;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 偙偙偐傜偼挻昁嶦媄偺僗僥乕僩
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;僊僈僗僽儕乕僇乕(巒摦)
[Statedef 3000]
type    = S
movetype = A
physics = N
anim = 3000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1280
facep2 = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(1) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(38) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(22) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(56) = 0

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

[State 810, posadd]
type = posadd
trigger1 = time = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
x = -8*1.5*const(size.xscale)

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 52

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(30*const(size.xscale)),ceil(-170*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 165,floor(screenpos y)-ceil(170*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = 0, -80
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
time = 4
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State 4000, PalFX]
type = PalFX
trigger1 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State -2, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S1,2

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
;trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(54*1.5*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, HT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3010
;p2stateno = 3050
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3000

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
;trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(54*1.5*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, HT
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3010
;p2stateno = 3050
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3000

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 0
movetype = I 

[State 920]
type = afterimagetime
trigger1 = AnimelemTime(8) = 0
time = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僊僈僗僽儕乕僇乕(搳偘偨懁)1
[Statedef 3010]
type    = S
movetype= A
physics = N
anim = 3010
SprPriority = 2

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3050

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

[State -2, VarAdd]
type = VarAdd
trigger1 = time = 0
var(22) = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(22) = 1
trigger1 = time = 0
fvar(25) = fvar(0)

[State 1200, 9]
type = Width
trigger1 = 1
edge = 30,30

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3050
pos = ceil(120*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3050
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3050
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3050
pos = ceil(-15*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3050
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3050
pos = ceil(-45*const(size.xscale)), ceil(-140*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3050
pos = ceil(-23*const(size.xscale)), ceil(-170*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3050
pos = 0, ceil(-240*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3050
pos = ceil(15*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3050
pos = ceil(15*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11  && P2StateNo = 3050
pos = 0, ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3050
pos = ceil(-15*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3050
pos = ceil(-15*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3050
pos = ceil(15*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3050
pos = ceil(53*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3050
pos = ceil(38*const(size.xscale)), ceil(-240*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17  && P2StateNo = 3050
pos = 0, ceil(-270*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3050
pos = 0, ceil(-280*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 3050
pos = 0, ceil(-310*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(20) >= 0 && P2StateNo = 3050
pos = 0, ceil(-340*const(size.yscale))

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(8) = 0
x = ifelse(var(22)=1,1.5,-1.5)
y = -7.0-(var(22)=2)*3.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(15) >= 0
y = 0.8+(var(22)=2)*0.2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = var(22) = 1
trigger1 = animelem = 5
value = S3000,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = var(22) = 2
trigger1 = animelem = 5
value = S3000,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
value = S1,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S1,2

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElemTime(12) >= 0
value = 0

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
value = 2

[State 810, 2]
type = Explod
trigger1 = animelemtime(7) = 0
ID = 3011
anim = 3011
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(8) = 1
ID = 6250
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8,>=0
StateType = A
physics = N

[State 810, State End]
type = ChangeState
triggerall = animelemtime(8) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 3020

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僊僈僗僽儕乕僇乕(搳偘偨懁)2
[Statedef 3020]
type    = S
movetype= A
physics = N
anim = 3020
SprPriority = 3

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3060

[State 1200, 9]
type = Width
trigger1 = 1
edge = 30,30

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3060
pos = 0, ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3060
pos = 0, ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3060
pos = 0, ceil(-240*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3060
pos = 0, ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3060
pos = ceil(-23*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3060
pos = ceil(90*const(size.xscale)), ceil(-160*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3060
pos = ceil(105*const(size.xscale)), 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5100,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,8

[State -2, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = ceil(-180*fvar(25)*fvar(24)*fvar(31)*fvar(34)*(const(data.attack)*0.01))
kill = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = time = 0
fvar(35) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = time = 0
fvar(23) = -0.0625
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = time = 0
fvar(24) = -0.0625
ignorehitpause = 1

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 3021
anim = 3021
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = 8030
pos = 0,-85
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = null;Explod
trigger1 = time = 0
ID = 6500
anim = 6500
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6920
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6930
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElemTime(5) >= 0
value = 0

[State -2, Envshake]
type = Envshake
trigger1 = time = 0
time = 20
freq = 100
ampl = -8

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = ifelse(var(22)=1,3010,3030)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僊僈僗僽儕乕僇乕(搳偘偨懁)3
[Statedef 3030]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1050
SprPriority = 2

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1060

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 1070

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = 30,30

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1060
pos = ceil(120*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1060
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1060
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1060
pos = ceil(-15*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1060
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1060
pos = ceil(-45*const(size.xscale)), ceil(-140*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1060
pos = ceil(-23*const(size.xscale)), ceil(-170*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1060
pos = 0, ceil(-240*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1060
pos = ceil(15*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1060
pos = ceil(15*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11  && P2StateNo = 1060
pos = 0, ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1060
pos = ceil(-15*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 1060
pos = ceil(-15*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 1060
pos = ceil(15*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 1060
pos = ceil(53*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 1060
pos = ceil(15*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17  && P2StateNo = 1060
pos = ceil(-15*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 1060
pos = ceil(-15*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 1060
pos = ceil(-15*const(size.xscale)), ceil(-210*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 1060
pos = ceil(15*const(size.xscale)), ceil(-210*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 1060
pos = ceil(52*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 1060
pos = ceil(30*const(size.xscale)), ceil(-210*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23  && P2StateNo = 1060
pos = ceil(8*const(size.xscale)), ceil(-230*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 1060
pos = ceil(-23*const(size.xscale)), ceil(-240*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 1060
pos = ceil(-38*const(size.xscale)), ceil(-210*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 1060
pos = ceil(-45*const(size.xscale)), ceil(-170*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 1060
pos = ceil(-53*const(size.xscale)), ceil(-140*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 1060
pos = ceil(-30*const(size.xscale)), ceil(-120*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29  && P2StateNo = 1060
pos = ceil(-15*const(size.xscale)), ceil(-100*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(30) >= 0 && P2StateNo = 1060
pos = 0, ceil(-100*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1070
pos = ceil(123*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1070
pos = ceil(71*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1070
pos = ceil(5*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1070
pos = ceil(-38*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1070
pos = ceil(-23*const(size.xscale)), ceil(-10*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1070
pos = ceil(-60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1070
pos = ceil(-32*const(size.xscale)), ceil(-26*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1070
pos = 0, ceil(-100*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1070
pos = ceil(39*const(size.xscale)), ceil(-84*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1070
pos = ceil(-24*const(size.xscale)), ceil(-82*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11  && P2StateNo = 1070
pos = ceil(-26*const(size.yscale)), ceil(-82*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1070
pos = ceil(-62*const(size.xscale)), ceil(-66*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 1070
pos = ceil(-30*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 1070
pos = 0, ceil(-58*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 1070
pos = ceil(56*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 1070
pos = ceil(-15*const(size.xscale)), ceil(-82*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17  && P2StateNo = 1070
pos = ceil(15*const(size.xscale)), ceil(-62*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 1070
pos = ceil(-44*const(size.xscale)), ceil(-72*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 1070
pos = ceil(-42*const(size.xscale)), ceil(-72*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 1070
pos = ceil(62*const(size.xscale)), ceil(-38*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 1070
pos = ceil(62*const(size.xscale)), ceil(-78*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 1070
pos = ceil(33*const(size.xscale)), ceil(-42*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23  && P2StateNo = 1070
pos = ceil(9*const(size.xscale)), ceil(-52*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 1070
pos = ceil(-23*const(size.xscale)), ceil(-242*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 1070
pos = ceil(-12*const(size.xscale)), ceil(-218*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 1070
pos = ceil(-33*const(size.xscale)), ceil(-316*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 1070
pos = ceil(-75*const(size.xscale)), ceil(-268*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 1070
pos = ceil(-53*const(size.xscale)), ceil(20*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29  && P2StateNo = 1070
pos = ceil(-45*const(size.xscale)), ceil(28*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 1070
pos = 0, ceil(-20*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 1070
pos = 0, ceil(-20*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(32) >= 0 && P2StateNo = 1070
pos = 0, ceil(-60*const(size.yscale))

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(8) = 0
y = -10.4

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(29) = 0
x = -0.2

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(20) >= 0
trigger1 = animelemtime(29) < 0
y = .52

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(29) >= 0
y = 1.2

[State 350, 3]
type = posadd
trigger1 = animelemtime(23) = 0
trigger2 = animelemtime(24) = 0
trigger3 = animelemtime(25) = 0
trigger4 = animelemtime(26) = 0
trigger5 = animelemtime(27) = 0
trigger6 = animelemtime(28) = 0
trigger7 = animelemtime(29) = 0
x = -3*1.5*const(size.xscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S3000,2
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
trigger4 = animelem = 17
value = S1,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S1,2

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 31
value = 0

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
trigger3 = AnimElem = 26
value = 2

[State 810, 2]
type = Explod
trigger1 = animelemtime(7) = 0
ID = 1055
anim = 1055
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(8) = 1
ID = 6250
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8,>=0
StateType = A
physics = N

[State 810, State End]
type = ChangeState
triggerall = animelemtime(8) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 40
value = 3040

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僊僈僗僽儕乕僇乕(搳偘偨懁)4
[Statedef 3040]
type    = C
movetype= A
physics = N
anim = 3040
SprPriority = 2

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3070

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 3071

[State 1200, 9]
type = Width
trigger1 = 1
edge = 30,0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 1055

[State -2, PlaySnd]
type = PlaySnd
trigger1 = prevstateno = 3030
trigger1 = time = 0
value = S3000,3
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = prevstateno = 3150
trigger1 = time = 0
value = S3200,1
channel = 0

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0, 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5100,1

[State -2, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = prevstateno = 3030
trigger1 = time = 0
value = ceil(-250*fvar(25)*fvar(24)*fvar(27)*fvar(31)*fvar(34)*(const(data.attack)*0.01))

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = prevstateno = 3150
trigger1 = time = 0
value = ceil(-380*fvar(25)*fvar(24)*fvar(27)*fvar(31)*fvar(34)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = time = 0
fvar(35) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = time = 0
fvar(23) = -0.0625
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = time = 0
fvar(24) = -0.0625
ignorehitpause = 1

[State 810, Explod]
type = Explod
trigger1 = time = 0
ID = 6700
anim = 6700
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 2
stateno = 7500
id = 7500
pos = 0,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = null;Explod
trigger1 = time = 0
ID = 6500
anim = 6500
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 2
anim = 6900
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 2
anim = 6910
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Envshake]
type = Envshake
trigger1 = time = 2
time = 50
freq = 80
ampl = -10

[State -3]
type = AfterImageTime
trigger1 = animelemtime(2) = 0
time = 0

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(9) = 0
x = -2.5-(prevstateno = 3150)*1.0
y = -6.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(9) >= 0
y = .40

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 9,>=0
StateType = A
physics = N

[State 810, State End]
type = ChangeState
triggerall = animelemtime(9) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 55

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僊僈僗僽儕乕僇乕(搳偘傜傟偨懁)1
[Statedef 3050]
type    = S
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 3050

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
value = 3051

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 3052+(facing=-1)*100000

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

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

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8
StateType = A
physics = N

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僊僈僗僽儕乕僇乕(搳偘傜傟偨懁)2
[Statedef 3060]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 2

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 3060

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
value = 3061

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 3062+(facing=-1)*100000

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

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

[State 811, Changestate]
type = Changestate
trigger1 = p2stateno = 3010
value = 3050

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僊僈僗僽儕乕僇乕(搳偘傜傟偨懁)3
[Statedef 3070]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 3070

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 3072+(facing=-1)*100000

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

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

[State 811, Changestate]
type = changestate
trigger1 = animtime = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "ryu" || name = "ken" || name = "gouki" || name = "alex" || name = "Ibuki" || name = "Gill"
value = 1062

[State 1200, Velocity]
type = VelSet
trigger1 = animtime = 0
x = -3.0
y = -3.0

[State 811, Changestate]
type = selfstate
trigger1 = animtime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僊僈僗僽儕乕僇乕(搳偘傜傟偨懁)3rd愱梡anim3
[Statedef 3071]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 3071

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

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

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(5) = 0
x = -4.0
y = -4.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .60

[State 811, Changestate]
type = selfstate
trigger1 = animelemtime(5) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 5110
