;==============================================
; 7000 ¨s·¥·t¶Â¤KîK¤k
[Statedef 7000]
type = S
physics = N
movetype = I
ctrl = 0
poweradd = -3000
anim = 3600
velset = 0,0,0

[State 7000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 7000, 2];chime snd
type = playsnd
trigger1 = Time = 1
value = 2400,20

[State 7000, 3]
type = SuperPause
trigger1 = animelem = 5
time = 25
anim = -1

[State 7000, 4]
type = explod
trigger1 = time = 1
anim = 8200
pos = -15,-84
ownpal = 1
postype = p1
sprpriority = 16
supermove = 1
bindtime = 1

[State 7000, 5]
type = explod
trigger1 = time = 1
anim = 3038
pos = -15,-84
postype = p1
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 1

[State 7000, 6]
type = Envcolor
trigger1 = animelem = 4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 7000, 7]
type = changestate
trigger1 = animtime = 0
value = 7001


;---------Dash forward
[Statedef 7001]
type = S
physics = N
movetype = A
ctrl = 0
anim = 3301



[State 7001, 1]
type = Velset
trigger1 = time >= 6
trigger1 = time <= 17
x = 17

[State 7001, 2]
type = Velset
trigger1 = time >= 18
trigger1 = time <= 38
x = 10

[State 7001, 3]
type = Velset
trigger1 = time > 38
x = 4

[State 7001, 4]
type = AfterImage
trigger1 = AnimElem = 6
Time = 20

[State 7001, 5]
type = HitDef
trigger1 = time >= 0
trigger1 = var(59)=0
persistent = 0
priority = 0, Miss
attr = S, HA
snap = 10,0,0,0
hitflag = MA
Guardflag = MA
hitsound=S220,1
guardsound = S150,0
sparkno = 2
guard.sparkno =S8200
sparkxy = 30,-45
p2facing = 1
p1stateno = 7002
p2stateno = 7005
p2getp1state = 1
guard.velocity = -3
guard.pausetime = 0,8

[State 7001, 5]
type = HitDef
trigger1 = time >= 0
trigger1 = var(59)=1
persistent = 0
priority = 0, Miss
attr = S, HA
snap = 10,0,0,0
hitflag = MA
Guardflag = MA
hitsound=S220,1
guardsound = S150,0
sparkno = 2
guard.sparkno =S710
sparkxy = 30,-45
p2facing = 1
p1stateno = 7002
p2stateno = 7007
p2getp1state = 1
guard.velocity = -3
guard.pausetime = 0,8

[State 7001, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------Attack success
[Statedef 7002]
type = S
physics = N
movetype = I
ctrl = 0
anim = 7002
velset = 0,0,0

[State 7002, 1]
type = targetbind
trigger1 = Animelem = 1
pos = 6, 0
time = 10

[State 7002, 2]
type = playsnd
trigger1 = time = 0
value = 9,0

[State 7002,2.5]
type = playsnd
trigger1 = time = 35
value = 9,0

[State 7002,3]
type = playsnd
trigger1 = time = 40
trigger2 = time = 56
trigger3 = time = 80
trigger4 = time = 112
value = 7,4

[State 7002, 4]
type = targetbind
trigger1 = Animelem = 2
pos = 24, 0
time = 4

[State 7002, 5]
type = hitadd
trigger1 = animelem = 9;3
trigger2 = animelem = 15;9
trigger3 = animelem = 21;15
trigger4 = animelem = 30;24
trigger5 = animelem = 36;30
trigger6 = animelem = 42;36
trigger7 = animelem = 50;44
value = 1

[State 7002, 6]
type = Playsnd
trigger1 = Time=44
trigger2 = Time=53
trigger3 = Time=65
;trigger4 = Time=49
trigger4 = Time=95
trigger5 = Time=108
;trigger7 = Time=91
value = 0,17

[State 7002, 7]
type = Playsnd
trigger1 = Time=81
trigger2 = Time=123
value = 0,14

[State 7002, 8]
type = PlaySnd
trigger1 = animelem = 55;49
value = 13,1

[State 7002, 9]
type = Explod
trigger1 = animelem = 55;49
anim = 4033
pos = 18,-75
postype = p1
bindtime = 1
sprpriority = 2
ownpal = 1

[State 3110, 3]
type = explod
trigger1 = animelem = 21
trigger2 = animelem = 29
trigger3 = animelem = 42
;persistent = 0
anim = 4000
pos = 32,-50
ownpal = 1
postype = p1
sprpriority = 2
bindtime = 1

[State 3110 , 3]
type = Explod
trigger1 = animelem = 21
trigger2 = animelem = 29
trigger3 = animelem = 36
trigger4 = animelem = 42
trigger5 = animelem = 50
;persistent = 0
anim = 4060
pos = 34,-55
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1


[State 3110, 4]
type = explod
trigger1 = animelem = 36
trigger2 = animelem = 50
;persistent = 0
anim = 4050
pos = 32,-50
postype = p1
ownpal = 1
sprpriority = 2
bindtime = 1

[State 7002, 10]
type = Sprpriority
trigger1 = Animelem <=58;52
value = 2

[State 7002, 11]
type = Width
trigger1 = AnimElem = 55;49
edge = 0, 24

[State 7002, 12]
type = Sprpriority
Trigger1 = AnimElem >=59;53 
Value = -1

[State 7002, 13]
type = VelSet
trigger1 = Time >= 0
x = 0

[State 7002, 14]
type = Turn
trigger1 = AnimElem = 62;56
value = 1

[State 7002, 15]
type = PlaySnd
trigger1 = AnimElem = 64;58
value = 6,5

[State 7002 ,16]
type = PlaySnd
trigger1 = animelem = 66;60
value = 20,23

[State 7002, 17]
type = targetbind
trigger1 = Animelem = 72;66
pos = -20, 0
time = 200

[State 7002, 18]
type = playsnd
trigger1 = animelem = 70;64
value = 0,17

[State 7002, 19]
type = explod
trigger1 = animelem = 70;64
persistent = 0
anim = 4012
pos = 24,-70
ownpal = 1
postype = p1
sprpriority = 2
bindtime = 1

[State 7002 , 3]
type = Explod
trigger1 = animelem = 70
;persistent = 0
anim = 4060
pos = 28,-68
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002, 20]
type = playsnd
trigger1 = animelem = 75;69
trigger2 = animelem = 79;73
trigger3 = animelem = 83;77
trigger4 = animelem = 87;81
value = 0,17

[State 7002, 21]
type = playsnd
trigger1 = animelem = 92;86
value = 15,0

[State 7002, 22]
type = explod
trigger1 = animelem = 75;69
trigger2 = animelem = 83;77
trigger3 = animelem = 92;86
anim = 4000
pos = 4,-40
ownpal = 1
postype = p1
sprpriority = 2
bindtime = 1

[State 220 , 3]
type = Explod
trigger1 = animelem = 75
trigger2 = animelem = 83
trigger3 = animelem = 92
;persistent = 0
anim = 4033
pos = -20,-37
postype = p2
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002, 23]
type = explod
trigger1 = animelem = 79;73
trigger2 = animelem = 87;81
trigger3 = animelem = 92;86
anim = 4010
pos = -50,-30
ownpal = 1
postype = p1
sprpriority = 2
bindtime = 1

[State 220 , 3]
type = Explod
trigger1 = animelem = 79
trigger2 = animelem = 87
trigger3 = animelem = 92
;persistent = 0
anim = 4050
pos = -50,-30
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1

[State 7002, 24]
type = playsnd
trigger1 = animelem = 97;91
value = 20,25

[State 7002, 25]
type = changestate
trigger1 = animtime = 0
value = 7003

;---------------Attack success part 2
[Statedef 7003]
type = S
physics = N
movetype = I
ctrl = 0
anim = 7003

[State 7003, 1]
type = playsnd
trigger1 = animelem = 9
trigger2 = animelem = 17
trigger3 = animelem = 26
trigger4 = animelem = 34
value = 0,17;20,45

[State 7003, 2]
type = explod
trigger1 = animelem = 9
trigger2 = animelem = 17
trigger3 = animelem = 26
trigger4 = animelem = 34
trigger5 = time=125
anim = 6200;6110
scale = 1.5,1.5
pos = 0,0
ownpal = 1
postype = p1
sprpriority = 1
bindtime = 1

[State 7002, 9]
type = Explod
trigger1 = time=120
anim = 8060
pos = -20,-20
scale = 1,1
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1

[State 7003, 3]
type = playsnd
trigger1 = animelem =39
;trigger1 = time=55
value = 10,11

[State 7003, 4]
type = playsnd
trigger1 = time=125;80
value = 2500,5

[State 7003, 4]
type = playsnd
trigger1 = time=130;80
value = 2500,0

[State 7003 , 5]
type = Explod
triggerall = NumExplod(2200) < 6
triggerall = Random < 300
trigger1 = Time = [22,120];[80,122]
anim = 4000
ID = 2200
sprpriority = 5
postype = p2
pos = 0,-50
random = 50,50
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 7003 , 6]
type = Explod
triggerall = NumExplod(2200) < 6
triggerall = Random < 250
trigger1 = Time = [22,120];[80,122]
anim = 12364
ID = 2200
sprpriority = 5
postype = p2
ownpal = 1
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State 7003 , 7]
type = Explod
triggerall = NumExplod(2200) < 6
triggerall = Random < 200
trigger1 = Time = [22,120];[80,122]
anim = 4060
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State 7003 , 8]
type = Explod
triggerall = NumExplod(2200) < 6
triggerall = Random < 100
trigger1 = Time = [22,120];[80,122]
anim = 12364
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 50,50
bindtime = 1
ignorehitpause = 1

[State 7003, 9]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 7003, turn]
type = turn
trigger1 = animelem = 44;27

[State 4001 , 10]
type = envcolor
trigger1 = P2life <= 0
time = 12
value = 240,240,240
under = 1
ingorehitpause = 1

[State 7003, 10]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;================
[Statedef 7005]
type = S
physics = S
movetype = H
ctrl = 0

[State 7005, 1]
type = Changeanim2
trigger1 = time = 0
value = 7005

[State 7005, 2] ;Flash
type = EnvColor
trigger1 = Time = 36;41
trigger2 = Time = 47
trigger3 = Time = 53
trigger4 = Time = 69
trigger5 = Time = 87
trigger6 = Time = 99
trigger7 = Time = 109
trigger8 = Time = 123
value = 240,240,240
under = 1
time = 2

[State 7005, 3]
type = lifeadd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 14
trigger6 = animelem = 18
trigger7 = animelem = 22
trigger8 = animelem = 26
value = -10
kill = 0

[State 7005, 4]
type = gamemakeanim
trigger1 = animelem = 2;4
trigger2 = animelem = 5
value = 3
pos = 0,-75

[State 7005, 5]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State 7005, 6]
type = gamemakeanim
trigger1 = animelem = 7
trigger2 = animelem = 8
value = 3
pos = -5,-75

[State 7005, 7]
type = gamemakeanim
trigger1 = animelem = 9
trigger2 = animelem = 10
value = 7
pos = -10,-75

[State 7005, 8]
type = gamemakeanim
trigger1 = animelem = 13
trigger2 = animelem = 14
value = 7
pos = -10,-45

[State 7005, 9]
type = Sprpriority
Trigger1 = AnimElem = 34
value = 1

[State 7005, 10]
type = veladd
Trigger1 = AnimElem = 36
x = 5

[State 7005, 11]
type = Width
trigger1 = movecontact = 1
edge = 24, 0

[State 7005, 12]
type = veladd
trigger1 = animelem = 38
x = -5

[State 7005, 13]
type = turn
Trigger1 = AnimElem = 37
value = 1

[State 7005, 0]
type = SprPriority
trigger1 = AnimElem >= 40
value = -2

[State 7005, 3]
type = lifeadd
trigger1 = animelem = 41
trigger2 = animelem = 44
trigger3 = animelem = 46
trigger4 = animelem = 48
trigger5 = animelem = 50
value = -12
kill = 0

[State 7005, 3]
type = lifeadd
trigger1 = animelem = 52
value = -15
kill = 0

[State 7005, 14]
type = envshake
trigger1 = animelem = 55
trigger2 = animelem = 57
trigger3 = animelem = 59
trigger4 = animelem = 61
time = 10
ampl = -3

[State 7005, 15]
type = envshake
trigger1 = animelem = 63;59
time = 20
ampl = -5

[State 7005, 16]
type = lifeadd
trigger1 = animelem = 55
trigger2 = animelem = 57
trigger3 = animelem = 59
trigger4 = animelem = 61
value = -55
kill = 0

[State 7005, 17]
type = lifeadd
trigger1 = animelem = 63;59
value = -215

[State 7005, 18]
type = palfx
trigger1 = animelem = 55
trigger2 = animelem = 57
trigger3 = animelem = 59
trigger4 = animelem = 61
time = 20
mul = 128,128,255
sinadd = 255,128,0,16
add = 32,64,140

[State 7005, 18]
type = palfx
trigger1 = animelem = 63;59
time = 60
sinadd = 218,201,223,16
add = 160,136,168
mul = 80,48,80

[State 7005, 19]
type = velset
trigger1 = animelem = 63;59
y = -5

[State 7005, 20]
type = veladd
trigger1 = animelem = 63, > 0
x = 1.5;1.4
y = -1.5;0.6

[State 7005, 21]
type = velset
trigger1 = animelem = 63, >10
x = 2
y = -2.7

;[State 7005, 22]
;type = selfstate
;trigger1 = animtime = 0
;value = 5100
;fall = 1
;ctrl = 0

[State 7005, 23]
type = changestate
trigger1 = animtime = 0
value = 7006
ctrl = 0

;------------------------------------
[Statedef 7006]
type = A
movetype = H
physics = N
ctrl = 0
anim = 5030

[State 3603, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State 3603, 11]
type = turn
trigger1 = time = 0

[State 3603, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;[State 3603, 1]
;type = lifeadd
;trigger1 = animelem = 1
;value = -150

[State 3603, 0]
type = EnvShake
;trigger1 = time = 0
trigger1 = Anim = 3603
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20
ampl = 5

[State 3603, 0]
type = PosFreeze
trigger1 = HitShakeOver = 0

[State 3603, 0]
type = ForceFeedBack
trigger1 = HitShakeOver = 0
time = 1
waveform = square

[State 3603, 1]
type = EnvColor
trigger1 = time = 0
time = 2
value = 240,240,240
under = 1
ignorepausetime = 1

[State 3603, 1]
type = ChangeAnim2
trigger1 = HitShakeOver = 1
persistent = 0
value = 3603

[State 3603, 1]
type = HitVelSet
trigger1 = HitShakeOver = 1
persistent = 0
x = 1
y = 1

[State 3603, 1]
type = EnvColor
trigger1 = life <= 0
time = 10
value = 255,255,255
under = 1
ignorepausetime = 1

[State 3603, 1]
type = VelAdd
trigger1 = HitShakeOver = 1
y = 0.2
x = -0.1

[State 3603, 7]
type = SelfState
;triggerall = Anim = 3603
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;================
[Statedef 7007]
type = S
physics = S
movetype = H
ctrl = 0

[State 7007, 1]
type = Changeanim2
trigger1 = time = 0
value = 7005

[State 7007, 2] ;Flash
type = EnvColor
trigger1 = Time = 36;41
trigger2 = Time = 47
trigger3 = Time = 53
trigger4 = Time = 69
trigger5 = Time = 87
trigger6 = Time = 99
trigger7 = Time = 109
trigger8 = Time = 123
value = 240,240,240
under = 1
time = 2

[State 7007, 3]
type = lifeadd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 14
trigger6 = animelem = 18
trigger7 = animelem = 22
trigger8 = animelem = 26
value = -10
kill = 0

[State 7007, 4]
type = gamemakeanim
trigger1 = animelem = 2;4
trigger2 = animelem = 5
value = 3
pos = 0,-75

[State 7007, 5]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State 7007, 6]
type = gamemakeanim
trigger1 = animelem = 7
trigger2 = animelem = 8
value = 3
pos = -5,-75

[State 7007, 7]
type = gamemakeanim
trigger1 = animelem = 9
trigger2 = animelem = 10
value = 7
pos = -10,-75

[State 7007, 8]
type = gamemakeanim
trigger1 = animelem = 13
trigger2 = animelem = 14
value = 7
pos = -10,-45

[State 7007, 9]
type = Sprpriority
Trigger1 = AnimElem = 34
value = 1

[State 7007, 10]
type = veladd
Trigger1 = AnimElem = 36
x = 5

[State 7007, 11]
type = Width
trigger1 = movecontact = 1
edge = 24, 0

[State 7007, 12]
type = veladd
trigger1 = animelem = 38
x = -5

[State 7007, 13]
type = turn
Trigger1 = AnimElem = 37
value = 1

[State 7007, 0]
type = SprPriority
trigger1 = AnimElem >= 40
value = -2

[State 7007, 3]
type = lifeadd
trigger1 = animelem = 41
trigger2 = animelem = 44
trigger3 = animelem = 46
trigger4 = animelem = 48
trigger5 = animelem = 50
value = -12
kill = 0

[State 7007, 3]
type = lifeadd
trigger1 = animelem = 52
value = -15
kill = 0

[State 7007, 14]
type = envshake
trigger1 = animelem = 55
trigger2 = animelem = 57
trigger3 = animelem = 59
trigger4 = animelem = 61
time = 10
ampl = -3

[State 7007, 15]
type = envshake
trigger1 = animelem = 63;59
time = 20
ampl = -5

[State 7007, 16]
type = lifeadd
trigger1 = animelem = 55
trigger2 = animelem = 57
trigger3 = animelem = 59
trigger4 = animelem = 61
value = -55
kill = 0

[State 7007, 17]
type = lifeadd
trigger1 = animelem = 63;59
value = -215

[State 7007, 18]
type = palfx
trigger1 = animelem = 55
trigger2 = animelem = 57
trigger3 = animelem = 59
trigger4 = animelem = 61
time = 20
mul = 240,220,128
sinadd = 32,128,220,16
add = 190,180,84

[State 7007, 18]
type = palfx
trigger1 = animelem = 63;59
time = 60
sinadd = 218,201,223,16
add = 160,136,168
mul = 80,48,80

[State 7007, 19]
type = velset
trigger1 = animelem = 63;59
y = -5

[State 7007, 20]
type = veladd
trigger1 = animelem = 63, > 0
x = 1.5;1.4
y = -1.5;0.6

[State 7007, 21]
type = velset
trigger1 = animelem = 63, >10
x = 2
y = -2.7

;[State 7007, 22]
;type = selfstate
;trigger1 = animtime = 0
;value = 5100
;fall = 1
;ctrl = 0

[State 7007, 23]
type = changestate
trigger1 = animtime = 0
value = 7008
ctrl = 0

;------------------------------------
[Statedef 7008]
type = A
movetype = H
physics = N
ctrl = 0
anim = 5030

[State 7008, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State 7008, 11]
type = turn
trigger1 = time = 0

[State 7008, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;[State 3603, 1]
;type = lifeadd
;trigger1 = animelem = 1
;value = -150

[State 7008, 0]
type = EnvShake
;trigger1 = time = 0
trigger1 = Anim = 3603
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20
ampl = 5

[State 7008, 0]
type = PosFreeze
trigger1 = HitShakeOver = 0

[State 7008, 0]
type = ForceFeedBack
trigger1 = HitShakeOver = 0
time = 1
waveform = square

[State 7008, 1]
type = EnvColor
trigger1 = time = 0
time = 2
value = 240,240,240
under = 1
ignorepausetime = 1

[State 7008, 1]
type = ChangeAnim2
trigger1 = HitShakeOver = 1
persistent = 0
value = 3603

[State 7008, 1]
type = HitVelSet
trigger1 = HitShakeOver = 1
persistent = 0
x = 1
y = 1

[State 7008, 1]
type = EnvColor
trigger1 = life <= 0
time = 10
value = 255,255,255
under = 1
ignorepausetime = 1

[State 7008, 1]
type = VelAdd
trigger1 = HitShakeOver = 1
y = 0.2
x = -0.1

[State 7008, 7]
type = SelfState
;triggerall = Anim = 3603
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
