;儊僈僩儞僾儗僗
[Statedef 3100]
type    = S
movetype = A
physics = N
juggle = 0
ctrl = 0
velset = 0,0
poweradd = ifelse(var(2)=0,-1280,-1120) 
facep2 = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(50) = 1
trigger1 = time = 0
var(10) = ifelse(numtarget(1320)=1,2,0)

[State -2, changeanim]
type = changeanim
trigger1 = time = 0
value = ifelse(var(10)=0,3100,ifelse(var(10)=1,3110,3120))

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = var(38)
trigger1 = prevstateno = 3210
fvar(27) = 0.5
ignorehitpause = 1

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

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

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

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = ifelse(var(10)=0,5.0,ifelse(var(10)=1,7.0,8.0))*1.6*const(size.xscale)
y = ifelse(var(10)=0,-6.5,ifelse(var(10)=1,-5.4,-8.8))*2.2*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = ifelse(var(10)=0,.50,ifelse(var(10)=1,.30,.40))*2*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(2) >= 0
StateType = A
physics = N

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-30*1.5*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Playerpush]
type = Playerpush
trigger1 = animelemtime(2) >= 0
trigger1 = enemynear,statetype = C
value = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0,5
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S1,1

[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(23*const(size.xscale)),ceil(-244*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(244*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 1000, 1]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(50*1.5*const(size.xscale))]
triggerall = P2StateNo != [154,155]
trigger1 = anim = 3100
trigger1 = animelem = 3,>=0
trigger2 = anim = [3110,3120]
trigger2 = animelem = 4,>=0
attr = A, HT
hitflag = AF 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3150
;p2stateno = 3160
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3100

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 54

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儊僈僩儞僾儗僗(搳偘偨懁)1
[Statedef 3150]
type    = A
movetype= A
physics = N
anim = 3150
SprPriority = 0

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3160

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

[State 810, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(42) >= 0
value = 0
movecamera = 1,0

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
trigger2 = animelemtime(14) = 0
x = 0
y = 0

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = -1.4
y = -14.0

[State 1200, VelSet]
type = Veladd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(14) < 0
y = .20

[State 1200, VelSet]
type = Veladd
trigger1 = animelemtime(43) >= 0
trigger1 = animelemtime(62) < 0
y = .15

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(43) = 0
x = 1.5

[State 1200, VelSet]
type = Veladd
trigger1 = animelemtime(62) >= 0
y = 1.2

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 12
trigger3 = animelem = 21
trigger4 = animelem = 30
trigger5 = animelem = 39
trigger6 = animelem = 45
trigger7 = animelem = 51
trigger8 = animelem = 57
value = S1,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 62
value = S1,1

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,2
channel = 0

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(53*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
pos = ceil(30*const(size.xscale)), ceil(-210*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 14
trigger3 = AnimElem = 25
trigger4 = AnimElem = 36
pos = ceil(8*const(size.xscale)), ceil(-230*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 15
trigger3 = AnimElem = 26
trigger4 = AnimElem = 37
pos = ceil(-23*const(size.xscale)), ceil(-240*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 16
trigger3 = AnimElem = 27
trigger4 = AnimElem = 38
pos = ceil(-37*const(size.xscale)), ceil(-210*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 17
trigger3 = AnimElem = 28
trigger4 = AnimElem = 39
pos = ceil(-45*const(size.xscale)), ceil(-170*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 18
trigger3 = AnimElem = 29
trigger4 = AnimElem = 40
pos = ceil(-52*const(size.xscale)), ceil(-140*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 19
trigger3 = AnimElem = 30
trigger4 = AnimElem = 41
pos = ceil(-45*const(size.xscale)), ceil(-120*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
trigger2 = AnimElem = 20
trigger3 = AnimElem = 31
trigger4 = AnimElem = 42
pos = 0, ceil(-100*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10
trigger2 = AnimElem = 21
trigger3 = AnimElem = 32
pos = ceil(30*const(size.xscale)), ceil(-100*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11
trigger2 = AnimElem = 22
trigger3 = AnimElem = 33
pos = ceil(37*const(size.xscale)), ceil(-140*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12
trigger2 = AnimElem = 23
trigger3 = AnimElem = 34
pos = ceil(37*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13
trigger2 = AnimElem = 24
trigger3 = AnimElem = 35
pos = ceil(15*const(size.xscale)), ceil(-210*const(size.yscale))

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 8000
anim = 8000
postype = p1
pos = ceil(75*const(size.xscale)),ceil(-220*const(size.yscale))
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 10
scale = const(size.xscale),const(size.yscale)

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 36
trigger7 = AnimElem = 42
value = 0

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 28
trigger6 = AnimElem = 33
trigger7 = AnimElem = 39
trigger8 = AnimElem = 43
value = 2

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 3151
anim = 3151
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 -2, HitAdd]
type = HitAdd
trigger1 = target,stateno = 3170
value = 1
persistent = 0

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = target,stateno = 3170
value = ceil(-70*fvar(25)*fvar(24)*fvar(27)*fvar(31)*fvar(34)*(const(data.attack)*0.01))
persistent = 0
kill = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = target,stateno = 3170
fvar(35) = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = target,stateno = 3170
fvar(23) = -0.0625
persistent = 0

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = target,stateno = 3170
fvar(24) = -0.0625
persistent = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = target,stateno = 3170
value = S5100,0
persistent = 0

[State 810, Explod]
type = Explod
trigger1 = target,stateno = 3170
anim = 6700
postype = p2
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 = target,stateno = 3170
stateno = 7500
id = 7500
pos = 0,0
postype = p2
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = null;Explod
trigger1 = target,stateno = 3170
anim = 6500
postype = p2
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 = target,stateno = 3170
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 = target,stateno = 3170
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 810, State End]
type = ChangeState
trigger1 = animelemtime(62) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 60
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
; 儊僈僩儞僾儗僗(搳偘傜傟偨懁)1
[Statedef 3160]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3160

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 3161+(facing=-1)*100000

[State 810, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(42) < 0
value = 0
movecamera = 1,0

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(42) = 0
x = -5.0

[State 1200, VelSet]
type = Veladd
trigger1 = animelemtime(42) >= 0
y = 2.0

[State 810, State End]
type = ChangeState
trigger1 = animelemtime(42) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -30
value = 3170

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儊僈僩儞僾儗僗(搳偘傜傟偨懁)1
[Statedef 3170]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

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

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

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

[State 811, ChangeAnim2]
type = ChangeAnim
Trigger1 = 1
value = 5110+(authorname="GM"&&name="Gill"&&facing=-1)*100000


;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
;僴儞儅乕儅僂儞僥儞(巒摦)
[Statedef 3200]
type    = S
movetype = A
physics = N
anim = 3200
juggle = 0
ctrl = 0
velset = 0,0
poweradd = ifelse(var(2)=0,-1280,-880) 
facep2 = 1

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(27) = 1

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = numtarget(1400)
trigger2 = numtarget(1410)
trigger3 = numtarget(1420)
trigger4 = numtarget(1430)
trigger5 = numtarget(1431)
trigger6 = numtarget(1432)
fvar(27) = 0.8

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(38) = 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 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(7) = 0
trigger4 = animelemtime(8) = 0
trigger5 = animelemtime(9) = 0
trigger6 = animelemtime(10) = 0
trigger7 = animelemtime(11) = 0
trigger8 = animelemtime(12) = 0
trigger9 = animelemtime(13) = 0
trigger10 = animelemtime(14) = 0
trigger11 = animelemtime(15) = 0
trigger12 = animelemtime(16) = 0
trigger13 = animelemtime(17) = 0
trigger14 = animelemtime(18) = 0
trigger15 = animelemtime(19) = 0
trigger16 = animelemtime(20) = 0
x = 8*1.5*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(22) = 0
trigger2 = animelemtime(23) = 0
x = -8*1.5*const(size.xscale)

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 53

[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(-140*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 350, 3]
type = velset
trigger1 = animelemtime(4) = 0
x = 5.5*1.5*const(size.xscale)

[State 350, 3]
type = velmul
trigger1 = animelemtime(21) >= 0
x = .90

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
value = 5100, 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 20
value = 3100, 1

[State 1000, 3]
type = EnvShake
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(14) = 0
trigger4 = animelemtime(18) = 0
time = 3
freq = 120
ampl = 3

[State 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(21) < 0
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(21) >= 0
trigger1 = animelemtime(23) < 0
anim = 6250
postype = p1
pos = ceil(20*1.5*const(size.xscale)),ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(21) >= 0
movetype = I 

[State 3700]
type = AfterImage
trigger1 = AnimTime = 0
time = 0

[State 1000, ChangeState]
type = ChangeState
triggerall = animelemtime(4) >= 0
triggerall = animelemtime(20) < 0
trigger1 = var(50) = 0
trigger1 = command != "holdx" && command != "holdy" && command != "holdz"
trigger2 = var(50) = 1
trigger2 = p2bodydist X = [-10,40]
value = 3210

[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
;僴儞儅乕儅僂儞僥儞(峌寕)
[Statedef 3210]
type    = S
movetype = A
physics = N
anim = 3210
velset = 3.0,0
juggle = 0
ctrl = 0

[State 350, 3]
type = posfreeze
trigger1 = var(13)
ignorehitpause = 1

[State 350, 3]
type = velset
trigger1 = animelemtime(23) = 0
x = 0

[State 220, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 3200
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
attr = S, HA
damage = ceil(80*fvar(0)*fvar(23)*fvar(27)*fvar(28)*fvar(31)*fvar(34)),ceil(20*fvar(23)*fvar(31))
priority = 6,Hit
animtype = hard
guardflag = M
hitflag = MAF
getpower = 0,0
givepower = 0,0
pausetime = 0, 15
guard.pausetime = 0, 15
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-100*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 16
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -6.5*1.5*const(size.xscale)  
guard.velocity = -6.5*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.hittime = 18
air.velocity = -5.0*1.5*const(size.xscale),-8.5*2*const(size.yscale)
fall = 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
forcestand = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 3200

[State 3210, Explod]
type = Explod
trigger1 = P2stateno = 150
trigger2 = P2stateno = 152
ID = 8410
anim = 8410
postype = p1
pos = 80,-100
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 3
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, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(7) = 0
value = anim
elem = 6
persistent = 1

[State 220, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 3201
trigger1 = (AnimElemtime(13) >= 0) && (AnimElemtime(16) < 0)
attr = S, HA
damage = ceil(90*fvar(0)*fvar(23)*fvar(27)*fvar(28)*fvar(31)*fvar(34)),ceil(22*fvar(23)*fvar(31))
priority = 6,Hit
animtype = hard
guardflag = M
hitflag = MAF
getpower = 0,0
givepower = 0,0
pausetime = 0, 15
guard.pausetime = 0, 15
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-100*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 16
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -6.5*1.5*const(size.xscale)  
guard.velocity = -6.5*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 18        
air.velocity = -5.0*1.5*const(size.xscale),-8.5*2*const(size.yscale)
fall = 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
forcestand = 1
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)    
id = 3201  

[State 3210, Explod]
type = Explod
trigger1 = P2stateno = 150 & (AnimElemtime(13) >= 0) && (AnimElemtime(16) < 0)
trigger2 = P2stateno = 152 & (AnimElemtime(13) >= 0) && (AnimElemtime(16) < 0)
ID = 8410
anim = 8410
postype = p1
pos = 75,-103
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(16) = 0
value = anim
elem = 15
persistent = 1

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && !var(5)                               
triggerall = var(23) != 3202
trigger1 = (AnimElemtime(25) >= 0) && (AnimElemtime(28) < 0)                
attr = S, HA                     
damage = ceil(80*fvar(0)*fvar(23)*fvar(27)*fvar(28)*fvar(31)*fvar(34)),ceil(20*fvar(23)*fvar(31))
priority = 6,Hit
animtype = hard
guardflag = H
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 0, 20 
guard.pausetime = 0, 20                
sparkno = -1                     
guard.sparkno = -1           
sparkxy = -15,ceil(-72*const(size.yscale))              
hitsound = S2,6
guardsound = S3,1
ground.type = High               
ground.slidetime = 16
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -6.5*1.5*const(size.xscale)  
guard.velocity = -6.5*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 18
air.velocity = -5.0*1.5*const(size.xscale),-8.5*2*const(size.yscale)
fall = 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
forcestand = 1
P2facing = 1
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
yaccel = .50*2*const(size.yscale)    
id = 3202 

[State 3210, Explod]
type = Explod
trigger1 = P2stateno = 150 & (AnimElemtime(25) >= 0) && (AnimElemtime(28) < 0) 
trigger2 = P2stateno = 152 & (AnimElemtime(25) >= 0) && (AnimElemtime(28) < 0) 
ID = 8410
anim = 8410
postype = p1
pos = 55,-75
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(28) = 0
value = anim
elem = 27
persistent = 1

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && !var(5)                               
triggerall = var(23) != 3203
trigger1 = (AnimElemtime(30) >= 0) && (AnimElemtime(32) < 0)                
attr = S, HA                     
damage = ceil(60*fvar(0)*fvar(23)*fvar(27)*fvar(28)*fvar(31)*fvar(34)),ceil(15*fvar(23)*fvar(31))
priority = 6,Hit
animtype = hard
guardflag = H
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 0, 15 
guard.pausetime = 0, 15          
sparkno = -1                     
guard.sparkno = -1         
sparkxy = -15, ceil(-76*const(size.yscale))              
hitsound = S2,6
guardsound = S3,1
ground.type = Low              
ground.slidetime = 16
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -6.5*1.5*const(size.xscale)  
guard.velocity = -6.5*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 18
air.velocity = -5.0*1.5*const(size.xscale),-8.5*2*const(size.yscale)
fall = 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
forcestand = 1
P2facing = 1
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
yaccel = .50*const(size.yscale)    
id = 3203

[State 3210, Explod]
type = Explod
trigger1 = P2stateno = 150 & (AnimElemtime(30) >= 0) && (AnimElemtime(32) < 0)  
trigger2 = P2stateno = 152 & (AnimElemtime(30) >= 0) && (AnimElemtime(32) < 0)  
ID = 8410
anim = 8410
postype = p1
pos = 40,-100
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(32) = 0
value = anim
elem = 31
persistent = 1

[state -2, helper]
type = helper
trigger1 = animelemtime(41) = 0
pos = 0,0
postype = p1
stateno = 1440
ID = 1446
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 3204
trigger1 = (AnimElemtime(41) >= 0) && (AnimElemtime(43) < 0)                
attr = S, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(120*fvar(0)*fvar(23)*fvar(27)*fvar(28)*fvar(31)*fvar(34)),ceil(30*fvar(23)*fvar(31))
priority = 6,Hit
hitflag = MAF
guardflag = M
pausetime = 0,15
guard.pausetime = 0,15
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 22, 20)
guard.hittime = 18
guard.slidetime = 18
guard.ctrltime = 18
ground.velocity = -3.5*1.3*const(size.xscale),-11.0*1.4*const(size.yscale)
guard.velocity = -9.0*1.5*const(size.xscale)
air.type = Low 
air.hittime = 20
air.velocity = -3.5*1.5*const(size.xscale),-11.0*2*const(size.yscale)
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
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4
forcestand = 1
P2facing = 1
id = 3204
sprpriority = -1  

[State 3210, Explod]
type = Explod
trigger1 = P2stateno = 150 & (AnimElemtime(41) >= 0) && (AnimElemtime(43) < 0)
trigger2 = P2stateno = 152 & (AnimElemtime(41) >= 0) && (AnimElemtime(43) < 0)
ID = 8410
anim = 8410
postype = p1
pos = 67,-55
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(43) = 0
value = anim
elem = 42
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelem = 7,<0
var(42) = 75

[State 200, hitspark x]
type = VarSet
trigger1 = animelem = 7,>=0
trigger1 = animelem = 16,<0
var(42) = 75

[State 200, hitspark x]
type = VarSet
trigger1 = animelem = 16,>=0
trigger1 = animelem = 28,<0
var(42) = 75

[State 200, hitspark x]
type = VarSet
trigger1 = animelem = 28,>=0
trigger1 = animelem = 32,<0
var(42) = 75

[State 200, hitspark x]
type = VarSet
trigger1 = animelem = 32,>=0
var(42) = 75

[State 200, hitspark y]
type = VarSet
trigger1 = animelem = 7,<0
var(43) = -100

[State 200, hitspark y]
type = VarSet
trigger1 = animelem = 7,>=0
trigger1 = animelem = 16,<0
var(43) = -100

[State 200, hitspark y]
type = VarSet
trigger1 = animelem = 16,>=0
trigger1 = animelem = 28,<0
var(43) = -72

[State 200, hitspark y]
type = VarSet
trigger1 = animelem = 28,>=0
trigger1 = animelem = 32,<0
var(43) = -76

[State 200, hitspark y]
type = VarSet
trigger1 = animelem = 32,>=0
var(43) = -60

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

[state -2, helper]
type = helper
trigger1 = animelemtime(41) = 0
ID = 6550
pos = 0,0
postype = p1
stateno = 6550
helpertype = normal
name = "Palm2"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger5 = animelemtime(20) = 0
trigger6 = animelemtime(21) = 0
trigger7 = animelemtime(22) = 0
trigger8 = animelemtime(23) = 0
trigger9 = animelemtime(24) = 0
trigger10 = animelemtime(38) = 0
x = 8*1.5*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(35) = 0
x = 16*1.5*const(size.xscale)

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 12
value = 3100, 0
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
value = 1, 2

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 25
trigger2 = AnimElem = 41
value = 5100, 0

[State -2, Envshake]
type = Envshake
trigger1 = AnimElemTime(25) = 0
trigger2 = AnimElemTime(41) = 0
time = 10
freq = 80
ampl = -4

[State 810, Explod]
type = Explod
trigger1 = animelemtime(26) = 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
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(26) = 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
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(26) = 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
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(26) = 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
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(43) = 0
anim = 6200
postype = p1
pos = ceil(-40*1.5*const(size.xscale)),ceil(10*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 = animelemtime(43) = 0
anim = 6200
postype = p1
pos = ceil(-20*1.5*const(size.xscale)),ceil(10*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 = animelemtime(43) = 0
anim = 6200
postype = p1
pos = ceil(5*1.5*const(size.xscale)),ceil(-2*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 = animelemtime(43) = 0
anim = 6200
postype = p1
pos = ceil(33*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 = animelemtime(43) = 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
scale = const(size.xscale),const(size.yscale)

[State 3700]
type = AfterImageTime
trigger1 = AnimElemTime(41) = 0
time = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(49) >= 3
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(43) >= 0
movetype = I 

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