrl = 0
sprpriority = 2
;velset = -5.1, -6.2

[State 600, 4]
type = turn
trigger1 = time = 0
trigger1 = p2bodydist X < -10

[State 600, 4]
type = Gravity
trigger1 = 1

[State 30000, 3] 
type = Changeanim
trigger1 = Pos Y >= -1
trigger1 = time > 8
value = 54322


[State 30000, 3] 
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = time > 8
value = 15160

;---------------------------------------------------------------------------
[StateDef 15163];֊KOQWwp[
Type = A
MoveType = I
Physics = N
Anim = 20000
velset = 0,0

[State 15161]
Type = Posset
Trigger1 = 1
x = enemynear,pos X
Y = 0

[State 100060, QQOP]
type = Explod
trigger1 = root,StateNo = 100180
trigger1 = root,time = 5
anim = 100067
ID = 100067
facing = 1
bindtime = -1
removetime = 400
PosType = p1
sprpriority = 3
ownpal = 1
;ontop = 1
scale = 0.5 ,0.5
IgnoreHitPause = 0
persistent = 0 

[State 100060, QQOQ]
type = Explod
trigger1 = root,StateNo = 100180
trigger1 = root,time = 60
anim = 100068
ID = 100068
facing = 1
bindtime = -1
removetime = 400
PosType = p1
sprpriority = 3
ownpal = 1
;ontop = 1
scale = 0.5 ,0.5
;IgnoreHitPause = 0
;persistent = 0

[State -2, re]
type = RemoveExplod
trigger1 = root,StateNo != 100180
trigger1 = numexplod(100067)>=1
ID = 100067

[State -2, re]
type = RemoveExplod
trigger1 = root,StateNo != 100180
trigger1 = numexplod(100068)>=1
ID = 100068

[State 0, DestroySelf]
type = DestroySelf
triggerall= ishelper(15163)
trigger1 = enemy,numpartner = 0
trigger1 = enemy,Life > 0
trigger2 = enemy,numpartner
trigger2 = (enemynear(0),Life > 0)||(enemynear(1),Life > 0)
trigger3 = (root,StateNo = 181)||(root,StateNo = 182)
ignorehitpause = 1
