;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
; 偙偙偐傜偼捠忢峌寕媄偺僗僥乕僩
;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
; 棫偪庛僷儞僠
[Statedef 200]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
ctrl     = 0                     
velset = 0,0
anim     = ifelse(prevstateno=200,201,200) 
facep2 = 1                  
sprpriority = 2 

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 200 
trigger1 = anim = 200                 
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)       
attr = S, NA                     
damage = ceil(35*fvar(0)*fvar(23)*fvar(28)*fvar(31)),0                 
animtype = Light              
guardflag = M
hitflag = MAF                    
priority = 3, Hit
getpower = 30,20
givepower = 10,0          
pausetime = ifelse(animelemtime(3)<0,0,10),9
guard.pausetime = ifelse(animelemtime(3)<0,0,10),9
sparkno = -1                      
guard.sparkno = -1            
sparkxy = -15, ceil(-80*const(size.yscale))            
hitsound = S2,1
guardsound = S3,0
ground.type = High               
ground.slidetime = 7
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 9
guard.ctrltime = 7
ground.velocity = -10.0*1.5*const(size.xscale)
guard.velocity = -10.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 9
air.velocity = -3.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 200  

[State 200, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = anim = 200 && P2stateno = 150||P2stateno = 152                
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)  
anim = 8400
postype = p1
pos = 80,-80
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = anim = 200
trigger1 = AnimElemTime(4) = 0
value = anim
elem = 3
persistent = 1

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 200 
trigger1 = anim = 201                 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)       
attr = S, NA                     
damage = ceil(35*fvar(0)*fvar(23)*fvar(28)*fvar(31)),0                 
animtype = Light              
guardflag = M
hitflag = MAF                    
priority = 3, Hit
getpower = 30,20
givepower = 10,0          
pausetime = ifelse(animelemtime(4)<0,0,10),9
guard.pausetime = ifelse(animelemtime(4)<0,0,10),9
sparkno = -1                      
guard.sparkno = -1           
sparkxy = -15, ceil(-80*const(size.yscale))            
hitsound = S2,1
guardsound = S3,0
ground.type = High               
ground.slidetime = 7
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 9
guard.ctrltime = 7
ground.velocity = -10.0*1.5*const(size.xscale)
guard.velocity = -10.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 9
air.velocity = -3.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 200  

[State 201, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = anim = 201 && P2stateno = 150||P2stateno = 152                
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)  
anim = 8400
postype = p1
pos = 80,-80
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = anim = 201
trigger1 = AnimElemTime(6) = 0
value = anim
elem = 5
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<100,40+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -80

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = anim = 200
trigger1 = animelem = 2
trigger2 = anim = 201
trigger2 = animelem = 3
value = 1,0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = anim = 200
trigger1 = AnimelemTime(8) >= 1
trigger2 = anim = 201
trigger2 = AnimelemTime(9) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = anim = 200
trigger1 = AnimelemTime(5) >= 0
trigger2 = anim = 201
trigger2 = AnimelemTime(6) >= 0
movetype = I 

[State 200, 僗僥乕僩曄峏]
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
; 棫偪拞僷儞僠
[Statedef 210]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
ctrl     = 0                     
velset = 0,0
anim     = 210  
facep2   = 1                 
sprpriority = 2
;poweradd = 20

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 20

[State 210, 僸僢僩掕媊]
type = HitDef 
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                  
triggerall = var(23) != 210
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)       
attr = S, NA                     
damage = ceil(120*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0 
priority = 4,Hit               
animtype = Medium              
guardflag = M                   
hitflag = MAF                    
getpower = 40,50
givepower = 60,0               
pausetime = 13,13
guard.pausetime = 13,13
sparkno = -1                     
guard.sparkno = -1              
sparkxy = -15, ceil(-85*const(size.yscale))               
hitsound = S2,2
guardsound = S3,0
ground.type = High               
ground.slidetime = 11
ground.hittime  = Ifelse(p2statetype = C, 15, 14)
guard.hittime = 13
guard.slidetime = 11
guard.ctrltime = 13
ground.velocity = -10.0*1.5*const(size.xscale)   
guard.velocity = -10.0*1.5*const(size.xscale) 
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 14
air.velocity = -4.5*1.5*const(size.xscale),-6.5*2*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)   
id = 210     

[State 210, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                  
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)  
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 78,-80
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(7) = 0
value = anim
elem = 6
persistent = 1

[State 200, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(9) = 0
value = anim
elem = 8
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<100,40+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -85

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8270

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

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

[State -2, Velocity]
type = VelSet
trigger1 = AnimelemTime(2) = 1
x = 4.5*1.5*const(size.xscale)

[State -2, Velocity]
type = VelSet
trigger1 = AnimelemTime(5) = 0
x = 0

[State 210, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 1
value = 0,5
channel = 0

[State 210, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
value = 1,1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(11) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

[State 210, 僗僥乕僩曄峏]
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
; 棫偪嫮僷儞僠
[Statedef 220]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
ctrl     = 0                     
velset = 0,0
anim     = 220    
facep2   = 1               
sprpriority = 2
;poweradd = 30

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(8) = -1
value = 30

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                               
triggerall = var(23) != 220
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(13) < 0)                
attr = S, NA                     
damage = ceil(170*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 5,Hit                
animtype = hard
guardflag = H
hitflag = MAF                    
getpower = 40,70
givepower = 120,0               
pausetime = ifelse(animelemtime(9)<0,0,18),17
guard.pausetime = ifelse(animelemtime(9)<0,0,18),17              
sparkno = -1                     
guard.sparkno = -1            
sparkxy = -15, ceil(-72*const(size.yscale))           
hitsound = S2,2
guardsound = S3,0
ground.type = High               
ground.slidetime = 12
ground.hittime  = Ifelse(p2statetype = C, 20, 18)             
guard.hittime = 16
guard.slidetime = 12
guard.ctrltime = 16
ground.velocity = -11.5*1.5*const(size.xscale)  
guard.velocity = -11.5*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 18
air.velocity = -1.0*1.5*const(size.xscale),5.0*2*const(size.yscale)  
fall = 0
fall.xvelocity = -1.0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
yaccel = .50*2*const(size.yscale)    
id = 220    

[State 220, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(13) < 0)   
trigger1 = P2stateno = 150
anim = 8400
postype = p1
pos = 58,-75
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 72
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -82
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8310
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
fvar(39) = 0.55

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
x = 8*1.5*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(16) = 0
trigger2 = animelemtime(17) = 0
x = -8*1.5*const(size.xscale)

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
value = 0,0
channel = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
value = 1,2

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 8
value = 5100,0

[State -2, Envshake]
type = Envshake
trigger1 = AnimelemTime(7) = 0
time = 15
freq = 80
ampl = -4

[State 810, Explod]
type = Explod
trigger1 = animelemtime(9) = 0
anim = 6200
postype = p1
pos = ceil(20*1.5*const(size.xscale)),ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(9) = 0
anim = 6200
postype = p1
pos = ceil(32*1.5*const(size.xscale)),ceil(3*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(9) = 0
anim = 6200
postype = p1
pos = ceil(50*1.5*const(size.xscale)),ceil(5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(9) = 0
anim = 6200
postype = p1
pos = ceil(62*1.5*const(size.xscale)),ceil(-8*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 220]
type = StateTypeSet
trigger1 = AnimelemTime(13) >= 0
movetype = I 

[State 220, 僗僥乕僩曄峏]
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
; 棫偪庛僉僢僋
[Statedef 230]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
ctrl     = 0                     
velset = 0,0
anim     = 230   
facep2   = 1                
sprpriority = 2

[State 230, 僸僢僩掕媊]
type = HitDef   
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                  
triggerall = var(23) != 230
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
attr = S, NA                     
damage = ceil(50*fvar(0)*fvar(23)*fvar(28)*fvar(31)),0                
animtype = Light              
guardflag = M                   
hitflag = M                    
priority = 3, Hit
getpower = 30,20              
givepower = 10,0
pausetime = 10,10          
guard.pausetime = 10,10
sparkno = -1                      
guard.sparkno = -1          
sparkxy = -15, ceil(-43*const(size.yscale))               
hitsound = S2,4
guardsound = S3,0
ground.type = Low              
ground.slidetime = 8            
ground.hittime  = 9          
guard.hittime = 9
guard.slidetime = 8
guard.ctrltime = 9
ground.velocity = -9.5*1.5*const(size.xscale)
guard.velocity = -9.5*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 8
air.velocity = -3.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 230           

[State 230, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                  
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 80,-43
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)


[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<115,40+(abs(enemynear,Pos X-Pos X)/2),115))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -43

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State 230, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0,4
channel = 0

[State 230, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(8) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

[State 230, 僗僥乕僩曄峏]
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
; 棫偪拞僉僢僋
[Statedef 240]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
ctrl     = 0                     
velset = 0,0
anim     = 240    
facep2   = 1               
sprpriority = 2
;poweradd = 20

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 20

[State 240, 僸僢僩掕媊]
type = HitDef        
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                            
triggerall = var(23) != 240
trigger1 = anim = 240
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
attr = S, NA                     
damage = ceil(70*fvar(25)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 4,Hit                 
animtype = Medium              
guardflag = M         
hitflag = MAF                    
getpower = 40,30
givepower = 50,0               
pausetime = 0, 16           
guard.pausetime = 0, 16
sparkno = -1                      
guard.sparkno = -1          
sparkxy = -15, ceil(-95*const(size.yscale))              
hitsound = S2,5
guardsound = S3,0
ground.type = high           
ground.slidetime = 13
ground.hittime  = Ifelse(p2statetype = C, 19, 17)
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
ground.velocity = -9.0*1.5*const(size.xscale) 
guard.velocity = -9.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 17
air.velocity = -4.5*1.5*const(size.xscale),-6.5*2*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)      
id = 240  

[State 240, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                            
trigger1 = anim = 240 && P2stateno = 150||P2stateno = 152
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
anim = 8400
postype = p1
pos = 70,-105
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(7) = 0
value = anim
elem = 6
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<130,40+(abs(enemynear,Pos X-Pos X)/2),130))

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(5) < 0
var(43) = -95

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(44) = 8250

[State 240, 僸僢僩掕媊]
type = HitDef        
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                            
triggerall = var(23) != 241
trigger1 = anim = 240
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(10) < 0)
attr = S, NA                     
damage = ceil(50*fvar(25)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 4,Hit                 
animtype = hard             
guardflag = H         
hitflag = MAF                    
getpower = 30,20
givepower = 10,0               
pausetime = 0, 16           
guard.pausetime = 0, 16
sparkno = -1                      
guard.sparkno = -1            
sparkxy = -15, ceil(-66*const(size.yscale))               
hitsound = S2,5
guardsound = S3,0
ground.type = Low            
ground.slidetime = 13
ground.hittime  = Ifelse(p2statetype = C, 19, 17)
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
ground.velocity = -9.0*1.5*const(size.xscale)
guard.velocity = -9.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 17
air.velocity = -4.5*1.5*const(size.xscale),-6.5*2*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)      
id = 241

[State 241, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                            
trigger1 = anim = 240 && P2stateno = 150||P2stateno = 152
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(10) < 0)
anim = 8400
postype = p1
pos = 60,-65
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = anim = 240
trigger1 = AnimElemTime(10) = 0
trigger2 = anim = 241
trigger2 = AnimElemTime(2) = 0
value = 241
elem = 1
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<110,40+(abs(enemynear,Pos X-Pos X)/2),110))

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(43) = -66

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(44) = 8310

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 410
fvar(39) = 0.55

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

[State 240, posadd]
type = posadd
triggerall = anim = 240
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(8) = 0
trigger5 = animelemtime(10) = 0
x = 8*1.5*const(size.xscale)

[State 240, posadd]
type = posadd
triggerall = anim = 241
trigger1 = animelemtime(2) = 0
x = 8*1.5*const(size.xscale)

[State 240, posadd]
type = posadd
triggerall = anim = 240
trigger1 = animelemtime(13) = 0
trigger2 = animelemtime(14) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(16) = 0
trigger5 = animelemtime(17) = 0
x = -8*1.5*const(size.xscale)

[State 240, posadd]
type = posadd
triggerall = anim = 241
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(7) = 0
trigger4 = animelemtime(8) = 0
trigger5 = animelemtime(9) = 0
x = -8*1.5*const(size.xscale)

[State 240, 壒傪柭傜偡]
type = PlaySnd
trigger1 = anim = 240
trigger1 = animelem = 5
value = 0,0
channel = 0

[State 240, 壒傪柭傜偡]
type = PlaySnd
trigger1 = anim = 240
trigger1 = animelem = 8
value = 1,1

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = anim = 240
trigger1 = animelem = 11
trigger2 = anim = 241
trigger2 = animelem = 4
value = 5100,0

[State -2, Envshake]
type = Envshake
trigger1 = anim = 240
trigger1 = AnimelemTime(11) = 0
trigger2 = anim = 241
trigger2 = animelemtime(3) = 0
time = 15
freq = 80
ampl = -4

[State 810, Explod]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(12) = 0
trigger2 = anim = 241
trigger2 = animelemtime(4) = 0
anim = 6200
postype = p1
pos = ceil(44*1.5*const(size.xscale)),ceil(3*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(12) = 0
trigger2 = anim = 241
trigger2 = animelemtime(4) = 0
anim = 6200
postype = p1
pos = ceil(32*1.5*const(size.xscale)),ceil(8*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(12) = 0
trigger2 = anim = 241
trigger2 = animelemtime(4) = 0
anim = 6200
postype = p1
pos = ceil(14*1.5*const(size.xscale)),ceil(7*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(12) = 0
trigger2 = anim = 241
trigger2 = animelemtime(4) = 0
anim = 6200
postype = p1
pos = ceil(0*const(size.xscale)),ceil(5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(15) = 0
trigger2 = anim = 241
trigger2 = animelemtime(7) = 0
anim = 6200
postype = p1
pos = ceil(12*1.5*const(size.xscale)),ceil(5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(15) = 2
trigger2 = anim = 241
trigger2 = animelemtime(7) = 2
anim = 6200
postype = p1
pos = ceil(30*1.5*const(size.xscale)),ceil(5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(16) = 1
trigger2 = anim = 241
trigger2 = animelemtime(8) = 1
anim = 6200
postype = p1
pos = ceil(7*1.5*const(size.xscale)),ceil(5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(17) = 0
trigger2 = anim = 241
trigger2 = animelemtime(9) = 0
anim = 6200
postype = p1
pos = ceil(0*const(size.xscale)),ceil(5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = anim = 240
trigger1 = AnimelemTime(17) >= 1
trigger2 = anim = 241
trigger2 = AnimelemTime(9) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = anim = 240
trigger1 = AnimelemTime(10) >= 0
trigger2 = anim = 241
movetype = I 

[State 240, 僗僥乕僩曄峏]
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
; 棫偪嫮僉僢僋
[Statedef 250]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset = 0,0
ctrl     = 0                     
anim     = 250        
facep2   = 1           
sprpriority = 2
;poweradd = 30

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(16) = ifelse(command="holdfwd",1,ifelse(command="holdback",2,0))
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 30

[State 250, 僸僢僩掕媊]
type = HitDef   
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                                
triggerall = var(23) != 250
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(11) < 0)                
attr = A, NA                     
damage = ceil(150*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0  
priority = 5,Hit                
animtype = hard              
guardflag = H
hitflag = MAF
getpower = 40,70
givepower = 120,0               
pausetime = ifelse(animelemtime(8)<0,0,15),14                 
guard.pausetime = ifelse(animelemtime(8)<0,0,15),14                
sparkno = -1                      
guard.sparkno = -1            
sparkxy = -15, ceil(-80*const(size.yscale))             
hitsound = S2,5
guardsound = S3,0
ground.type = High               
ground.slidetime = 17
ground.hittime  = Ifelse(p2statetype = C, 35, 33)             
guard.hittime = 17
guard.slidetime = 17
guard.ctrltime = 17
ground.velocity = -25.0*1.5*const(size.xscale)
guard.velocity = -25.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 33
air.velocity = -5.0*1.5*const(size.xscale),-8.5*2*const(size.yscale)
fall = 0
fall.recover = 1
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 0
air.recover = 1
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)    
id = 250    

[State 250, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(11) < 0)   
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8400
postype = p1
pos = 75,-75
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(9) = 0
value = anim
elem = 8
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<100,40+(abs(enemynear,Pos X-Pos X)/2),100))
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -80

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
fvar(39) = 0.55

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 220
trigger2 = prevstateno = 900
fvar(39) = 0.35

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

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 0,2
channel = 0

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
value = 1,2

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(2) = 0
x = ifelse(var(16)=1,1.5,ifelse(var(16)=2,-1.5,0.5))*1.5*const(size.xscale)
y = -6.5*2*const(size.yscale)

[State 1200, Gravity]
type = VelAdd
trigger1 = !var(13)
trigger1 = animelemtime(2) >= 0
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A
physics = N

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(11) >= 0
movetype = I 

[State 250, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = !var(13)
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 45
value = 251

;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
; 棫偪嫮僉僢僋(拝抧)
[Statedef 251]
type    = C
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 251

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 5100,0

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6900
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6910
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State -2, Envshake]
type = Envshake
trigger1 = time = 0
time = 15
freq = 80
ampl = -4

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 9
StateType = S

[State 400, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(8) >= 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(10) >= 0
trigger2 = 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
; 偟傖偑傒庛僷儞僠
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(prevstateno=400,401,400)
facep2 = 1
sprpriority = 2

[State 400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = anim = 400
trigger1 = animelem = 2
trigger2 = anim = 401
trigger2 = animelem = 3
value = 1,0

[State 400, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))               
triggerall = var(23) != 400
trigger1 = anim = 400
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)       
trigger2 = anim = 401
trigger2 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)       
attr = C, NA
damage = ceil(30*fvar(0)*fvar(23)*fvar(28)*fvar(31)),0
priority  = 3,Hit
getpower = 30,20   
givepower = 10,0            
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 9,9
guard.pausetime = 9,9
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-44*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 7
guard.ctrltime = 9
ground.velocity = -10.0*1.5*const(size.xscale)
guard.velocity = -10.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 9
air.velocity = -3.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)   
id = 400

[State 400, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))               
trigger1 = anim = 400
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)   
trigger1 = P2stateno = 150||P2stateno = 152    
trigger2 = anim = 401
trigger2 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0) 
trigger2 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 80,-45
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<100,40+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -44

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State 400, Ctrlset]
type = Ctrlset
trigger1 = Anim = 400
trigger1 = AnimelemTime(8) >= 1
trigger2 = Anim = 401
trigger2 = AnimelemTime(9) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = Anim = 400
trigger1 = AnimelemTime(5) >= 0
trigger2 = Anim = 401
trigger2 = AnimelemTime(6) >= 0
movetype = I 

[State 400, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒拞僷儞僠
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 410
facep2 = 1
;poweradd = 20
sprpriority = 2

[State 410, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(2) = -1
value = 20

[State 410, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 410
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(6) < 0) 
attr = C, NA
damage = ceil(90*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 4,Hit
getpower = 40,50
givepower = 60,0               
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = ifelse(animelemtime(3)<0,0,15),14
guard.pausetime = ifelse(animelemtime(3)<0,0,15),14
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-44*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
ground.velocity = -11.0*1.5*const(size.xscale)
guard.velocity = -11.0*1.5*const(size.xscale)   
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 13
air.velocity = -4.5*1.5*const(size.xscale),-6.5*2*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)    
id = 410    

[State 410, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(6) < 0) 
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 80,-45
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(4) = 0
value = anim
elem = 3
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(50+(abs(enemynear,Pos X-Pos X)/2)<130,50+(abs(enemynear,Pos X-Pos X)/2),130))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -44

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8260

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

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

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(9) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(6) >= 0
movetype = I 

[State 410, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒嫮僷儞僠
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 420
facep2 = 1
;poweradd = 30
sprpriority = 2

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 3
channel = 0

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
value = 1, 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 30

[State 420, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 420
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 3) 
attr = A, NA
damage = ceil(110*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 5,Hit
getpower = 40,70
givepower = 120,0               
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 13,15
guard.pausetime = 13,15
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-90*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = high
ground.slidetime = 14
ground.hittime  = Ifelse(p2statetype = C, 19, 17)   
guard.hittime = 15
guard.slidetime = 14
guard.ctrltime = 15         
ground.velocity = -4.0*1.5*const(size.xscale),-10.5*2*const(size.yscale)
guard.velocity = -18.0*1.5*const(size.xscale) 
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low  
air.hittime = 17      
air.velocity = -4.0*1.5*const(size.xscale),-10.5*2*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*2*const(size.yscale)     
id = 420   

[State 420, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 3) 
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8400
postype = p1
pos = 40,-70
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
x = 8*1.5*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 24*1.5*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 30

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -90

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
fvar(39) = 0.55

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

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(5) = 0
x = 2.2*1.5*const(size.xscale)
y = -7.5*2*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .60*2*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A
physics = N

[State 810, Explod]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 6250
postype = p1
pos = ceil(-90*1.5*const(size.xscale)),ceil(0*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 6250
postype = p1
pos = ceil(-70*1.5*const(size.xscale)),ceil(0*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(6) = 1
anim = 6250
postype = p1
pos = ceil(-85*1.5*const(size.xscale)),ceil(0*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(6) = 1
anim = 6250
postype = p1
pos = ceil(-65*1.5*const(size.xscale)),ceil(0*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I 

[State 420, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = animelemtime(5) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 20
value = 421

;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
; 偟傖偑傒嫮僷儞僠(拝抧)
[Statedef 421]
type    = C
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 421

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 5100,0

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6900
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6910
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State -2, Envshake]
type = Envshake
trigger1 = time = 0
time = 15
freq = 80
ampl = -4

[State 400, Ctrlset]
type = CtrlSet
trigger1 = AnimElemTime(11) >= 0
value = 1 

[State 410, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = command="holddown"
trigger1 = AnimElemTime(11) >= 0
value = 11
ctrl = 1

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 11
StateType = S

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(12) >= 0
trigger2 = 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
; 偟傖偑傒庛僉僢僋
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 430
facep2 = 1
sprpriority = 2

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4
channel = 0

[State 400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,0

[State 400, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 430
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)
attr = C, NA
damage = ceil(40*fvar(0)*fvar(23)*fvar(28)*fvar(31)),0
priority = 3,Hit
getpower = 30,20             
givepower = 10,0
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 9,11
guard.pausetime = 9,11
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-18*const(size.yscale))
hitsound = S2,4
guardsound = S3,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 9
guard.ctrltime = 9
ground.velocity = -10.0*1.5*const(size.xscale)
air.hittime = 9
air.velocity = -2.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
guard.velocity = -10.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)    
id = 430

[State 430, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)
trigger1 = P2stateno = 152
anim = 8400
postype = p1
pos = 80,-20
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<115,40+(abs(enemynear,Pos X-Pos X)/2),115))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -18

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(8) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

[State 400, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒拞僉僢僋
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 440
facep2 = 1
;poweradd = 20
sprpriority = 2

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 3
channel = 0

[State 410, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(2) = -1
value = 20

[State 410, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 440
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)
attr = C, NA
damage = ceil(100*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 4,Hit
getpower = 40,50
givepower = 60,0               
animtype  = hard
hitflag = MAF
guardflag = L
pausetime = 13,14
guard.pausetime = 13,14
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-18*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = Ifelse(p2statetype = C,21,19)
guard.hittime = 17
guard.slidetime = 12
guard.ctrltime = 17
ground.velocity = -4.0*1.5*const(size.xscale),-7.0*2*const(size.yscale)
air.hittime = 9
air.velocity = -4.0*1.5*const(size.xscale),-7.0*2*const(size.yscale)
guard.velocity = -15.5*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
down.bounce = 0
fall.xvelocity = -2.0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = 1.0*2*const(size.yscale)
id = 440  

[State 440, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)
trigger1 = P2stateno = 152
anim = 8400
postype = p1
pos = 95,-20
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<115,40+(abs(enemynear,Pos X-Pos X)/2),115))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -18

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8270

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 410
fvar(39) = 0.55

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

[State 440, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒嫮僉僢僋
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 450
facep2 = 1
;poweradd = 30
sprpriority = 2

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 5
channel = 0

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1, 2

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(4) = 0
x = 4.5*1.5*const(size.xscale)
y = -7.0*2*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(4) >= 0
y = .60*2*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 16*1.5*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 8*1.5*const(size.xscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(4) = -1
value = 30

[State 420, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 450
trigger1 = vel Y < -1
trigger1 = animelemtime(4) >= 0
attr = A, NA
damage = ceil(170*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 5,Hit
getpower = 40,70
givepower = 120,0               
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 10,11
guard.pausetime = 10,11
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-55*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = Ifelse(p2statetype = C,19,17)
guard.hittime = 15
guard.slidetime = 14
guard.ctrltime = 15
ground.velocity = -5.0*1.5*const(size.xscale),-5.5*2*const(size.yscale)
guard.velocity = -22.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low  
air.hittime = 17      
air.velocity = -5.0*1.5*const(size.xscale),-5.5*2*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 450

[State 450, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = vel Y < -1
trigger1 = animelemtime(4) >= 0 && P2stateno = 150||P2stateno = 152
anim = 8400
postype = p1
pos = 70,-70
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 420, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 450
trigger1 = vel Y >= -1
trigger1 = animelemtime(4) >= 0
attr = A, NA
damage = ceil(150*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 5,Hit
getpower = 40,70
givepower = 120,0               
animtype  = hard
hitflag = MAF
guardflag = H
pausetime = 10,11
guard.pausetime = 10,11
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-55*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = Ifelse(p2statetype = C,19,17)
guard.hittime = 15
guard.slidetime = 14
guard.ctrltime = 15
ground.velocity = -5.0*1.5*const(size.xscale),-5.5*2*const(size.yscale)
guard.velocity = -22.0*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low  
air.hittime = 17     
air.velocity = -5.0*1.5*const(size.xscale),-5.5*2*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 450

[State 450, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = vel Y >= -1
trigger1 = animelemtime(4) >= 0 && P2stateno = 150||P2stateno = 152
anim = 8400
postype = p1
pos = 70,-70
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<50,20+(abs(enemynear,Pos X-Pos X)/2),50))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -55

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
fvar(39) = 0.55

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 220
trigger2 = prevstateno = 900
fvar(39) = 0.35

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

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 6250
postype = p1
pos = ceil(-55*1.5*const(size.xscale)),ceil(0*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 6250
postype = p1
pos = ceil(-35*1.5*const(size.xscale)),ceil(0*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 2
anim = 6250
postype = p1
pos = ceil(-50*1.5*const(size.xscale)),ceil(0*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 2
anim = 6250
postype = p1
pos = ceil(-30*1.5*const(size.xscale)),ceil(0*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 420, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = animelemtime(4) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 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
; 偟傖偑傒嫮僉僢僋(拝抧)
[Statedef 451]
type    = C
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 451

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = command = "holddown"
var(4) = 1

[State -2, VarSet]
type = VarSet
trigger1 = command != "holddown"
var(4) = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 5100,0

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6920
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
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 = -100
scale = const(size.xscale),const(size.yscale)

[State -2, Envshake]
type = Envshake
trigger1 = time = 0
time = 15
freq = 80
ampl = -4

[State 400, Ctrlset]
type = CtrlSet
trigger1 = var(4) = 0
trigger1 = AnimelemTime(13) = 1
trigger2 = var(4) = 1
trigger2 = AnimelemTime(12) = 0
value = 1 

[State 410, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = var(4) = 1
trigger1 = AnimelemTime(12) = 0
value = 11
ctrl = 1

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 13
StateType = S

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(14) >= 0
trigger2 = 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
; 僕儍儞僾庛僷儞僠
[Statedef 600]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 600
sprpriority = 2

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0,4
channel = 0

[State 600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 0

[State 600, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 600
trigger1 = animelemtime(2) >= 0
attr = A, NA
damage = ceil(40*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 3,Hit
getpower = 30,20
givepower = 10,0
animtype = Light              
hitflag = MAF
guardflag = H
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-95*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 6
guard.ctrltime = 9
ground.velocity = -6.0*1.5*const(size.xscale)
air.velocity = -3.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
air.type = Low
air.hittime = 8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 600

[State 600, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = animelemtime(2) >= 0 && P2stateno = 150
anim = 8400
postype = p1
pos = 70,-100
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<100,40+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -95

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8100

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

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

[State 1200, Gravity]
type = VelAdd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 920]
type = StateTypeSet
trigger1 = animelemtime(5) >= 0
movetype = I 

[State 600, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;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
; 僕儍儞僾拞僷儞僠
[Statedef 610]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 610
;poweradd = 20
sprpriority = 2

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0
channel = 0

[State 615, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(2) = -1
value = 20

[State 615, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 610
trigger1 = animelemtime(2) >= 0
attr = A, NA
damage = ceil(100*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 4,Hit
getpower = 40,50
givepower = 60,0 
animtype  = Medium              
hitflag = MAF
guardflag = H
pausetime = 10, 9
guard.pausetime = 10, 9
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-95*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = Ifelse(p2statetype=C,13,12)
guard.hittime = 12
guard.slidetime = 6
guard.ctrltime = 12
ground.velocity = -6.0*1.5*const(size.xscale)
air.velocity = -4.5*1.5*const(size.xscale),-6.5*2*const(size.yscale)
air.type = Low
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 610

[State 610, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = animelemtime(2) >= 0 && P2stateno = 150
anim = 8400
postype = p1
pos = 70,-100
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<100,40+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -95

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8280

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 600
trigger2 = prevstateno = 630
fvar(39) = 0.85

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

[State 920]
type = StateTypeSet
trigger1 = animelemtime(5) >= 0
movetype = I 

[State 1200, Gravity]
type = VelAdd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;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
; 僕儍儞僾戝僷儞僠
[Statedef 620]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 620
;poweradd = 30
sprpriority = 2

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2
channel = 0

[State 620, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
value = 1,2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 30

[State 620, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 620
trigger1 = animelemtime(5) >= 0
attr = A, NA
damage = ceil(150*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 5,Hit
getpower = 40,70
givepower = 120,0  
animtype  = hard             
hitflag = MAF
guardflag = H
pausetime = 11,10
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-115*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = Ifelse(p2statetype=C,17,15)
guard.hittime = 15
guard.slidetime = 6
guard.ctrltime = 15
ground.velocity = -6.0*1.5*const(size.xscale)
air.velocity = -6.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
air.type = Low
air.hittime = 15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
yaccel = .50*2*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
id = 620

[State 620, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = animelemtime(5) >= 0 && P2stateno = 150
anim = 8400
postype = p1
pos = 75,-115
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<130,40+(abs(enemynear,Pos X-Pos X)/2),130))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -115

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 600
trigger2 = prevstateno = 630
fvar(39) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 610
trigger2 = prevstateno = 640
fvar(39) = 0.7

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

[State 920]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
movetype = I 

[State 1200, Gravity]
type = VelAdd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;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
; 僕儍儞僾庛僉僢僋
[Statedef 630]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 630
sprpriority = 2

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0
channel = 0

[State 630, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,0

[State 630, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 630
trigger1 = animelemtime(2) >= 0
attr = A, NA
damage = ceil(60*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 3,Hit
getpower = 30,20
givepower = 10,0 
animtype = Light              
hitflag = MAF
guardflag = H
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-76*const(size.yscale))
hitsound = S2,4
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 6
guard.ctrltime = 9
ground.velocity = -6.0*1.5*const(size.xscale)
air.velocity = -3.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
air.type = Low
air.hittime = 8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 630

[State 630, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = animelemtime(2) >= 0 && P2stateno = 150
anim = 8400
postype = p1
pos = 45,-80
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<65,20+(abs(enemynear,Pos X-Pos X)/2),65))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -76

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8110

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I 

[State 1200, Gravity]
type = VelAdd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;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
; 僕儍儞僾拞僉僢僋
[Statedef 640]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 640
;poweradd = 20
sprpriority = 2

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0
channel = 0

[State 640, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(2) = -1
value = 20

[State 640, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 640
trigger1 = animelemtime(2) >= 0
attr = A, NA
damage = ceil(100*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 4,Hit
getpower = 40,50
givepower = 60,0 
animtype  = Medium              
hitflag = MAF
guardflag = H
pausetime = 10,9
guard.pausetime = 10,9
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-76*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = Ifelse(p2statetype=C,13,12)
guard.hittime = 12
guard.slidetime = 6
guard.ctrltime = 12
ground.velocity = -6.0*1.5*const(size.xscale)
air.velocity = -4.5*1.5*const(size.xscale),-6.5*2*const(size.yscale)
air.type = Low
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 640

[State 640, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = animelemtime(2) >= 0 && P2stateno = 150
anim = 8400
postype = p1
pos = 45,-80
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<65,20+(abs(enemynear,Pos X-Pos X)/2),65))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -76

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8270

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 600
trigger2 = prevstateno = 630
fvar(39) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 610
fvar(39) = 0.7

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I 

[State 1200, Gravity]
type = VelAdd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;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
; 僕儍儞僾戝僉僢僋
[Statedef 650]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 650
;poweradd = 30
sprpriority = 2

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 0,1
channel = 0

[State 650, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 1,2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 30

[State 650, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 650
trigger1 = animelemtime(6) >= 0
attr = A, NA
damage = ceil(130*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 5,Hit
getpower = 40,70
givepower = 120,0 
animtype  = hard               
hitflag = MAF
guardflag = H
pausetime = 11,10
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-80*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = Ifelse(p2statetype=C,17,15)
guard.hittime = 15
guard.slidetime = 6
guard.ctrltime = 15
ground.velocity = -6.0*1.5*const(size.xscale)
air.velocity = -6.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
air.type = Low
air.hittime = 15
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 650

[State 650, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = animelemtime(6) >= 0 && P2stateno = 150
anim = 8400
postype = p1
pos = 60,-93
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<100,40+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -80

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = 600
trigger2 = prevstateno = 630
fvar(39) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 610
trigger2 = prevstateno = 640
fvar(39) = 0.7

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 620
trigger2 = prevstateno = 920
fvar(39) = 0.55

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
movetype = I 

[State 1200, Gravity]
type = VelAdd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53
