;幘晽恦棆媟(巒摦)
[Statedef 3200]
type    = S
movetype = A
physics = N
anim = 3200
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -ifelse(var(2)=0,1280,800) 
facep2 = 1
sprpriority = 2

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [1000,1030]
trigger1 = fvar(18)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [1100,1240]
trigger1 = var(38)
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = 3000
trigger2 = prevstateno = [3100,3120]
fvar(27) = 0.70

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

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

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

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

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

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(-5*const(size.xscale)),ceil(-70*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-35
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = -5, -90
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
trigger2 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 3000,0
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(4) = 40
value = 3200,1
channel = 3

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(25) = 0
trigger2 = animelemtime(37) = 0
trigger3 = animelemtime(46) = 0
value = 0,0
channel = 0

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(39) = 0
value = 1,2

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(15) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(47) = 0
value = 1,1

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

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

[State -2, Explod]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 10
trigger3 = animelem = 15
trigger4 = animelem = 20
trigger5 = animelem = 25
trigger6 = animelem = 30
trigger7 = animelem = 35
trigger8 = animelem = 40
trigger9 = animelem = 45
anim = 7830
postype = p1
pos = 0, ceil(-4*const(size.yscale))
velocity = 0, 0
accel = 0, 0
facing = -1
sprpriority = 3
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 10
trigger3 = animelem = 15
trigger4 = animelem = 20
trigger5 = animelem = 25
trigger6 = animelem = 30
trigger7 = animelem = 35
trigger8 = animelem = 40
trigger9 = animelem = 45
anim = 7810
postype = p1
pos = ceil(9*const(size.xscale)), ceil(-4*const(size.yscale))
velocity = 0, 0
accel = 0, 0
facing = -1
sprpriority = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 250, 僸僢僩掕媊]
type = HitDef   
triggerall = !var(24) && !var(5)                                
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
attr = S, HA                     
damage = ceil(80*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(10*fvar(26)*fvar(29))
priority = 6,Hit
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 0,5
sparkno = -1                      
guard.sparkno = -1;S8410               
sparkxy = -15, ceil(-53*const(size.yscale))               
hitsound = S2,7
guardsound = S3,1
ground.type = Low               
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,19,17)
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
ground.velocity = 3.0*1.8*const(size.xscale)
guard.velocity = 3.0*1.8*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0      
air.type = Low 
air.hittime = 17       
air.velocity = -5.0*1.8*const(size.xscale),-10.8*2.1*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
fall.xvelocity = -3.0*1.8*const(size.xscale)
P2facing = 1
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
forcestand = 1
yaccel = .60*2.1*const(size.yscale)    
id = 3200    

[State 3200, Explod]
type = Explod
triggerall = !var(24) && !var(5)                                
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 70, ceil(-53*2.1*const(size.yscale))   
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 -2, velset]
type = velset
trigger1 = animelemtime(5) = 0
x = 1.5

[State -2, velset]
type = velset
trigger1 = animelemtime(45) = 0
x = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = 6*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(14) = 0
trigger3 = animelemtime(37) = 0
x = 4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(5) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(16) = 0
trigger5 = animelemtime(26) = 0
trigger6 = animelemtime(27) = 0
trigger7 = animelemtime(36) = 0
trigger8 = animelemtime(38) = 0
trigger9 = animelemtime(39) = 0
x = 13*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = 16*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(24) = 0
trigger2 = animelemtime(25) = 0
trigger3 = animelemtime(35) = 0
x = 4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(45) = 0
x = 20*1.8*const(size.xscale)

[state -2, helper]
type = helper
trigger1 = numhelper(30000)
trigger1 = helper(30000),var(13) = 1
trigger1 = animelemtime(4) = 0
ID = 6450
pos = 0,0
postype = p1
stateno = 6450
helpertype = normal
name = "fire-shippuu1"
sprpriority = 3
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999999999
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = numhelper(30000)
trigger1 = helper(30000),var(13) = 1
trigger1 = animelemtime(15) = 0
ID = 6460
pos = 0,0
postype = p1
stateno = 6460
helpertype = normal
name = "fire-shippuu2"
sprpriority = 3
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999999999
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = numhelper(30000)
trigger1 = helper(30000),var(13) = 1
trigger1 = animelemtime(26) = 0
ID = 6461
pos = 0,0
postype = p1
stateno = 6460
helpertype = normal
name = "fire-shippuu3"
sprpriority = 3
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999999999
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = numhelper(30000)
trigger1 = helper(30000),var(13) = 1
trigger1 = animelemtime(38) = 0
ID = 6451
pos = 0,0
postype = p1
stateno = 6450
helpertype = normal
name = "fire-shippuu4"
sprpriority = 3
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999999999
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(8) < 0
trigger2 = animelemtime(39) >= 0
trigger2 = animelemtime(47) < 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<100,30+(abs(enemynear,Pos X-Pos X)/2),100))
IgnoreHitPause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(8) < 0
trigger2 = animelemtime(39) >= 0
trigger2 = animelemtime(47) < 0
var(43) = -53
IgnoreHitPause = 1

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(8) < 0
trigger2 = animelemtime(39) >= 0
trigger2 = animelemtime(47) < 0
var(44) = 8270
IgnoreHitPause = 1

[State 240, 僸僢僩掕媊]
type = HitDef        
triggerall = !var(24) && !var(5)                            
trigger1 = (AnimElemtime(16) >= 0) && (AnimElemtime(18) < 0)
attr = S, HA                     
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority = 6,Hit
animtype = hard              
guardflag = M         
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 0,5
sparkno = -1                      
guard.sparkno = -1;S8410               
sparkxy = -15, ceil(-90*const(size.yscale))              
hitsound = S2,7
guardsound = S3,1
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*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0                                 
air.type = Low 
air.hittime = 17       
air.velocity = -4.0*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
down.bounce = 1
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
P2facing = 1
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
forcestand = 1
yaccel = .60*2.1*const(size.yscale)      
id = 3201  

[State 3201, Explod]
type = Explod
triggerall = !var(24) && !var(5)                            
trigger1 = (AnimElemtime(16) >= 0) && (AnimElemtime(18) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 70, ceil(-90*2.1*const(size.yscale))    
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(18) = 0
value = anim
elem = 17
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(39) < 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<90,30+(abs(enemynear,Pos X-Pos X)/2),90))
IgnoreHitPause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(39) < 0
var(43) = -90
IgnoreHitPause = 1

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(39) < 0
var(44) = 8250
IgnoreHitPause = 1

[State 240, 僸僢僩掕媊]
type = HitDef        
triggerall = !var(24) && !var(5)                            
trigger1 = (AnimElemtime(27) >= 0) && (AnimElemtime(29) < 0)
attr = S, HA                     
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority = 6,Hit
animtype = hard              
guardflag = M         
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 0,5
sparkno = -1                      
guard.sparkno = -1;S8410               
sparkxy = -15, ceil(-90*const(size.yscale))              
hitsound = S2,7
guardsound = S3,1
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*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0                                 
air.type = Low 
air.hittime = 17       
air.velocity = -4.0*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
down.bounce = 1
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
P2facing = 1
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
forcestand = 1
yaccel = .60*2.1*const(size.yscale)      
id = 3202  

[State 3202, Explod]
type = Explod
triggerall = !var(24) && !var(5)                            
trigger1 = (AnimElemtime(27) >= 0) && (AnimElemtime(29) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 70, ceil(-90*2.1*const(size.yscale))     
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(29) = 0
value = anim
elem = 28
persistent = 1

[State 250, 僸僢僩掕媊]
type = HitDef   
triggerall = !var(24) && !var(5)                                
trigger1 = (AnimElemtime(40) >= 0) && (AnimElemtime(42) < 0)
attr = S, HA                     
damage = ceil(50*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(6*fvar(26)*fvar(29))  
priority = 6,Hit
animtype = hard     
guardflag = M                   
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 0,5
sparkno = -1                      
guard.sparkno = -1;S8410               
sparkxy = -15, ceil(-53*const(size.yscale))               
hitsound = S2,7
guardsound = S3,1
ground.type = Low               
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,19,17)
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0      
air.type = Low 
air.hittime = 17  
air.velocity = -4.0*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
down.bounce = 1
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
P2facing = 1
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
forcestand = 1
yaccel = .60*2.1*const(size.yscale)    
id = 3203    

[State 3203, Explod]
type = Explod
triggerall = !var(24) && !var(5)                                
trigger1 = (AnimElemtime(40) >= 0) && (AnimElemtime(42) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 70, ceil(-53*2.1*const(size.yscale))    
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(42) = 0
value = anim
elem = 41
persistent = 1

[State 245, 僸僢僩掕媊]
type = HitDef   
triggerall = !var(24) && !var(5)                                  
trigger1 = (AnimElemtime(49) >= 0) && (AnimElemtime(51) < 0)
attr = S, HA                     
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29)) 
priority = 6,Hit
animtype = up             
guardflag = M                   
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 0,8
sparkno = -1                      
guard.sparkno = -1;S8410               
sparkxy = -15, -60               
hitsound = S2,7
guardsound = S3,1
ground.type = high               
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,19,17)
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
ground.velocity = 0,-6.0*2.1*const(size.yscale)  
guard.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0      
air.type = Low 
air.hittime = 17 
air.velocity = 0,-5.3*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1 
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
yaccel = .60*2.1*const(size.yscale)  
id = 3204    

[State 3204, Explod]
type = Explod
triggerall = !var(24) && !var(5)                                  
trigger1 = (AnimElemtime(49) >= 0) && (AnimElemtime(51) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 60, -75     
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(51) = 0
value = anim
elem = 50
persistent = 1

[State -1, ChangeState]
type = ChangeState
triggerall = !var(13)
triggerall = animelemtime(51) = 0
trigger1 = var(16)
value = 3210
IgnoreHitPause = 0

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(47) >= 0
var(42) = 54
IgnoreHitPause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(47) >= 0
var(43) = -70
IgnoreHitPause = 1

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(47) >= 0
var(44) = 8250
IgnoreHitPause = 1

[State 1000,00]
type = Afterimage
trigger1 = animelemtime(54) = 0
time = 0

[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
;幘晽恦棆媟(惉岟)
[Statedef 3210]
type    = A
movetype = A
physics = N
anim = 3210
juggle = 0
ctrl = 0
velset = 0,0
poweradd = 0 
sprpriority = 2

[State 240, posadd]
type = posadd
trigger1 = time = 0
x = 10*1.8*const(size.xscale)

[State 3000]
type = explod
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 1
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(12) = 0
trigger4 = animelemtime(18) = 0
anim = 6400
pos = 0, 0
postype = p1
facing = 1
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 1
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(12) = 0
trigger4 = animelemtime(18) = 0
anim = 6400
pos = 0, ceil(-15*2.1*const(size.yscale))
postype = p1
facing = 1
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
trigger4 = animelem = 21
trigger5 = animelem = 27
trigger6 = animelem = 33
trigger7 = animelem = 39
trigger8 = animelem = 45
value = 1,1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3200,2
channel = 0

[State 1050, Velocity]
type = VelSet
trigger1 = time = 0
x = 0
y = -4.0*2.1*const(size.yscale)

[State 1400, 2]
type = veladd
trigger1 = animelemtime(24) >= 0
y = .55*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)
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 6, Hit
hitflag = MAF
guardflag = M
pausetime = 3,2
guard.pausetime = 3,2
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 = 17
air.hittime = 17
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = 0,-6.0*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 90
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
forcestand = 1
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3210

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 21
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(50*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*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 = 17
air.hittime = 17
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),-10.8*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 90
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*1.8*const(size.xscale)
yaccel = .60*2.1*const(size.yscale)
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
forcestand = 1
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3211

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = p2life > 0
trigger1 = animelem = 27
trigger2 = animelem = 33
trigger3 = animelem = 39
trigger4 = animelem = 45
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*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 = 17
air.hittime = 17
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),-10.8*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 90
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 = 3
persistent = 1
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3212

[State -2, hitspark x]
type = VarSet
trigger1 = 1
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) = -62
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8250
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
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = time > 0
value = 3250+(command="holddown")*10

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;幘晽恦棆媟乮拝抧乯
[Statedef 3250]
type    = S
physics = S
ctrl = 0
anim = 1250

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

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

[State 1150, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1150, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

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

[State 1150, 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
;幘晽恦棆媟乮拝抧乯
[Statedef 3260]
type    = C
physics = S
ctrl = 0
anim = 3260

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

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

[State 1150, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1150, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

[State 1150, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
