;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 搳偘捦傒儌乕僔儑儞
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
facep2 = 1
sprpriority = 2

[State 800, 壒傪柭傜偡]
type = playsnd
trigger1 = AnimElemtime(2) = 0 
value = 1,0

[State 800, HitDef]
type = HitDef
triggerall = fvar(19) = 0
triggerall = Animelem = 2
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != 40
triggerall = P2StateNo != [150,155]
triggerall = numenemy
trigger1 = enemynear,ctrl = 1
trigger1 = var(8):= 1
trigger2 = enemynear,ctrl = 0
trigger2 = var(8):= 2
attr = S, NT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse((!var(50)&&Command="holdfwd")||(var(50)&&random<300),810,ifelse((!var(50)&&Command="holdback")||(var(50)&&random<300),820,860))
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 800

[State 800, HitDef]
type = HitDef
triggerall = fvar(19) = 0
triggerall = Animelem = 2
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5610]
attr = S, NT
hitflag = M
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse((!var(50)&&Command="holdfwd")||(var(50)&&random<300),810,ifelse((!var(50)&&Command="holdback")||(var(50)&&random<300),820,860))
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 800

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

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

[State 800, 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
; 攚晧偄搳偘(搳偘偨懁)
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 811

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"
value = 812

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 814

[State 810, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 810, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
triggerall = P2StateNo = 812
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = -1

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
triggerall = P2StateNo = 812
trigger1 = AnimElem = 3
value = 1

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

[State 1200, 9]
type = Width
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(12) < 0
edge = 100,0

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 0,2
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 7
value = 1,2

[State 810, posadd]
type = posadd
trigger1 = AnimElem = 12
x = 36*const(size.xscale)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(108*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(36*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 811
pos = ceil(-36*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 812
pos = ceil(7*const(size.xscale)), ceil(-21*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 811
pos = ceil(-54*const(size.xscale)), ceil(-193*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 812
pos = ceil(-9*const(size.xscale)), ceil(-12*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 811
pos = ceil(-72*const(size.xscale)), ceil(-197*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 812
pos = ceil(-54*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 811
pos = ceil(-81*const(size.xscale)), ceil(-202*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 812
pos = ceil(-108*const(size.xscale)), ceil(-10*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 811
pos = ceil(9*const(size.xscale)), ceil(-189*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 812
pos = ceil(-48*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 811
pos = ceil(18*const(size.xscale)), ceil(-105*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 812
pos = ceil(19*const(size.xscale)), ceil(-285*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 811
pos = ceil(31*const(size.xscale)), ceil(-84*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 812
pos = ceil(70*const(size.xscale)), ceil(-24*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 811
pos = ceil(36*const(size.xscale)), ceil(-63*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(10) = 0 && P2StateNo = 812
pos = ceil(108*const(size.xscale)), ceil(-63*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) < 0 && P2StateNo = 814
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 814
pos = ceil(108*const(size.xscale)), ceil(-32*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(10) = 0 && P2StateNo = 814
pos = ceil(162*const(size.xscale)), ceil(-84*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = ceil(-120*ifelse(P2StateNo=5100,1.5,1)*fvar(26)*(const(data.attack)*0.01))
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
fvar(16) = 1
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = 80
persistent = 0

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = 20
persistent = 0

[State -2, HitAdd]
type = HitAdd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = 1
persistent = 0

[State 810, Explod]
type = Explod
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
anim = 6700
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = null;Explod
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
ID = 6500
anim = 6500
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
anim = 6920
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
anim = 6930
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
triggerall = numtarget
triggerall = target,time = 2
trigger1 = target,stateno = 813
trigger2 = target,stateno = 815
stateno = 7700
id = 7700
postype = p2
pos = 0, 0
persistent = 0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = S2,8
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = P2StateNo = 813
trigger2 = P2StateNo = 815
value = S5100,0
persistent = 0

[State 810, State End]
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
; 攚晧偄搳偘(搳偘傜傟偨懁)
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 810, 0]
type = ScreenBound
trigger1 = animelemtime(8) < 0
value = 0
movecamera = 0,0

[State 811, Velset]
type = Velset
trigger1 = time = 38
x = 10.0
y = 10.0

[State 811, Posset]
type = Posadd
trigger1 = Pos Y >= -20 && Vel Y > 0 && time > 38
x = 40

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= -20 && Vel Y > 0 && time > 38
x = 2.0

[State 811, turn]
type = turn
Trigger1 = time = 13

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 811

[State -2, varadd]
type = varadd
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
trigger1 = Pos Y >= -20 && Vel Y > 0 && time > 38
fvar(2) = 2
persistent = 0

[State 811, SelfState]
type = Selfstate
trigger1 = Pos Y >= -20 && Vel Y > 0 && time > 38
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 攚晧偄搳偘(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 812

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = name = "Ibuki"
value = 816

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = name = "Gill"
value = 818+(facing=-1)*100000

[State 810, 0]
type = ScreenBound
trigger1 = animelemtime(8) < 0
value = 0
movecamera = 0,0

[State 811, Velset]
type = Velset
trigger1 = animelemtime(10) = 0
x = 10.0
y = 13.0

[State 811, turn]
type = turn
Trigger1 = animelemtime(4) = 0

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = animelemtime(4) = 0
trigger1 = name = "Gill"
value = 818+(facing=-1)*100000
elem = 4

[State 811, SelfState]
type = Changestate
trigger1 = Pos Y >= 0 && Vel Y > 0 && animelemtime(10) >= 0
value = 813

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 攚晧偄搳偘(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 813]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, varadd]
type = varadd
trigger1 = time = 0
fvar(2) = 2
persistent = 0

[State -2, VarSet]
type = VarSet
Triggerall = time < 5
triggerall = life > 0
triggerall = !loseko
Trigger1 = command = "quick"
var(7) = 1

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 813

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = name = "Ibuki"
value = 817

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = name = "Gill"
value = 819+(facing=-1)*100000

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 12
freq = 120
ampl = -6

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .60

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

[State 5100, ChangeState]
type = SelfState
trigger1 = animelemtime(7-(name="Gill")*2) = 0
trigger1 = var(7) = 1
trigger1 = fvar(2) < 64+(name="Gill")*8
value = 5123+(p2dist X<0)

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5110

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 攚晧偄搳偘(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 814]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 814

[State 810, 0]
type = ScreenBound
trigger1 = animelemtime(8) < 0
value = 0
movecamera = 0,0

[State 811, Velset]
type = Velset
trigger1 = animelemtime(10) = 0
x = 6.0
y = 12.0

[State 811, turn]
type = turn
Trigger1 = animelemtime(4) = 0

[State 811, SelfState]
type = Changestate
trigger1 = Pos Y >= 0 && Vel Y > 0 && animelemtime(10) > 0
value = 815

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 攚晧偄搳偘(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 815]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, varadd]
type = varadd
trigger1 = time = 0
fvar(2) = 2
persistent = 0

[State -2, VarSet]
type = VarSet
Triggerall = time < 5
triggerall = life > 0
triggerall = !loseko
Trigger1 = command = "quick"
var(7) = 1

[State 5100, ChangeState]
type = SelfState
trigger1 = animelemtime(2) = 0
trigger1 = var(7) = 1
trigger1 = fvar(2) < 72
value = 5400+(p2dist X < 0)*10

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 815

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 12
freq = 120
ampl = -6

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .60

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

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5110

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;抧崠幵(搳偘偨懁)
[Statedef 820]
type    = S
movetype = A
physics = N
anim = 820
SprPriority = 2

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 821

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"
value = 822

[State 820, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Alex"
value = 823

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 11
value = -1

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 13
value = 2

[State 820, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 820, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State -2, varset]
type = VarSet
trigger1 = animelemtime(2) = 0
fvar(15) = 1

[State 820, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

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

[State 1200, 9]
type = Width
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(12) < 0
edge = 0,60

[State 820, PosAdd]
type = PosAdd
trigger1 = animelemtime(4) = 0
x = -24*const(size.xscale)

[State 820, PosAdd]
type = PosAdd
trigger1 = animelemtime(5) = 0
x = -15*const(size.xscale)

[State 820, PosAdd]
type = PosAdd
trigger1 = animelemtime(6) = 0
x = -15*const(size.xscale)

[State 820, PosAdd]
type = PosAdd
trigger1 = animelemtime(7) = 0
x = -30*const(size.xscale)

[State 820, PosAdd]
type = PosAdd
trigger1 = animelemtime(8) = 0
x = -25*const(size.xscale)

[State 820, PosAdd]
type = PosAdd
trigger1 = animelemtime(9) = 0
x = -10*const(size.xscale)

[State 820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 11
value = 0, 2
channel = 0

[State 820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 11
value = 1, 2

[State 820, AnimElem = 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(60*1.8*const(size.xscale)), 0

[State 820, AnimElem = 2]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 821
pos = ceil(40*1.8*const(size.xscale)), 0

[State 820, AnimElem = 2]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 822
pos = ceil(35*1.8*const(size.xscale)), 0

[State 820, AnimElem = 3]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 821
pos = ceil(20*1.8*const(size.xscale)), 0

[State 820, AnimElem = 3]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 822
pos = ceil(6*1.8*const(size.xscale)), 0

[State 820, AnimElem = 4]
type = TargetBind
triggerall = target,StateNo = 822
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(11) < 0
pos = 0, 0

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 4 && target,StateNo = 821
pos = 0, 0

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 5 && target,StateNo = 821
pos = 0, ceil(-50*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 6 && target,StateNo = 821
pos = ceil(-10*1.8*const(size.xscale)), ceil(-40*2.1*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 7 && target,StateNo = 821
pos = ceil(-20*1.8*const(size.xscale)), ceil(-20*2.1*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 8 && target,StateNo = 821
pos = 0, ceil(-15*1.8*2.1*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 9 && target,StateNo = 821
pos = ceil(10*1.8*const(size.xscale)), ceil(-30*2.1*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 10 && target,StateNo = 821
pos = ceil(20*1.8*const(size.xscale)), ceil(-50*2.1*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 11 && target,StateNo = 821
pos = ceil(-20*1.8*const(size.xscale)), ceil(-50*2.1*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 11 && target,StateNo = 822
pos = ceil(-30*1.8*const(size.xscale)), ceil(-50*2.1*const(size.yscale))

[State 820, AnimElem = 12]
type = TargetBind
trigger1 = AnimElem = 12 && target,StateNo = 821
pos = ceil(-60*1.8*const(size.xscale)), ceil(-70*2.1*const(size.yscale))

[State 820, AnimElem = 12]
type = TargetBind
trigger1 = AnimElem = 12 && target,StateNo = 822
pos = ceil(-60*1.8*const(size.xscale)), ceil(-80*2.1*const(size.yscale))

[State 820, AnimElem = 12]
type = TargetBind
trigger1 = AnimElemTime(11) < 0 && target,StateNo = 823
pos = 0, 0

[State 820, AnimElem = 12]
type = TargetBind
trigger1 = AnimElem = 11 && target,StateNo = 823
pos = ceil(-25*1.8*const(size.xscale)), ceil(-65*2.1*const(size.yscale))

[State 820, Turn]
type = Turn
trigger1 = AnimElem = 16

[State 820, State End]
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
; 抧崠幵(搳偘傜傟偨懁)
[Statedef 821]
type = A
movetype = H
physics = N
velset = 0,0
facep2 = 1
ctrl = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 821

[State 810, 0]
type = ScreenBound
trigger1 = animelemtime(13) < 0
value = 0
movecamera = 0,0

[State 811, Vel]
type = Velset
trigger1 = animelemtime(13) = 0
x = 6.5
y = -7.0

[State 811, Veladd]
type = veladd
trigger1 = animelemtime(13) >= 0
y = .55

[State -2, varadd]
type = varadd
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(13) > 0
fvar(2) = 8
persistent = 0

[State 811, Vel]
type = Velset
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(13) > 0
x = 2.0

[State 811, SelfState]
type = Selfstate
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(13) > 0
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 抧崠幵(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 822]
type = A
movetype = H
physics = N
velset = 0,0
facep2 = 1
ctrl = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 822

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = name = "Ibuki"
value = 824

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = name = "Gill"
value = 825+(facing=-1)*100000

[State 811, Vel]
type = Velset
trigger1 = animelemtime(13) = 0
x = 6.5
y = -7.0

[State 811, Veladd]
type = veladd
trigger1 = animelemtime(13) >= 0
y = .55

[State -2, varadd]
type = varadd
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(13) > 0
fvar(2) = 8
persistent = 0

[State 811, Vel]
type = Velset
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(13) > 0
x = 2.0

[State 811, SelfState]
type = Selfstate
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(13) > 0
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 抧崠幵(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 823]
type = A
movetype = H
physics = N
velset = 0,0
facep2 = 1
ctrl = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 823

[State 811, Vel]
type = Velset
trigger1 = animelemtime(12) = 0
x = 6.5
y = -7.0

[State 811, Veladd]
type = veladd
trigger1 = animelemtime(12) >= 0
y = .55

[State -2, varadd]
type = varadd
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(12) > 0
fvar(2) = 8
persistent = 0

[State 811, Vel]
type = Velset
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(12) > 0
x = 2.0

[State 811, SelfState]
type = Selfstate
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(12) > 0
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;搳偘幐攕(搳偘偨懁)
[Statedef 830]
type    = S
movetype= I
physics = S
anim = 830
ctrl = 0
velset = 0,0

[STate 3000]
type = NotHitby
trigger1 = AnimElemtime(2) < 0
value = SAC

[State 830, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 4000, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = ceil(60*1.8*const(size.xscale)), 0

[State 830, explod]
type = explod
trigger1 = time = 0
anim = 8430
pos = 30, -85
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 830, TargetState]
type = TargetState
trigger1 = time = 0
value = 840

[State 830, velset]
type = velset
trigger1 = animelem = 2
x = -6

[State -2, CornerPush]
type = VarSet
trigger1 = animelem = 2
fvar(1) = 10

[State -2, CornerPush]
type = VarSet
triggerall = animelem = 2
triggerall = target,authorname = "GM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"
trigger2 = target,name="Alex"||target,name="Hugo"||target,name="Ibuki"||target,name="Gill"
fvar(1) = 15

[State 830, 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
;搳偘幐攕(搳偘傜傟偨懁)
[Statedef 840]
type    = S
movetype= H
physics = S
ctrl = 0
poweradd = 70
velset = 0,0

[STate 840, NotHitby]
type = NotHitby
trigger1 = time < 20
value = SAC

[State 840, Changestate]
type = selfstate
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"||name="Ibuki"||name="Gill"
value = 850

[State 840,ChangeAnim];僋儕僄乕僞乕僘僕儍僷儞巜掕anim
type = ChangeAnim
triggerall = Time = 20
triggerall = SelfAnimExist(5940)
trigger1 = authorname = "H乭" || authorname = "Warusaki3" || authorname = "M.M.R."
trigger2 = authorname = "Mouser" || authorname = "Nyankoro" || authorname = "ryokucha"
trigger3 = authorname = "Bad Darkness" || authorname = "Third" || authorname = "adamskie"
value = 5940

[State 840, ChangeAnim]
type = ChangeAnim
Trigger1 = anim != 5940
value = 130

[State 840, velset]
type = velset
trigger1 = time = 20
x = -10

[State 840, SelfState]
type = SelfState
trigger1 = time = 37
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
;働儞愱梡anim(偦偺侾)
[Statedef 850]
type    = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[STate 850, NotHitby]
type = NotHitby
trigger1 = AnimElemtime(3) < 0
value = SAC

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 840

[State 850, velset]
type = posset
Trigger1 = time = 0
y = 0

[State 850, velset]
type = velset
Trigger1 = AnimElemtime(3) = 0
x = -5.0
y = -5.1

[State 850, velset]
type = veladd
Trigger1 = AnimElemtime(3) >= 0
y = .60

[State 850, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(3) >= 0
statetype = A

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(3) > 0
value = 851

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;働儞愱梡anim(偦偺俀)
[Statedef 851]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s40, 0

[STate 3000]
type = null;NotHitby
Trigger1 = animelemtime(2) <= 0
value = SAC

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 841

[State 850, velset]
type = posset
Trigger1 = time = 0
y = 0

[State 850, velset]
type = velset
Trigger1 = time = 0
x = 0
y = 0

[State 850, NotHitBy]
type = null;NotHitBy
trigger1 = animtime = 0
value = , NT,ST,HT
time = 6

[State -2, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(2) >= 0
value = 1

[State 850, SelfState]
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
; 旼廟傝(搳偘偨懁)1
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 850

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 865

[State 860, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 860, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) = 1
trigger2 = random < 300
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
var(19) = -1
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(20) = 0

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 1200, 9]
type = Width
trigger1 = 1
edge = 40,0

[State 860, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(60*1.8*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
pos = ceil(33*1.8*const(size.xscale)), ceil(-90*2.1*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = AnimElemTime(4) = 0
value = ceil(-40*fvar(0)*fvar(26)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) = 0
fvar(16) = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = 20

[State -2, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(4) = 0
value = 1

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(4) = 0
time = 5
freq = 80
ampl = 3

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 8160
pos = ceil(68*1.8*const(size.xscale)),ceil(-75*2.1*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,4

[State 860, Changestate]
type = ChangeState
trigger1 = AnimElemTime(6) = 6
trigger1 = winko
value = 863

[State 860, Changestate]
type = ChangeState
trigger1 = AnimElemTime(6) = 3
trigger1 = var(19) >= 5
value = 862

[State 860, Changestate]
type = ChangeState
trigger1 = AnimElemTime(6) = 6
trigger1 = var(19) >= 1
value = 861

[State 860, Changestate]
type = ChangeState
trigger1 = AnimElemTime(6) = 6
trigger1 = var(19) <= 0
value = 863

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 旼廟傝(搳偘偨懁)2
[Statedef 861]
type    = S
movetype= A
physics = N
anim = 851

[State 861, targetstate]
type = targetstate
trigger1 = time = 0
value = 866

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) = 1
trigger2 = random < 300
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
var(19) = -1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = time = 0
var(20) = 1

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 860, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 860, TargetBind]
type = TargetBind
trigger1 = 1
pos = ceil(33*1.8*const(size.xscale)), ceil(-90*2.1*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = AnimElemTime(3) = 0
value = ceil(-40*fvar(0)*fvar(26)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(16) = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 0
value = 20

[State -2, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(3) = 0
value = 1

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 5
freq = 80
ampl = 3

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 8160
pos = ceil(68*1.8*const(size.xscale)),ceil(-75*2.1*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,4

[State 860, Changestate]
type = ChangeState
triggerall = AnimElemTime(5) = 6
trigger1 = winko
value = 863

[State 860, Changestate]
type = ChangeState
triggerall = AnimElemTime(5) = 3
trigger1 = var(19) >= 5
trigger1 = var(20) < 5
value = 862

[State 860, Changestate]
type = ChangeState
triggerall = AnimElemTime(5) = 6
trigger1 = var(19) >= 1
trigger1 = var(20) < 5
value = 861

[State 860, Changestate]
type = ChangeState
triggerall = AnimElemTime(5) = 6
trigger1 = var(19) <= 0
trigger1 = var(20) < 5
trigger2 = var(20) = 5
value = 863

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 旼廟傝(搳偘偨懁)3
[Statedef 862]
type    = S
movetype= A
physics = N
anim = 852

[State 861, targetstate]
type = targetstate
trigger1 = time = 0
value = 867

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) = 1
trigger2 = random < 300
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
var(19) = -1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = time = 0
var(20) = 1

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 860, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 860, TargetBind]
type = TargetBind
trigger1 = 1
pos = ceil(33*1.8*const(size.xscale)), ceil(-90*2.1*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = AnimElemTime(3) = 0
value = ceil(-40*fvar(0)*fvar(26)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(16) = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 0
value = 20

[State -2, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(3) = 0
value = 1

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 5
freq = 80
ampl = 3

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 8160
pos = ceil(68*1.8*const(size.xscale)),ceil(-75*2.1*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,4

[State 860, Changestate]
type = ChangeState
triggerall = AnimElemTime(5) = 3
trigger1 = winko
value = 863

[State 860, Changestate]
type = ChangeState
triggerall = AnimElemTime(5) = 3
trigger1 = var(19) >= 5
trigger1 = var(20) < 5
value = 862

[State 860, Changestate]
type = ChangeState
triggerall = AnimElemTime(5) = 3
trigger1 = var(19) >= 1
trigger1 = var(20) < 5
value = 861

[State 860, Changestate]
type = ChangeState
triggerall = AnimElemTime(5) = 3
trigger1 = var(19) <= 0
trigger1 = var(20) < 5
trigger2 = var(20) = 5
value = 863

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 旼廟傝(廔椆)
[Statedef 863]
type    = S
movetype= I
physics = N
anim = 853

[State -2, varset]
type = varset
trigger1 = time = 0
fvar(1) = 30*const(size.xscale)

[State 863, targetstate]
type = targetstate
trigger1 = time = 0
value = 868

[State 860, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = ceil(33*1.8*const(size.xscale)), 0

[State 863, State End]
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
; 旼廟傝(搳偘傜傟偨懁)1
[Statedef 865]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 865

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 875

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 885+(facing=-1)*100000

[State -2, varadd]
type = varadd
triggerall = animelemtime(4) = 0
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
trigger2 = name = "Alex" || name = "Ibuki" || name = "Gill"
trigger3 = name = "Hugo"
fvar(2) = 2
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 旼廟傝(搳偘傜傟偨懁)2
[Statedef 866]
type    = S
movetype= H
physics = N
ctrl = 0
facep2 = 1

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 856

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 866

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 876

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 886+(facing=-1)*100000

[State -2, varadd]
type = varadd
triggerall = animelemtime(3) = 0
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
trigger2 = name = "Alex" || name = "Ibuki" || name = "Gill"
trigger3 = name = "Hugo"
fvar(2) = 2
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 旼廟傝(搳偘傜傟偨懁)3
[Statedef 867]
type    = S
movetype= H
physics = N
ctrl = 0
facep2 = 1

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 857

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 867

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 877

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 887+(facing=-1)*100000

[State -2, varadd]
type = varadd
triggerall = animelemtime(3) = 0
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
trigger2 = name = "Alex" || name = "Ibuki" || name = "Gill"
trigger3 = name = "Hugo"
fvar(2) = 2
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 旼廟傝(搳偘傜傟偨懁)4
[Statedef 868]
type    = A
movetype= H
physics = N
ctrl = 0

[State 813]
type = ChangeState
trigger1 = !alive
value = 7600

[State 915, changestate]
type = changestate
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
trigger1 = var(45) = 1
value = 7600

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5020, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 5030, 2]
type = posadd
trigger1 = Time = 0
y = -20

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -2.0
y = -4.0

[State 5030, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 870

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 869

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 旼廟傝(搳偘傜傟偨懁)5
[Statedef 869]
type    = A
movetype= H
physics = N

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

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
value = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
trigger3 = Time = 0
trigger3 = Anim != 5035
trigger3 = Anim != 105035
value = 870

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 旼廟傝(搳偘傜傟偨懁)6
[Statedef 870]
type    = A
movetype= H
physics = N

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

[State 811, ChangeAnim2]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 堫嵢偐偐偲妱傝
[Statedef 900]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 0                      
velset = 0,0                     
ctrl = 0                         
anim = 900 
facep2 = 1                      
;poweradd = 20                   
sprpriority = 2                  

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = 12*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
x = 6*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
x = -18*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
trigger2 = animelemtime(14) = 0
x = -3*const(size.xscale)

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 20

[State 900, 1]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 900
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
attr = S, NA                     
damage = ceil(60*fvar(24)*fvar(25)*fvar(26)*fvar(28)*fvar(29)),0
getpower = 40,20
givepower = 20,0
animtype  = Medium                 
air.animtype = up
guardflag = H                  
hitflag = MAF                  
priority = 4, Hit               
pausetime = 8,7  
guard.sparkno = -1              
sparkno = -1                      
sparkxy = -15, ceil(-76*const(size.yscale))             
hitsound = S2,1
guardsound = S3,0
ground.type = high               
ground.slidetime = 8
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 8
guard.ctrltime = 12
ground.velocity = -9.0*const(size.xscale)
guard.velocity = -9.0*const(size.xscale)       
air.velocity = -1.0*const(size.xscale),15.0*const(size.yscale)
air.type = Low 
air.hittime = 13
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 900         

[State 900, Explod]
type = Explod          
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 75,-80
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(8) = 0
value = anim
elem = 7
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(8) < 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85))

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(8) < 0
var(43) = -76

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(8) < 0
var(44) = 8210

[State 900, 2]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 901
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(10) < 0)
attr = S, NA                     
damage = ceil(80*fvar(24)*fvar(25)*fvar(26)*fvar(28)*fvar(29)),0
getpower = 20,10
givepower = 0,0
animtype = hard                 
air.animtype = back
guardflag = H                  
hitflag = MAF                  
priority = 4, Hit               
pausetime = 8, 7    
guard.sparkno = -1    
sparkno = -1                    
sparkxy = -15,ceil(-43*const(size.yscale))           
hitsound = S2,1
guardsound = S3,0
ground.type = Low               
ground.slidetime = 8
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 8
guard.ctrltime = 12
ground.velocity = -12.0*const(size.xscale) 
guard.velocity = -12.0*const(size.xscale)    
air.velocity = -1.0*const(size.xscale),15.0*const(size.yscale)
air.type = Low
air.hittime = 13
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
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
yaccel = .60*const(size.yscale)
envshake.ampl = 1
yaccel = .60
id = 901        

[State 901, Explod]
type = Explod          
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(10) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 73,-40
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(8) >= 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85))
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(8) >= 0
var(43) = -43
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(8) >= 0
var(44) = 8220
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [200,205]
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(24) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = 410
fvar(24) = 0.75

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

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 0,0
channel = 0

[State 900, 壒傪柭傜偡]
type = playsnd 
trigger1 = animelem = 6
value = 1,1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(14) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(10) >= 0
movetype = I 

[State 900, 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
; 摜傒崬傒慜廟傝
[Statedef 910]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 0                      
velset = 0,0                     
ctrl = 0                         
anim = 910   
facep2 = 1                    
;poweradd = 20                    
sprpriority = 2                  

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 38*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 10*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 25*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 17*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = 10*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
x = 6*const(size.xscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 20

[State 240, 僸僢僩掕媊]
type = HitDef        
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                            
trigger1 = var(35) != 910
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(9) < 0)                
attr = S, NA                     
damage = ceil(90*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit                 
animtype = Medium              
guardflag = M                   
hitflag = MAF                    
getpower = 40,40
givepower = 20,0               
pausetime = ifelse(animelemtime(7)<0,0,10), 9                 
sparkno = -1                      
guard.sparkno = -1              
sparkxy = -15,ceil(-48*const(size.yscale))
hitsound = S2,4
guardsound = S3,0
ground.type = Low              
ground.slidetime = 11
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 11
guard.ctrltime = 12
ground.velocity = -8.0*const(size.xscale) 
guard.velocity = -8.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 13     
air.velocity = -5.0*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale) 
id = 910  

[State 910, Explod]
type = Explod          
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                            
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(9) < 0)  
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 67,-50
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(8) = 0
value = anim
elem = 7
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<90,30+(abs(enemynear,Pos X-Pos X)/2),90))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -48

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [200,205]
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(24) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = 410
fvar(24) = 0.75

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

[State 240, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 1,1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(13) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
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
; 儕乕僾傾僞僢僋
[Statedef 920]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 920
vel = 0,0
facep2 = 1
sprpriority = 2

[State 920]
type = Posset
trigger1 = time = 0
y = 0

[State 920]
type = velset
trigger1 = animelemtime(2) = 0
x = 1.8*const(size.xscale)
y = -6.0*const(size.yscale)

[State 920]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .55*const(size.yscale)

[State 920, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0
StateType = A

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

[State 920, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,1

[State 615, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 920
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)
attr = A, NA
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = H
pausetime = 8,7
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 6
guard.ctrltime = 12
ground.velocity = -10.0*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 920 

[State 920, Explod]
type = Explod          
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 67,-60
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<80,30+(abs(enemynear,Pos X-Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

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

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

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(2) > 0
value = 925

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; Jump Land
[Statedef 925]
type    = S
physics = S
ctrl = 0
anim = 925

[State -3, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

[State 52, 3]
type = CtrlSet
trigger1 = AnimElemTime(2) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(2) >= 1
value = 0
ctrl = 1

[State 52, 4]
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
; 巼揹偐偐偲棊偲偟
[Statedef 930]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 930        
facep2   = 1           
sprpriority = 2
;poweradd = 30

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 38*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 10*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 25*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 17*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(15) = 0
trigger2 = animelemtime(17) = 0
x = 8*const(size.xscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(9) = -1
value = 30

[State 250, 僸僢僩掕媊]
type = HitDef   
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = var(35) != 930
trigger1 = (AnimElemtime(9) >= 0) && (AnimElemtime(11) < 0)                
attr = S, NA                     
damage = ceil(120*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0  
priority = 5,Hit                
animtype = hard              
guardflag = H                   
hitflag = MAF                    
getpower = 40,60
givepower = 40,0               
pausetime = 11,11                 
sparkno = -1                      
guard.sparkno = -1            
sparkxy = -15,ceil(-70*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 = -7.5*const(size.xscale)
guard.velocity = -7.5*const(size.xscale)    
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0      
air.type = Low 
air.hittime = 17        
air.velocity = -1.0*const(size.xscale),15.0*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
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 930    

[State 930, Explod]
type = Explod          
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = (AnimElemtime(9) >= 0) && (AnimElemtime(10) < 0)   
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 60,-75
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(11) = 0
value = anim
elem = 10
persistent = 1

[State 250, 僸僢僩掕媊]
type = HitDef   
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = var(35) != 930
trigger1 = (AnimElemtime(11) >= 0) && (AnimElemtime(13) < 0)                
attr = S, NA                     
damage = ceil(80*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0  
priority = 5,Hit                
animtype = hard              
guardflag = H                   
hitflag = MAF                    
getpower = 20,10
givepower = 0,0               
pausetime = 11, 11                 
sparkno = -1                      
guard.sparkno = -1             
sparkxy = -15,ceil(-50*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 = -7.5*const(size.xscale)
guard.velocity = -7.5*const(size.xscale)    
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0      
air.type = Low 
air.hittime = 17        
air.velocity = -1.0*const(size.xscale),15.0*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
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 931    

[State 931, Explod]
type = Explod          
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = (AnimElemtime(11) >= 0) && (AnimElemtime(12) < 0)  
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 30,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(13) = 0
value = anim
elem = 12
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(11) < 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<70,30+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(11) >= 0
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<50,20+(abs(enemynear,Pos X-Pos X)/2),50))
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(11) < 0
var(43) = -70
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(11) >= 0
var(43) = -50
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = time = 0
trigger1 = prevstateno = [200,205]
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(24) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 900
trigger6 = prevstateno = 910
fvar(24) = 0.55

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [220,225]
trigger2 = prevstateno = 420
fvar(24) = 0.35

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

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 9
value = 1,2

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(17) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(13) >= 0
movetype = I 

[State 240, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimElemTime(5) = 0 
trigger1 = command = "holdc"
value = 935

[State 250, 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
; 巼揹偐偐偲棊偲偟(僼僃僀儞僩)
[Statedef 935]
type     = S                     
movetype = I                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 935       
sprpriority = 2
poweradd = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 16*const(size.xscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(6) >= 1
value = 1

[State 250, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

