[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 = 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 = 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, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 173
value = -50

[State 6064, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[State 6064, 懱椡尭彮]
type = targetLifeAdd
trigger1 = AnimElem = 173
value = -30

[State 6064, 懱椡尭彮]
type = targetLifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, 懱椡尭彮]
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

;受 声音

[State 6064,傗傜傟惡]                     ;斶柭愝掕
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, 斶柭3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
;[State 3522, 斶柭3]
;type = PlaySnd
;trigger1 = AnimElem = 179
;value = 4218,22
;[State 3522, 斶柭3]
;type = PlaySnd
;trigger1 = AnimElem = 177
;value = 4218,22
;[State 3522, 斶柭3]
;type = PlaySnd
;trigger1 = AnimElem = 181
;value = 4218,22


[State 3522, 斶柭3]
type =null;Snd
trigger1 = AnimElem = 173
value = 3100,0

[State 3522, 斶柭3]
type =null; PlaySnd
trigger1 = AnimElem = 175
value = 4218,25

[State 3522, 斶柭3]
type =PlaySnd
trigger1 = AnimElem =180;
value =3100,0;4218,25

[State 3522, 斶柭3]
type = PlaySnd
trigger1 = AnimElem =182;
value =3100,1; 4218,24







;[State 3522, 斶柭3]
;type = PlaySnd
;trigger1 = AnimElem = 175
;value = 4218,23

;[State 3522, 斶柭3]
;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]               ;愱梡傾僯儊19230偑懚嵼偡傞偲偒
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15436) = 1
value = 15436

[State 6064]              ;愱梡傾僯儊偑柍偄偲偒偺曄傢傝
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(15436) = 0
value = 3631









[State 6064,僟儊乕僕]
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, 懱椡尭彮]
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, 懱椡尭彮]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

[State 6064, 僷儚乕尭彮]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, 僷儚乕尭彮]
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, 僷儚乕尭彮]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, 僷儚乕尭彮]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

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

[State 6065, 僗僥乕僩曄峏]
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, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 174
value = -50

[State 6064, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 176
value = -100

[State 6064, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -50

[State 6064, 懱椡尭彮]
type = targetLifeAdd
trigger1 = AnimElem = 174
value = -30

[State 6064, 懱椡尭彮]
type = targetLifeAdd
trigger1 = AnimElem = 176
value = -30

[State 6064, 懱椡尭彮]
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, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 174
value = -50

[State 6064, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 176
value = -100

[State 6064, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -50

[State 6064, 懱椡尭彮]
type = targetLifeAdd
trigger1 = AnimElem = 174
value = -30

[State 6064, 懱椡尭彮]
type = targetLifeAdd
trigger1 = AnimElem = 176
value = -30

[State 6064, 懱椡尭彮]
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, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 174
value = -50

[State 6064, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 176
value = -100

[State 6064, 僷儚乕尭彮]
type = targetPowerAdd
trigger1 = AnimElem = 178 || AnimElem = 180 || AnimElem = 182
value = -50

[State 6064, 懱椡尭彮]
type = targetLifeAdd
trigger1 = AnimElem = 174
value = -30

[State 6064, 懱椡尭彮]
type = targetLifeAdd
trigger1 = AnimElem = 176
value = -30

[State 6064, 懱椡尭彮]
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,傗傜傟惡]                     ;斶柭愝掕
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, 斶柭2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, 斶柭3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21

[State 3522, 斶柭3]
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]               ;愱梡傾僯儊19230偑懚嵼偡傞偲偒
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15436) = 1
value = 15436

[State 6064]              ;愱梡傾僯儊偑柍偄偲偒偺曄傢傝
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(15436) = 0
value = 3631









[State 6064,僟儊乕僕]
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, 懱椡尭彮]
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, 懱椡尭彮]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

[State 6064, 僷儚乕尭彮]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, 僷儚乕尭彮]
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, 僷儚乕尭彮]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, 僷儚乕尭彮]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

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

[State 6065, 僗僥乕僩曄峏]
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 = 3641

[State 6064,ＯＸ开始]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, ＯＸ2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ＯＸ3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, ＯＸ3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
[State 3522, ＯＸ3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, ＯＸ3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21


[State 6064,多次伤害]
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, 继续伤害]
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, 最后伤害]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

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

[State 6064, 多次减气]
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, 继续减气]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, 最后减气]
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, 憓擖壒]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150,2
volume = 255

[State 6080-3, 僸僢僩悢]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 6080-4, 懡彮偼僟儊乕僕]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -20

[State 6080-5, 僎乕僕憹壛]
type = PowerAdd
trigger1 = AnimElem = 2
value = 10

[State 6080-6, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time > 84
value =6072; ifelse((enemyNear,Alive),6066,6062)
;-------------------------

; 憡庤懁丒將鋜傔
[Statedef 6085]
type    = L
movetype= H
physics = N

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

[State 1525, 愱梡傾僯儊]
type = ChangeAnim
trigger1 = SelfAnimExist(19225)
trigger1 = time = 0
value = 19225

[State 1525, 愱梡傾僯儊]
type = ChangeAnim
trigger1 = SelfAnimExist(36525)
trigger1 = SelfAnimExist(19225) = 0
trigger1 = time = 0
value = 36525

[State 1525, 愱梡傾僯儊2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(18200) = 1
trigger1 = SelfAnimExist(36525) = 0
trigger1 = SelfAnimExist(19225) = 0
value = 4822

[State 1525, 斈梡傾僯儊]
type = ChangeAnim2
trigger1 = SelfAnimExist(18200) = 0
trigger1 = SelfAnimExist(36525) = 0
trigger1 = SelfAnimExist(19225) = 0
trigger1 = time = 0
value = 4832

[State 1525, Explod] ;庤慜偵昞帵偟偨偄夋憸
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] ;庤慜偵昞帵偟偨偄夋憸
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, 婲偒忋偑傝傊]
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]        ;將搊応
type = Helper
trigger1 = Time = 5
ID = 6150
name = "dog"
sprpriority = 4
pos = 5, 0; 仸壓婰拲堄
posttype = p1
facing = 1       ;岦偒偼偦偺傑傑
stateno = 6061  ;屇傃弌偝傟偨僿儖僷乕偼偙偺僗僥乕僩偐傜巒傑傞
helpertype = normal
keyctrl = 0

[State 6060, 僗僥乕僩曄峏]
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,]                     ;僸僢僩偡傞偲曔敍両
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6062

[State 6061,]                  ;僈乕僪偱徚偊傑偡
type = ChangeState
trigger1 = MoveGuarded = 1
value = 6066

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, SP          ;峌寕懏惈: 偙傟偼 Standing, Normal Throw乮棫偪捠忢搳偘乯
hitflag = M-         ;憡庤偑傗傜傟忬懺偱偼側偄抧忋偺帪偱偟偐捦傓帠偑弌棃傑偣傫
priority = 1, miss    ;搳偘側偺偱桪愭搙傪掅偔丄偐偮miss偐dodge偺懏惈偱側偗傟偽側傝傑偣傫
sparkno = -1          ;-1偵偡傟偽僸僢僩僗僷乕僋偑昞帵偟側偔側傝傑偡
sprpriority = 2       ;峌寕偑摉偨偭偨帪偵夋憸昞帵桪愭搙傪1偵弌棃傑偡
p2facing = 1
guardflag = MA        ;僈乕僪壜擻
fall = 0         ;1偵偡傟偽憡庤偑僟僂儞忬懺


[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          ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅

[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                  ;乽掲傔夞悢曄峏乿
;trigger2 = enemyNear, alive = 0
;trigger3 = Time = 800                  ;乽掲傔夞悢曄峏俀乿
value = 36065


[State 6062,]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = parent,power < 3000
;trigger1 = Time = 800                  ;乽掲傔夞悢曄峏乿
;trigger2 = enemyNear,alive = 0
;trigger3 = Time = 800                  ;乽掲傔夞悢曄峏俀乿
;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, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6066, 徚柵]
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]        ;將搊応
type = Helper
trigger1 = Time = 5
ID = 6160
name = "dog"
sprpriority = 4
pos = 5, 0; 仸壓婰拲堄
posttype = p1
facing = 1       ;岦偒偼偦偺傑傑
stateno = 6071  ;屇傃弌偝傟偨僿儖僷乕偼偙偺僗僥乕僩偐傜巒傑傞
helpertype = normal
keyctrl = 0

[State 6060, 僗僥乕僩曄峏]
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,]                     ;僸僢僩偡傞偲曔敍両
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 160189

[State 6061,]                  ;僈乕僪偱徚偊傑偡
type = ChangeState
trigger1 = MoveGuarded = 1
value = 6066

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, SP          ;峌寕懏惈: 偙傟偼 Standing, Normal Throw乮棫偪捠忢搳偘乯
hitflag = M-         ;憡庤偑傗傜傟忬懺偱偼側偄抧忋偺帪偱偟偐捦傓帠偑弌棃傑偣傫
priority = 1, miss    ;搳偘側偺偱桪愭搙傪掅偔丄偐偮miss偐dodge偺懏惈偱側偗傟偽側傝傑偣傫
sparkno = -1          ;-1偵偡傟偽僸僢僩僗僷乕僋偑昞帵偟側偔側傝傑偡
sprpriority = 2       ;峌寕偑摉偨偭偨帪偵夋憸昞帵桪愭搙傪1偵弌棃傑偡
p2facing = 1
guardflag = MA        ;僈乕僪壜擻
fall = 0         ;1偵偡傟偽憡庤偑僟僂儞忬懺

[Statedef 160189];媄杮曇丂仠僗僥乕僩
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];捦傒壒
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];崢
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

;悈偟傇偒僄僼僃僋僩-------------------------------------------
[State 2000,曄悢]
type = VarRandom
trigger1 = 1
v = 0
range = 0, 8

[State 2000,曄悢2]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 2

[State 2000,悈偟傇偒]
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
;-------------------------------------------悈偟傇偒僄僼僃僋僩end

[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

;---------------------憡庤偺傗傜傟僗僥乕僩
[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, 幉埵抲堏摦]
type = PosAdd
trigger1 = time <30
trigger1 = BackEdgeBodyDist > 15  ;帺暘偲屻曽偺夋柺抂偲偺嫍棧
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, 惡]
type = PlaySnd
trigger1 = Time = 0
value = 4218,23

[State 1699, 婲偒忋偑傝傊]
type = SelfState
trigger1 = time = 180
value = 0
ctrl = 1





[Statedef 160199];媄杮曇丂仠僗僥乕僩
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];捦傒壒
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];崢
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

;悈偟傇偒僄僼僃僋僩-------------------------------------------
[State 2000,曄悢]
type = VarRandom
trigger1 = 1
v = 0
range = 0, 8

[State 2000,曄悢2]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 2

[State 2000,悈偟傇偒]
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
;-------------------------------------------悈偟傇偒僄僼僃僋僩end

[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

;---------------------憡庤偺傗傜傟僗僥乕僩
[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, 幉埵抲堏摦]
type = PosAdd
trigger1 = time <30
trigger1 = BackEdgeBodyDist > 15  ;帺暘偲屻曽偺夋柺抂偲偺嫍棧
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

;--------------------------------;-----------------------------------------------------
; 憡庤懁丒愱梡傾僯儊
[Statedef 160300]
type    = L
movetype= H
physics = N
anim = 16008

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

[State 1699, 婲偒忋偑傝傊]
type = SelfState
trigger1 = time = 180
value = 0
ctrl = 1


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


[State 6065, 懍搙壛嶼] ;廳椡
type = VelAdd
Trigger1 = 1
x = -5
y = 0;10

[State 6065, 斶柭3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4218,22

[State 6065, 僗僥乕僩曄峏]
type = ChangeState
;triggerall = Vel Y > 0
;triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cns嶲徠

[State 6065, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡]
type = SelfState
;triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cns嶲徠

[State 6065, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡]
type = SelfState
trigger1 = time= 0;Vel Y > 0
;trigger1 = Pos Y >= 0
value = 5110

; Taunt Rape
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[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

[Statedef 9010]
type = S
movetype = A
physics = N
anim = 9010
velset = 0
ctrl = 0
juggle = 8
;poweradd = -2000

[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

[Statedef 9011]
type = S
movetype = A
physics = S
anim = 9011
velset = 0

[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

[Statedef 9050]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[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

[Statedef 9051]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 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

[Statedef 9052]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[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

[Statedef 9070]
type = A
movetype = I
physics = N
anim = 9070
velset = 2,-.75
ctrl = 0
sprpriority = 5

[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, 捦傫偩憡庤偺埵抲侾]
type = TargetBind
trigger1 = 1
pos = -3, -55

;[State 1805,1]                 ;僷儚乕徚旓挿帪娫巇條偺帪偵昁梫側僗僥乕僩
;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                 ;僷儚乕徚旓挿帪娫巇條偺帪偺僩儕僈乕丄偙傟傪桳岠偵偟偨傜壓偺僩儕僈乕偼;傪偮偗偰偔偩偝偄丅
trigger1 = time = 144
value = 1811
ctrl = 0



[State 1805, 僗僥乕僩曄峏]
type = ChangeState
;trigger1 = power <= 0                 ;僷儚乕徚旓挿帪娫巇條偺帪偺僩儕僈乕丄偙傟傪桳岠偵偟偨傜壓偺僩儕僈乕偼;傪偮偗偰偔偩偝偄丅
trigger1 = time = 144
value = 1806
ctrl = 0



;---------------------------------------------
;崅懍僺僗僩儞偐傜僼傿僯僢僔儏

[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, 捦傫偩憡庤偺埵抲侾]
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, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 160
value = 0
ctrl = 1


;-------------------------------------
;憡庤偺傗傜傟儌乕僔儑儞侾
[Statedef 1810]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 1925,夋柺偺屌掕]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1810, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15910) = 0
value = 1810

[State 1810, 惂屼偟偨憡庤偺傾僯儊曄峏]
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

;-------------------------------------
;憡庤偺傗傜傟儌乕僔儑儞2

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

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

[State 1811,夋柺偺屌掕]
type = Screenbound
trigger1 = 1
value = 0

[State 1811, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(15910) = 0
value = 1811


[State 1811, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim
trigger1 = SelfAnimExist(15910) = 1
trigger1 = anim = 15910
trigger1 = animelem = 1,= 4
value = 15910
elem = 2


[State 1811, 惂屼偟偨憡庤偺傾僯儊曄峏]
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

;----------------------------------------
;憡庤偺傗傜傟乮悂偒旘傃乯

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

[State 1812,夋柺偺屌掕]
type = Screenbound
trigger1 = 1
value = 0

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

[State 1812, 懍搙壛嶼] ;廳椡
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, 僗僥乕僩曄峏]
type = ChangeState
triggerall = Vel Y > 0        ;仛俈
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;common1.cns嶲徠

[State 1812, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;common1.cns嶲徠

[State 1812, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns嶲徠

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

;------------------------ 奐巒
[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

;---------------------------------------------------------------------
;憡庤
;------------------------ 奐巒
[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

;---------------------------------------------------------------------
;憡庤
;------------------------ 奐巒
[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
