[StateDef 289]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3
poweradd = -600
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "bunshin1"
ID = 2891
stateno = 2891
pos = 30,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = S654,2
volume = 220
channel = -1
freqmul = 1.0
loop = 0
pan = 0

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

[StateDef 2891]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 333
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 22
trigger2 = movetype = H
anim = 3333
ID = 3333
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 44
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 0, EnvShake]
type = EnvShake
trigger1 = time = 22
time = 30
freq = 60
ampl = -4
phase = 90

[State 210, 1]
type = HitDef
trigger1 = time = 22
attr = S, NA
damage = 99
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S363567570
sparkxy = -10, -76
hitsound = S245747473500,3
guardsound = S3463466, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 3
airguard.velocity = 3.9,.8
air.type = High
air.velocity = 3.4,3
air.hittime = 12
fall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 22
trigger2 = movetype = H
value = S12,3
volume = 999
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 25
trigger2 = movetype = H
;ignorehitpause =
;persistent =





[StateDef 3024]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 780
poweradd = -1500
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelemtime(3) = 2
helpertype = normal ;player
name = "following_crow"
ID = 3025
stateno = 3025
pos = 40,-25
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

[StateDef 3025]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 700
poweradd = 0
sprpriority = 2

[State 0, VelAdd]
type = Velset
trigger1 = p2bodydist x >= 1
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = Velset
trigger1 = p2statetype = A
trigger1 = p2bodydist x <= 20
x = 1
y = 0
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = p2bodydist x < 0
trigger1 = p2statetype != A
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2bodydist x = 0
trigger1 = p2statetype != A
value = 3026
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[StateDef 3026]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3333
poweradd = 0
sprpriority = 99999999999999999999999999

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 7
ID = 7
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 9999999999999999999999999999999999999999990
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 210, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 150
animtype = hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S363567570
sparkxy = -10, -76
hitsound = S245747473500,3
guardsound = S3463466, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = 3.9,.8
air.type = High
air.velocity = 3.4,3
air.hittime = 12
fall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time != 0
value = S12,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


[StateDef 2332]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3
poweradd = -500
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3
trigger1 = animtime = 0
value = 23
elem = 1
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 94
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 40
helpertype = normal ;player
name = "ball"
ID = 23322
stateno = 23322
pos = 50,-10
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.8;(float)
size.yscale = 0.8;(float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =



[StateDef 23322]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 783
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time != 0
x = 12
y = 0
;ignorehitpause =
;persistent =



[StateDef 480]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 480
poweradd = -100
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "1."
ID = 7372
stateno = 7372
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

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

[StateDef 7372]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7372
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 12
y = 0
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 110
;ignorehitpause =
;persistent =








