;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
;棾姫慁晽媟(彫)
[Statedef 1200]
type    = S
movetype = A
physics = S
anim = 1200
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

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

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 14*1.8*const(size.xscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1200
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(5) < 0
attr = S, SA
getpower = 40,80
givepower = 60,0
animtype  = hard
air.animtype  = back
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 17
air.hittime = 17
ground.velocity = -10.0*1.8*const(size.xscale)
guard.velocity = -10.0*1.8*const(size.xscale)
air.velocity = -2.0*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1200

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 1200, Position]
type = null;Posadd
trigger1 = animelemtime(5) = 0
x = 10*1.8*const(size.xscale)

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1200,0
channel = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
value = 1,1

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(5) = 0
x = 5.0*1.8*const(size.xscale)
y = -2.7*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .30*2.1*const(size.yscale)

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

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(5) >= 0) && (animelemtime(12) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 1
trigger1 = animelem = 7
attr = A, SA
getpower = 20,10
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -17.0*1.8*const(size.xscale)
guard.velocity = -17.0*1.8*const(size.xscale)
air.velocity = -7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1201

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 2
trigger1 = animelem = 10
attr = A, SA
getpower = 20,10
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8415
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 16.0*1.8*const(size.xscale)
guard.velocity = 16.0*1.8*const(size.xscale)
air.velocity = 7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1202

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = 31
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(8) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(8) < 0
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(8) >= 0
var(44) = 8285
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(5) > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棾姫慁晽媟(拞)
[Statedef 1210]
type    = S
movetype = A
physics = S
anim = 1210
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

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

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 14*1.8*const(size.xscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1210
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(5) < 0
attr = A, SA
getpower = 40,80
givepower = 60,0
animtype  = hard
air.animtype  = up
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -10.0*1.8*const(size.xscale)
guard.velocity = -10.0*1.8*const(size.xscale)
air.velocity = -2.0*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1210

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 1200, Position]
type = null;Posadd
trigger1 = animelemtime(5) = 0
x = 10*1.8*const(size.xscale)

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1200,0
channel = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 19
value = 1,1

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 5.6*1.8*const(size.xscale)
y = -2.04*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .12*2.1*const(size.yscale)

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

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(5) >= 0) && (animelemtime(24) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 1
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 19
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = (-12.5-(animelem=19)*3.5)*1.8*const(size.xscale)
guard.velocity = (-12.5-(animelem=19)*3.5)*1.8*const(size.xscale)
air.velocity = -7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1211

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 2
trigger1 = animelem = 10
trigger2 = animelem = 16
trigger3 = animelem = 22
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8415
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = (12.5+(animelem=22)*3.5)*1.8*const(size.xscale)
guard.velocity = (12.5+(animelem=22)*3.5)*1.8*const(size.xscale)
air.velocity = 7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1212

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = 31
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
trigger2 = (animelemtime(11) >= 0) && (animelemtime(14) < 0)
trigger3 = (animelemtime(17) >= 0) && (animelemtime(20) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(11) < 0)
trigger2 = (animelemtime(14) >= 0) && (animelemtime(17) < 0)
trigger3 = animelemtime(20) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
trigger2 = (animelemtime(11) >= 0) && (animelemtime(14) < 0)
trigger3 = (animelemtime(17) >= 0) && (animelemtime(20) < 0)
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(11) < 0)
trigger2 = (animelemtime(14) >= 0) && (animelemtime(17) < 0)
trigger3 = animelemtime(20) >= 0
var(44) = 8285
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棾姫慁晽媟(戝)
[Statedef 1220]
type    = S
movetype = A
physics = S
anim = 1220
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

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

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 14*1.8*const(size.xscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1220
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(5) < 0
attr = A, SA
getpower = 40,80
givepower = 60,0
animtype  = hard
air.animtype  = up
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -10.0*1.8*const(size.xscale)
guard.velocity = -10.0*1.8*const(size.xscale)
air.velocity = -2.0*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1220

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 1200, Position]
type = null;Posadd
trigger1 = animelemtime(5) = 0
x = 10*1.8*const(size.xscale)

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1200,0
channel = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 19
trigger4 = animelem = 25
value = 1,1

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 6.4*1.8*const(size.xscale)
y = -1.98*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .09*2.1*const(size.yscale)

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

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(5) >= 0) && (animelemtime(30) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 1
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 19
trigger4 = animelem = 25
attr = A, SA
getpower = 20,10
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = (-12.5-(animelem=25)*3.5)*1.8*const(size.xscale)
guard.velocity = (-12.5-(animelem=25)*3.5)*1.8*const(size.xscale)
air.velocity = -7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1221

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 2
trigger1 = animelem = 10
trigger2 = animelem = 16
trigger3 = animelem = 22
trigger4 = animelem = 28
attr = A, SA
getpower = 20,10
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = (12.5+(animelem=28)*3.5)*1.8*const(size.xscale)
guard.velocity = (12.5+(animelem=28)*3.5)*1.8*const(size.xscale)
air.velocity = 7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1222

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = 31
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
trigger2 = (animelemtime(11) >= 0) && (animelemtime(14) < 0)
trigger3 = (animelemtime(17) >= 0) && (animelemtime(20) < 0)
trigger4 = (animelemtime(23) >= 0) && (animelemtime(26) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(11) < 0)
trigger2 = (animelemtime(14) >= 0) && (animelemtime(17) < 0)
trigger3 = (animelemtime(20) >= 0) && (animelemtime(23) < 0)
trigger4 = animelemtime(26) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
trigger2 = (animelemtime(11) >= 0) && (animelemtime(14) < 0)
trigger3 = (animelemtime(17) >= 0) && (animelemtime(20) < 0)
trigger4 = (animelemtime(23) >= 0) && (animelemtime(26) < 0)
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(11) < 0)
trigger2 = (animelemtime(14) >= 0) && (animelemtime(17) < 0)
trigger3 = (animelemtime(20) >= 0) && (animelemtime(23) < 0)
trigger4 = animelemtime(26) >= 0
var(44) = 8285
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棾姫慁晽媟(EX)
[Statedef 1240]
type    = S
movetype = A
physics = S
anim = 1240
juggle = 0
ctrl = 0
poweradd = -400
velset = 0,0
facep2 = 1

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

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

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 14*1.8*const(size.xscale)

[State 1050, Palfix]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(19) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 5
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImage
trigger1 = animelemtime(20) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(36*const(size.xscale)),ceil(-84*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
removetime = 11
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 2000, 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1240
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(5) < 0
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -10.0*1.8*const(size.xscale)
guard.velocity = -10.0*1.8*const(size.xscale)
air.velocity = -2.0*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1240

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 1200, Position]
type = null;Posadd
trigger1 = animelemtime(5) = 0
x = 10*1.8*const(size.xscale)

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1200,0
channel = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 19
trigger4 = animelem = 25
trigger5 = animelem = 31
value = 1,1

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 7.2*1.8*const(size.xscale)
y = -1.98*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .09*2.1*const(size.yscale)

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

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(5) >= 0) && (animelemtime(36) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 1
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 19
trigger4 = animelem = 25
trigger5 = animelem = 31
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = (-12.5-(animelem=31)*3.5)*1.8*const(size.xscale)
guard.velocity = (-12.5-(animelem=31)*3.5)*1.8*const(size.xscale)
air.velocity = -7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1241

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 2
trigger1 = animelem = 10
trigger2 = animelem = 16
trigger3 = animelem = 22
trigger4 = animelem = 28
trigger5 = animelem = 34
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = (12.5+(animelem=34)*3.5)*1.8*const(size.xscale)
guard.velocity = (12.5+(animelem=34)*3.5)*1.8*const(size.xscale)
air.velocity = 7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1242

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = 31
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
trigger2 = (animelemtime(11) >= 0) && (animelemtime(14) < 0)
trigger3 = (animelemtime(17) >= 0) && (animelemtime(20) < 0)
trigger4 = (animelemtime(23) >= 0) && (animelemtime(26) < 0)
trigger5 = (animelemtime(29) >= 0) && (animelemtime(32) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(11) < 0)
trigger2 = (animelemtime(14) >= 0) && (animelemtime(17) < 0)
trigger3 = (animelemtime(20) >= 0) && (animelemtime(23) < 0)
trigger4 = (animelemtime(26) >= 0) && (animelemtime(29) < 0)
trigger5 = animelemtime(32) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
trigger2 = (animelemtime(11) >= 0) && (animelemtime(14) < 0)
trigger3 = (animelemtime(17) >= 0) && (animelemtime(20) < 0)
trigger4 = (animelemtime(23) >= 0) && (animelemtime(26) < 0)
trigger5 = (animelemtime(29) >= 0) && (animelemtime(32) < 0)
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(11) < 0)
trigger2 = (animelemtime(14) >= 0) && (animelemtime(17) < 0)
trigger3 = (animelemtime(20) >= 0) && (animelemtime(23) < 0)
trigger4 = (animelemtime(26) >= 0) && (animelemtime(29) < 0)
trigger5 = animelemtime(32) >= 0
var(44) = 8285
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棾姫慁晽媟乮拝抧乯
[Statedef 1250]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 1250

[State -3]
type = AfterImage
trigger1 = animelemtime(4) = 0
time = 0

[State 1250, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

[State 1250, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1250, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(4) >= 3
value = 1

[State 1250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;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
;嬻拞棾姫慁晽媟(彫)
[Statedef 1300]
type    = A
movetype = A
physics = N
anim = 1300
juggle = 0
ctrl = 0
;poweradd = 20

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

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
value = 1,1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1200,0
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 0.5*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State -2, VelAdd]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)*2.1*const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = (enemynear,statetype = C) || (enemynear,statetype = L)
value = 0

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 1
triggerall = var(18) < 2
trigger1 = animelem = 5
trigger2 = animelem = 11
attr = A, SA
getpower = 40,10
givepower = 20,0
animtype  = hard
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -6.0*1.8*const(size.xscale)
guard.velocity = -6.0*1.8*const(size.xscale)
air.velocity = -7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1300

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 2
triggerall = var(18) < 2
trigger1 = animelem = 8
trigger2 = animelem = 14
attr = A, SA
getpower = 20,10
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 12.0*1.8*const(size.xscale)
guard.velocity = 12.0*1.8*const(size.xscale)
air.velocity = 7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1301

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = animelemtime(12) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = animelemtime(12) >= 0
var(44) = 8285
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(18) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟(拞)
[Statedef 1310]
type    = A
movetype = A
physics = N
anim = 1310
juggle = 0
ctrl = 0
;poweradd = 30

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

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
value = 1,1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1200,0
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 0.9*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State -2, VelAdd]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)*2.1*const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = (enemynear,statetype = C) || (enemynear,statetype = L)
value = 0

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 1
triggerall = var(18) < 2
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
attr = A, SA
getpower = 40,10
givepower = 20,0
animtype  = hard
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -6.0*1.8*const(size.xscale)
guard.velocity = -6.0*1.8*const(size.xscale)
air.velocity = -7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1310

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 2
triggerall = var(18) < 2
trigger1 = animelem = 8
trigger2 = animelem = 14
trigger3 = animelem = 20
attr = A, SA
getpower = 20,10
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 12.0*1.8*const(size.xscale)
guard.velocity = 12.0*1.8*const(size.xscale)
air.velocity = 7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1311

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = animelemtime(18) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = animelemtime(18) >= 0
var(44) = 8285
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(24) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟(戝)
[Statedef 1320]
type    = A
movetype = A
physics = N
anim = 1320
juggle = 0
ctrl = 0
;poweradd = 40

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

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
value = 1,1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1200,0
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 1.3*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State -2, VelAdd]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)*2.1*const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = (enemynear,statetype = C) || (enemynear,statetype = L)
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 40

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 1
triggerall = var(18) < 2
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
attr = A, SA
getpower = 40,10
givepower = 20,0
animtype  = hard
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -6.0*1.8*const(size.xscale)
guard.velocity = -6.0*1.8*const(size.xscale)
air.velocity = -7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1320

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 2
triggerall = var(18) < 2
trigger1 = animelem = 8
trigger2 = animelem = 14
trigger3 = animelem = 20
trigger4 = animelem = 26
attr = A, SA
getpower = 20,10
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 12.0*1.8*const(size.xscale)
guard.velocity = 12.0*1.8*const(size.xscale)
air.velocity = 7.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1321

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(21) >= 0) && (animelemtime(24) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(21) < 0)
trigger4 = animelemtime(24) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(21) >= 0) && (animelemtime(24) < 0)
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(21) < 0)
trigger4 = animelemtime(24) >= 0
var(44) = 8285
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(30) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟(EX)
[Statedef 1340]
type    = A
movetype = A
physics = N
anim = 1340
juggle = 0
ctrl = 0
poweradd = -400

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

[State 1050, Palfix]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(18) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 5
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImageTime
trigger1 = animelemtime(16) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(35*1.8*const(size.xscale)),ceil(-75*2.1*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
removetime = 11
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 2000, 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
trigger5 = animelem = 29
value = 1,1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1200,0
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
y = -3.0*2.1*const(size.yscale)

[State 1050, Velocity]
type = VelAdd
trigger1 = vel X = 0
trigger1 = time = 0
x = 0.5*1.8*const(size.xscale)

[State 1050, Velocity]
type = VelAdd
trigger1 = vel X > 0
trigger1 = time = 0
x = (vel X)*.75

[State 1050, Velocity]
type = VelAdd
trigger1 = vel X < 0
trigger1 = time = 0
x = (vel X)*.5

[State -2, VelAdd]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)*2.1*const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = (enemynear,statetype = C) || (enemynear,statetype = L)
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 1
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
trigger5 = animelem = 29
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = up
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -3.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -6.0*1.8*const(size.xscale)
air.velocity = -3.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1340

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) = 2
trigger1 = animelem = 8
trigger2 = animelem = 14
trigger3 = animelem = 20
trigger4 = animelem = 26
trigger5 = animelem = 32
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = up
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 6, Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 3.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = 12.0*1.8*const(size.xscale)
air.velocity = 3.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1341

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(21) >= 0) && (animelemtime(24) < 0)
trigger5 = (animelemtime(27) >= 0) && (animelemtime(30) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(21) < 0)
trigger4 = (animelemtime(24) >= 0) && (animelemtime(27) < 0)
trigger5 = animelemtime(30) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(21) >= 0) && (animelemtime(24) < 0)
trigger5 = (animelemtime(27) >= 0) && (animelemtime(30) < 0)
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(21) < 0)
trigger4 = (animelemtime(24) >= 0) && (animelemtime(27) < 0)
trigger5 = animelemtime(30) >= 0
var(44) = 8285
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(36) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;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
;棿慚媟(彫)
[Statedef 1400]
type    = S
movetype = A
physics = S
anim = 1400
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1400, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1400, Position]
type = Posadd
trigger1 = animelemtime(5) = 0
x = 5*1.8*const(size.xscale)

[State 1400, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 5*1.8*const(size.xscale)

[State 1400, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1400,0
channel = 0

[State 1400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 9
value = 1,2

[State 1400, Velocity]
type = VelSet
trigger1 = AnimElemtime(7) = 0
x = 2.0*1.8*const(size.xscale)
y = -11.0*2.1*const(size.yscale)

[State 1400, veladd]
type = veladd
trigger1 = !var(13)
trigger1 = animelemtime(7) >= 0
y = 1.0*2.1*const(size.yscale)

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

[State 1400, StateType]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A
physics = N

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1400
trigger1 = animelemtime(9) >= 0
attr = A, SA
getpower = 40,60
givepower = 60,0
animtype  = hard
air.animtype  = back
damage = ceil(100*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(15*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 0,11
guard.pausetime = 0,11
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, -60
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 13
guard.ctrltime = 16
air.hittime = 18
ground.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1400

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

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

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(15) = 0
value = anim
elem = 14
persistent = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 9
var(42) = floor(ifelse(15+(abs(enemynear,Pos X - Pos X)/2)<50,15+(abs(enemynear,Pos X - Pos X)/2),50))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 10
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 11
var(42) = floor(ifelse(25+(abs(enemynear,Pos X - Pos X)/2)<80,25+(abs(enemynear,Pos X - Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 12
var(42) = floor(ifelse(20+(abs(enemynear,Pos X - Pos X)/2)<65,20+(abs(enemynear,Pos X - Pos X)/2),65))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 9
var(43) = -100
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 10
var(43) = -80
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 11
var(43) = -60
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 12
var(43) = -35
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 9
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 10
var(44) = 8290
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 11
var(44) = 8300
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 12
var(44) = 8310
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0 && !var(13)
trigger1 = AnimElemTime(7) > 0
value = 1450

;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
;棿慚媟(拞)
[Statedef 1410]
type    = S
movetype = A
physics = S
anim = 1410
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1400, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1400, Position]
type = Posadd
trigger1 = animelemtime(5) = 0
x = 5*1.8*const(size.xscale)

[State 1400, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 5*1.8*const(size.xscale)

[State 1400, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1400,0
channel = 0

[State 1400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 9
value = 1,2

[State 1400, Velocity]
type = VelSet
trigger1 = AnimElemtime(7) = 0
x = 2.0*1.8*const(size.xscale)
y = -13.0*2.1*const(size.yscale)

[State 1400, veladd]
type = veladd
trigger1 = !var(13)
trigger1 = animelemtime(7) >= 0
y = 1.0*2.1*const(size.yscale)

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

[State 1400, StateType]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A
physics = N

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1410
trigger1 = animelemtime(9) >= 0
attr = A, SA
getpower = 40,60
givepower = 60,0
animtype  = hard
air.animtype  = back
damage = ceil(120*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(15*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 0,11
guard.pausetime = 0,11
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, -60
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 13
guard.ctrltime = 16
air.hittime = 18
ground.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1410

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

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

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(15) = 0
value = anim
elem = 14
persistent = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 9
var(42) = floor(ifelse(15+(abs(enemynear,Pos X - Pos X)/2)<50,15+(abs(enemynear,Pos X - Pos X)/2),50))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 10
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 11
var(42) = floor(ifelse(25+(abs(enemynear,Pos X - Pos X)/2)<80,25+(abs(enemynear,Pos X - Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 12
var(42) = floor(ifelse(20+(abs(enemynear,Pos X - Pos X)/2)<65,20+(abs(enemynear,Pos X - Pos X)/2),65))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 9
var(43) = -100
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 10
var(43) = -80
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 11
var(43) = -60
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 12
var(43) = -35
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 9
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 10
var(44) = 8290
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 11
var(44) = 8300
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 12
var(44) = 8310
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0 && !var(13)
trigger1 = AnimElemTime(7) > 0
value = 1450

;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
;棿慚媟(戝)
[Statedef 1420]
type    = S
movetype = A
physics = S
anim = 1420
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1400, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1400, Position]
type = Posadd
trigger1 = animelemtime(5) = 0
x = 5*1.8*const(size.xscale)

[State 1400, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 5*1.8*const(size.xscale)

[State 1400, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1400,0
channel = 0

[State 1400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 9
value = 1,2

[State 1400, Velocity]
type = VelSet
trigger1 = AnimElemtime(7) = 0
x = 2.0*1.8*const(size.xscale)
y = -15.0*2.1*const(size.yscale)

[State 1400, veladd]
type = veladd
trigger1 = !var(13)
trigger1 = animelemtime(7) >= 0
y = 1.0*2.1*const(size.yscale)

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

[State 1400, StateType]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A
physics = N

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1420
trigger1 = animelemtime(9) >= 0
attr = A, SA
getpower = 40,60
givepower = 60,0
animtype  = hard
air.animtype  = back
damage = ceil(140*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(15*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 0,11
guard.pausetime = 0,11
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, -60
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 13
guard.ctrltime = 16
air.hittime = 18
ground.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1420

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

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

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(15) = 0
value = anim
elem = 14
persistent = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 9
var(42) = floor(ifelse(15+(abs(enemynear,Pos X - Pos X)/2)<50,15+(abs(enemynear,Pos X - Pos X)/2),50))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 10
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 11
var(42) = floor(ifelse(25+(abs(enemynear,Pos X - Pos X)/2)<80,25+(abs(enemynear,Pos X - Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 12
var(42) = floor(ifelse(20+(abs(enemynear,Pos X - Pos X)/2)<65,20+(abs(enemynear,Pos X - Pos X)/2),65))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 9
var(43) = -100
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 10
var(43) = -80
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 11
var(43) = -60
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 12
var(43) = -35
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 9
var(44) = 8280
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 10
var(44) = 8290
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 11
var(44) = 8300
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 12
var(44) = 8310
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0 && !var(13)
trigger1 = AnimElemTime(7) > 0
value = 1450

;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
;棿慚媟(EX)
[Statedef 1440]
type    = S
movetype = A
physics = S
anim = 1400
juggle = 0
ctrl = 0
poweradd = -400
velset = 0,0
facep2 = 1

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA

[State 1400, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1400, Position]
type = Posadd
trigger1 = animelemtime(5) = 0
x = 5*1.8*const(size.xscale)

[State 1400, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 5*1.8*const(size.xscale)

[State 1050, Palfix]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(13) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 5
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImageTime
trigger1 = animelemtime(12) = 2
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 1
ID = 7500
anim = 7500
postype = p1
pos = ceil(20*1.8*const(size.xscale)),ceil(-35*2.1*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
removetime = 11
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = 2000, 0

[State 1400, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1400,0
channel = 0

[State 1400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 9
value = 1,2

[State 1400, Velocity]
type = VelSet
trigger1 = AnimElemtime(7) = 0
x = 6.0*1.8*const(size.xscale)
y = -10.0*2.1*const(size.yscale)

[State 1400, veladd]
type = veladd
trigger1 = !var(13)
trigger1 = animelemtime(7) >= 0
y = 1.0*2.1*const(size.yscale)

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

[State 1400, StateType]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A
physics = N

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1440
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(13) < 0
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 0,8
guard.pausetime = 0,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, -60
hitsound = S2,7
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 13
guard.ctrltime = 16
air.hittime = 18
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1440

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1441
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(15) < 0
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(70*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 0,8
guard.pausetime = 0,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, -60
hitsound = S2,7
guardsound = S3,1
ground.type = low
ground.slidetime = 13
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 13
guard.ctrltime = 16
air.hittime = 18
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1441

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(15) = 0
value = anim
elem = 14
persistent = 1

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 1442
trigger1 = animelemtime(15) >= 0
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(70*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 0,8
guard.pausetime = 0,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, -60
hitsound = S2,7
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 13
guard.ctrltime = 16
air.hittime = 18
ground.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -3.0*1.8*const(size.xscale),8.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1442

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 10
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 11
var(42) = floor(ifelse(25+(abs(enemynear,Pos X-Pos X)/2)<80,25+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelem = 12
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<65,20+(abs(enemynear,Pos X-Pos X)/2),65))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 10
var(43) = -80
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 11
var(43) = -60
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = animelem = 12
var(43) = -35
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 10
var(44) = 8290
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 11
var(44) = 8300
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelem = 12
var(44) = 8310
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0 && !var(13)
trigger1 = AnimElemTime(7) > 0
value = 1450

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棿慚媟乮拝抧乯
[Statedef 1450]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 1450

[State -3]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 1450, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1450, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1450, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(5) >= 0
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(5) >= 0
value = 0
ctrl = 1

[State 1450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;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
; 慜曽揮恎(彫)
[Statedef 1500]
type = S
physics = N
ctrl = 0
anim = 1500
facep2 = 1
velset = 0,0
sprpriority = 1

[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 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Animelemtime(2) >= 0
trigger1 = Animelemtime(6) < 1
value = ,AT

[State 1200, 1]
type = PlayerPush
trigger1 = (animelemtime(2) >= 0) && (animelemtime(8) < 0)
value = 0

[State 100, posset]
type = posset
trigger1 = time = 0
y = 0

[State 100, VelSet]
type = VelSet
trigger1 = Animelemtime(2) = 0
x = 3.0

[State 100, VelSet]
type = VelSet
trigger1 = Animelemtime(8) = 0
x = 0

[State 100, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(9) >= 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(9) >= 1
value = 0
ctrl = 1

[State 100, 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
; 慜曽揮恎(拞)
[Statedef 1510]
type = S
physics = N
ctrl = 0
anim = 1510
facep2 = 1
velset = 0,0
sprpriority = 1

[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 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Animelemtime(2) >= 0
trigger1 = Animelemtime(14) < 1
value = ,AT

[State 1200, 1]
type = PlayerPush
trigger1 = (animelemtime(2) >= 0) && (animelemtime(16) < 0)
value = 0

[State 100, posset]
type = posset
trigger1 = time = 0
y = 0

[State 100, VelSet]
type = VelSet
trigger1 = Animelemtime(2) = 0
x = 3.0

[State 100, VelSet]
type = VelSet
trigger1 = Animelemtime(16) = 0
x = 0

[State 100, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(17) >= 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(17) >= 1
value = 0
ctrl = 1

[State 100, 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
; 慜曽揮恎(戝)
[Statedef 1520]
type = S
physics = N
ctrl = 0
anim = 1520
facep2 = 1
velset = 0,0
sprpriority = 1

[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 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Animelemtime(2) >= 0
trigger1 = Animelemtime(23) < 1
value = ,AT

[State 1200, 1]
type = PlayerPush
trigger1 = (animelemtime(2) >= 0) && (animelemtime(25) < 0)
value = 0

[State 100, posset]
type = posset
trigger1 = time = 0
y = 0

[State 100, VelSet]
type = VelSet
trigger1 = Animelemtime(2) = 0
x = 3.0

[State 100, VelSet]
type = VelSet
trigger1 = Animelemtime(25) = 0
x = 0

[State 100, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(26) >= 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(26) >= 1
value = 0
ctrl = 1

[State 100, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
