;Var(0)  = 憡庤敾暿
;Var(1)  = 1P,2P懁敾掕
;Var(2)  = 俽俙慖戰
;Var(3)  = 僴僀僕儍儞僾
;Var(4)  = 懳嬻僈乕僪
;Var(5)  = 嬻拞峌寕HIT
;Var(6)  = 憡庤嬻拞暅婣
;Var(7)  = 僋僀僢僋僗僞儞僨傿儞僌
;Var(8)  = 搳偘敳偗
;Var(9)  = 僼傽乕僗僩傾僞僢僋
;Var(10) = 庛拞嫮敾暿
;Var(11) = 僸僢僩妋擣(movehit)
;Var(12) = 僸僢僩妋擣(moveguarded)
;Var(13) = hitpausetime
;Var(14) = EX攇摦対HIT
;Var(15) = EX攇摦対HitPause
;Var(16) = 幘晽恦棆媟HIT
;Var(17) = 恄棿対儃僞儞楢懪夞悢
;Var(18) = EX嬻拞棾姫HIT悢惂尷
;Var(19) = 旼廟傝儃僞儞楢懪夞悢
;Var(20) = 旼廟傝夞悢惂尷
;Var(21) = 僠僃乕儞僐儞儃
;Var(22) = 棿晳梮
;Var(23) = 嬻拞棾姫摉偨傝曗惓
;Var(24) = 捛偄摙偪晄壜
;Var(25) = SA埫揮帪娫
;Var(26) = 愭峴擖椡(嬻拞)
;Var(27) = 愭峴擖椡夝彍(嬻拞)
;Var(28) = 愭峴擖椡擣幆(嬻拞)
;Var(29) = 僽儘昞帵
;Var(30) = 棫偪丒嬻拞僽儘僐儅儞僪擣幆
;Var(31) = 孅僽儘僐儅儞僪擣幆丂
;Var(32) = 僈乕僪僽儘擣幆
;Var(33) = 僯儏乕僩儔儖栠偟妋擣(棫偪丒嬻拞)
;Var(34) = 僯儏乕僩儔儖栠偟妋擣(孅)
;Var(35) = Hit妋擣
;Var(36) = HitShakeTime
;Var(37) = 僞乕僎僢僩僐儞儃
;Var(38) = movecontact
;Var(39) = 僸僢僩僶僢僋妋擣
;Var(40) = 僕儍儞僾惂屼
;Var(41) = juggle
;Var(42) = 僸僢僩僗僷乕僋x
;Var(43) = 僸僢僩僗僷乕僋y
;Var(44) = sparkno
;Var(45) = 姍暐偄僉僢僋Hit
;var(46) = 僗僞儞忬懺
;Var(47) = 嬻拞僉儍儞僙儖
;Var(48) = hitpausetime
;Var(49) = stateno
;Var(50) = AI
;var(51) = AI儔儞僟儉
;Var(52) = 儔僀僼敾暿
;var(53) = 儔僀僼忣曬
;var(54) = 彑棙敾掕
;var(55) = 僐儅儞僪愭峴擖椡
;var(56) = 愭峴擖椡夝彍
;var(57) = 愭峴擖椡擣幆
;Var(58) = 抧忋僉儍儞僙儖
;Var(59) = SA僼傿僯僢僔儏

;fvar(0) = 僐儞儃僟儊乕僕曗惓
;fvar(1) = 僸僢僩僶僢僋
;fvar(2) = 僗僞儞僎乕僕
;fvar(3) = 楢懕僈乕僪
;fvar(4) = 捛偄摙偪敾掕梡僸僢僩妋擣
;fvar(5) = 嫮惂廔椆媄僸僢僩
;fvar(6) = 彑棙superpausetime
;fvar(7) = 巰朣妋擣
;fvar(8) = perfect敾掕
;fvar(9) = 帺摦僽儘敾掕
;fvar(10) = 恄棿対楢懪僼儔僌
;fvar(11) = 巊梡嵪傒
;fvar(12) = 巊梡嵪傒
;fvar(13) = 巊梡嵪傒
;fvar(14) = 僐儞儃悢
;fvar(15) = 搳偘
;fvar(16) = 僐儞儃曗惓
;fvar(17) = 僉儍儞僙儖
;fvar(18) = 攇摦僉儍儞僙儖
;fvar(19) = 憡庤搳偘柍揋帪娫
;fvar(20) = 僗僞儞帪娫儔儞僟儉
;fvar(21) = power
;fvar(22) = 儗僶僈僠儍
;fvar(23) = 僗僞儞娭楢
;fvar(24) = 僠僃乕儞僐儞儃僟儊乕僕曗惓
;fvar(25) = 懡抜HIT媄僟儊乕僕曗惓
;fvar(26) = 崻惈抣曗惓
;fvar(27) = 僗乕僷乕僉儍儞僙儖曗惓
;fvar(28) = 偟傖偑傒僇僂儞僞乕
;fvar(29) = 僷乕僜僫儖傾僋僔儑儞
;fvar(30) = 摿庩俲俷
;fvar(31) = 巊梡嵪傒
;fvar(32) = 
;fvar(33) = 徃棾僸僢僩僶僢僋
;fvar(34) = 嬻拞僐儞儃惂尷抣
;fvar(35) = 僸僢僩僶僢僋敾暿
;fvar(36) = 旘傃摴嬶偺桳柍
;fvar(37) = 憡庤敾暿
;fvar(38) = 夋柺抂僸僢僩僶僢僋
;fvar(39) = 彫懌彫懌

;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
;婎杮僨乕僞晹暘
[Data]
life              = 1000    ;懱椡僎乕僕偺嵟戝抣傪寛傔傑偡
power             = 2560    ;僷儚乕僎乕僕嵟戝抣乮僨僼僅儖僩偼 3000 = Lv.3 偵側傝傑偡丒僆僾僔儑儞乯
attack            = 87      ;峌寕椡僷乕僙儞僥乕僕乮僨僼僅儖僩偼 100% 偵側傝傑偡乯
defence           = 100     ;杊屼椡僷乕僙儞僥乕僕乮僨僼僅儖僩偼 100% 偵側傝傑偡乯
fall.defence_up   = 50      ;堦帪揑偵忋徃偡傞僟僂儞帪偺杊屼椡僷乕僙儞僥乕僕
liedown.time      = 60      ;搢傟偰偐傜婲偒忋偑傞傑偱偺帪娫
airjuggle         = 15      ;僕儍僌儖億僀儞僩尷奅抣丂仛侾
sparkno           = 2       ;僨僼僅儖僩偺僸僢僩僗僷乕僋斣崋乮fightfx.air偐丄僉儍儔偺air偐傜屇傃弌偡乯
guard.sparkno     = 40      ;僨僼僅儖僩偺僈乕僪僗僷乕僋斣崋乮fightfx.air偐丄僉儍儔偺air偐傜屇傃弌偡乯
KO.echo           = 0       ;俲俷帪偺惡偵僄僐乕傪妡偗傞偐偳偆偐乮0=偟側偄丒1=偡傞乯
volume            = -100     ;僉儍儔偺壒検丂255偑嵟崅
IntPersistIndex   = 0       ;Var傪師偺儔僂儞僪傊帩偪墇偟偑壜擻 (嵟彫=0, 嵟戝=59)
;FloatPersistIndex = 40      ;FVar傪師偺儔僂儞僪傊帩偪墇偟偑壜擻 (嵟彫=0, 嵟戝=39)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僒僀僘愝掕
[Size]
xscale           = 0.5     ;僉儍儔夋憸偺墶偺僗働乕儖
yscale           = 0.5     ;僉儍儔夋憸偺廲偺僗働乕儖
ground.back      = 22       ;僉儍儔偺暆乮抧忋屻曽乯
ground.front     = 22       ;僉儍儔偺暆乮抧忋慜曽乯
air.back         = 18       ;僉儍儔偺暆乮嬻拞屻曽乯
air.front        = 18       ;僉儍儔偺暆乮嬻拞慜曽乯
height           = 55       ;挼傃墇偡憡庤偺偨傔偺僉儍儔偺崅偝
attack.dist      = 160      ;峌寕傪弌偟偨帪偵憡庤偑僈乕僪懱惃偵擖傞嵟掅偺嫍棧
proj.attack.dist = 90       ;憡庤偑僈乕僪懱惃偵擖傞敪幩暔偲偺嵟掅偺嫍棧
proj.doscale     = 0        ;xscale偲yscale偑敪幩暔偺僗働乕儖偵傕塭嬁偡傞偐偳偆偐乮0=偟側偄丒1=偡傞乯
head.pos         = -5, -98  ;BindToTarget偺帪偵昁梫側摢偺嵗昗
mid.pos          = 0, -60   ;BindToTarget偺帪偵昁梫側懱拞怱偺嵗昗
shadowoffset     = 0        ;塭偺悅捈曽岦偺埵抲
draw.offset      = 0,0      ;僉儍儔昤夋昞帵埵抲乮倃幉,倄幉乯

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;堏摦懍搙愝掕
[Velocity]
walk.fwd     = 6.0          ;慜恑曕峴懍搙
walk.back    = -4.8         ;屻戅曕峴懍搙
;run.fwd      = 4.6, 0      ;慜偵憱傞帪偺懍搙乮倃幉,倄幉乯
;run.back     = -4.5,-3.8   ;屻傠偵憱傞帪偺懍搙乮倃幉,倄幉乯
jump.neu     = 0,-20.21     ;悅捈僕儍儞僾懍搙乮倃幉,倄幉乯
jump.back    = -6.7         ;屻僕儍儞僾懍搙
jump.fwd     = 6.7          ;慜僕儍儞僾懍搙
;runjump.back = -2.55,-8.1  ;屻傠偵憱傝側偑傜偺僕儍儞僾懍搙乮僆僾僔儑儞乯
;runjump.fwd  = 4,-8.1      ;慜偵憱傝側偑傜偺僕儍儞僾懍搙乮僆僾僔儑儞乯
;airjump.neu  = 0,-8.1      ;嬻拞悅捈僕儍儞僾懍搙乮僆僾僔儑儞乯
;airjump.back = -2.55       ;嬻拞屻僕儍儞僾懍搙乮僆僾僔儑儞乯
;airjump.fwd  = 2.5         ;嬻拞慜僕儍儞僾懍搙乮僆僾僔儑儞乯

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摦嶌愝掕
[Movement]
airjump.num     = 0      ;嬻拞僕儍儞僾偑弌棃傞夞悢乮僆僾僔儑儞乯
airjump.height  = 35     ;嬻拞僕儍儞僾偡傞偨傔偵昁梫側嵟掅尷偺崅偝乮僆僾僔儑儞乯
yaccel          = 1.1    ;廳椡乮悅捈壓崀壛懍搙乯
stand.friction  = .85    ;棫偪忬懺偺杸嶤學悢
crouch.friction = .82    ;偟傖偑傒忬懺偺杸嶤學悢



;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
; 慜僟僢僔儏
[Statedef 100]
type = S
physics = N
ctrl = 0
anim = 100
facep2 = 1
sprpriority = 1

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

[State 100, Playsnd]
type = Playsnd
trigger1 = Animelemtime(2) = 0
value = 100,0
channel = 6

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

[State 100, VelSet]
type = VelSet
trigger1 = time = 0
x = 17.0*const(size.xscale)

[State 100, VelSet]
type = VelSet
trigger1 = Animelemtime(4) = 0
x = 0

[State 100, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(6) >= 1
value = 1

[State 100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimelemTime(6) < 1
flag = NoWalk

[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
; 屻僟僢僔儏
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
facep2 = 1
sprpriority = 1

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

[State 105, Playsnd]
type = Playsnd
trigger1 = Animelemtime(2) = 0
value = 100,0
channel = 6

[State 105, posset]
type = posset
trigger1 = time = 0
y = 0

[State 105, VelSet]
type = VelSet
trigger1 = AnimelemTime(2) = 0
x = -9.4*const(size.xscale)

[State 105, VelSet]
type = VelSet
trigger1 = AnimelemTime(6) = 0
x = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(6) >= 5
value = 1

[State 105, AssertSpecial]
type = AssertSpecial
trigger1 = AnimelemTime(6) < 5
flag = NoWalk

[State 105, 僗僥乕僩曄峏]
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
; 僞僀儉僆乕僶乕帪
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 柍揋]
type = NotHitBy
trigger1 = 1 ;1偵偡傞偲偄偐側傞忦審偱傕桳岠偱丄0偵偡傞偲偄偐側傞忦審偱傕柍岠
value = SCA
time = 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
; 彑棙億乕僘暘婒
[Statedef 180]
type = S

[State 180]
type = ChangeState
trigger1 = time = 0
value = 181+random%2

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 彑棙億乕僘侾
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 182, playsnd]
type = null;playsnd
trigger1 = AnimElem = 2
value = 180, 1+(MatchOver)
channel = 0

[State 181, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,120]
flag = RoundNotOver

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 彑棙億乕僘俀
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, playsnd]
type = playsnd
trigger1 = AnimElem = 3 
value = 180, 0
channel = 0

[State 182, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,120]
flag = RoundNotOver

;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
; 僀儞僩儘乮帋崌奐巒捈慜偺傾僋僔儑儞乯
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

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

[State 190, ChangeState]
type = ChangeState
triggerall = Time = 0
triggerall = numenemy
trigger1 = enemy,authorname = "GM"
trigger1 = enemy,name = "ryu"
value = 199

[State 190, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191+random%4

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;捠忢僀儞僩儘侾
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = Intro

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;捠忢僀儞僩儘俀
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = Intro

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;捠忢僀儞僩儘俁
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 195, playsnd]
type = playsnd
trigger1 = AnimElem = 8 
value = 190, 0
channel = 0

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = Intro

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;捠忢僀儞僩儘係
[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 194

[State 195, playsnd]
type = playsnd
trigger1 = AnimElem = 2 
value = 195, 0
channel = 0

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = Intro

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摿庩僀儞僩儘(懳儕儏僂)
[Statedef 199]
type = S
physics = N
ctrl = 0
anim = 199
velset = 0,0

[state -2, helper]
type = helper
trigger1 = time = 0
ID = 60000
pos = 0,0
postype = p1
stateno = 60000
helpertype = normal
bindtime = -1
name = "toumei"
ownpal = 1
keyctrl = 0

[State -2, PosSet]
type = PosSet
trigger1 = time = 0
x = -65*facing

[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 199

[State -2, changeanim]
type = changeanim
triggerall = anim = 199
triggerall = animtime = 0
trigger1 = facing = 1
trigger1 = pos X < helper(60000),pos X
trigger2 = facing = -1
trigger2 = pos X > helper(60000),pos X
value = 20

[State -2, changeanim]
type = changeanim
triggerall = anim = 199
triggerall = animtime = 0
trigger1 = facing = 1
trigger1 = pos X > helper(60000),pos X
trigger2 = facing = -1
trigger2 = pos X < helper(60000),pos X
value = 21

[State 192, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 199
trigger1 = animtime = 0
trigger1 = pos X = helper(60000),pos X
value = 0

[State 20, 1]
type = VelSet
trigger1 = anim = 20
x = const(velocity.walk.fwd.x)*const(size.xscale)
persistent = 0

[State 20, 2]
type = VelSet
trigger1 = anim = 21
x = const(velocity.walk.back.x)*const(size.xscale)
persistent = 0

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = Intro

[State 192, ChangeAnim]
type = ChangeAnim
triggerall = anim = 20
trigger1 = facing = 1
trigger1 = pos X >= helper(60000),pos X
trigger2 = facing = -1
trigger2 = pos X <= helper(60000),pos X
value = 0

[State 192, ChangeAnim]
type = ChangeAnim
triggerall = anim = 21
trigger1 = facing = 1
trigger1 = pos X <= helper(60000),pos X
trigger2 = facing = -1
trigger2 = pos X >= helper(60000),pos X
value = 0

[State 192, velset]
type = velset
trigger1 = anim = 0
x = 0

[State 192, posset]
type = posset
trigger1 = anim = 0
x = helper(60000),pos X

[State 192, ChangeState]
type = ChangeState
trigger1 = anim = 0
trigger1 = animelem = 1
value = 0

;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
; 挧敪
[Statedef 195]
type = S
movetype = A
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 195, playsnd]
type = playsnd
trigger1 = AnimElem = 2 
value = 195, 0
channel = 0

[State 195, Poweradd]
type = Poweradd
trigger1 = animelemtime(4) = -1
value = 40

[State 195, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0                  
trigger1 = animelem = 4     
attr = S, NA                     
damage = ceil(5*fvar(0)*fvar(28)*fvar(29)),0                 
animtype = Light              
guardflag = M
hitflag = MAF                    
priority = 2, Hit
getpower = 0,0
givepower = 5,0          
pausetime = 8, 7              
sparkno = -1                      
guard.sparkno = S8400               
sparkxy = -10,ceil(-90*const(size.yscale))             
hitsound = S2,0
guardsound = S3,0
ground.type = High               
ground.slidetime = 8
ground.hittime  = 8
guard.hittime = 8
ground.velocity = -2.8*const(size.xscale)
guard.velocity = -2.8*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 8     
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)  
P2facing = 1
yaccel = .60*const(size.yscale)
id = 195
guard.dist = 40

[State 195, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0                  
trigger1 = animelem = 7     
attr = S, NA                     
damage = ceil(5*fvar(0)*fvar(28)*fvar(29)),0                 
animtype = Light              
guardflag = M
hitflag = MAF                    
priority = 2, Hit
getpower = 0,0
givepower = 5,0          
pausetime = 8, 7              
sparkno = -1                      
guard.sparkno = S8400               
sparkxy = -10,ceil(-90*const(size.yscale))             
hitsound = S2,0
guardsound = S3,0
ground.type = High               
ground.slidetime = 8
ground.hittime  = 8
guard.hittime = 8
ground.velocity = -2.8*const(size.xscale)
guard.velocity = -2.8*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 8     
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)  
P2facing = 1
yaccel = .60*const(size.yscale)
id = 196
guard.dist = 40

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 34

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

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

[State -2, Attack_Up]
type = VarSet
trigger1 = AnimTime = 0
fvar(29) = 1.313
ignorehitpause = 1

[State 195, 僗僥乕僩曄峏]
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
;棫偪僽儘
[Statedef 4000]
type = S
movetype = I
physics = S
anim = 4000
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(31) = (animelemtime(4)<0)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = -12*const(size.xscale)

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

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 7*const(size.xscale)

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,1
channel = 0

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4000, nothitby]
type = null;nothitby
trigger1 = var(0) = 0
trigger1 = time = 0
value = SCA
time = 16

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4000, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(49*const(size.xscale)),ceil(-74*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4000, Pause]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State -2, ChangeState]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(3) >= 12
value = 120

[State 4000, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(4) = 0
value = 1

[State 4000, sprpriority]
type = sprpriority
trigger1 = animelemtime(4) >= 0
value = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棫偪僽儘
[Statedef 4010]
type = S
movetype = I
physics = S
anim = 4000
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(31) = (animelemtime(4)<0)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = -12*const(size.xscale)

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

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 7*const(size.xscale)

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,1
channel = 0

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4000, nothitby]
type = null;nothitby
trigger1 = var(0) = 0
trigger1 = Time = 0
value = SCA
time = 16

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4000, explod]
type = explod
trigger1 = time = 1
anim = 7000
pos = ceil(49*const(size.xscale)),ceil(-74*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4000, Pause]
type = Pause
trigger1 = var(0) = 0
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State -2, ChangeState]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(3) >= 12
value = 120

[State 4000, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(4) = 0
value = 1

[State 4000, sprpriority]
type = sprpriority
trigger1 = animelemtime(4) >= 0
value = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;孅僽儘
[Statedef 4100]
type = C
movetype = I
physics = C
anim = 4100
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(31) = (animelemtime(4)<0)

[State 4100, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,1
channel = 0

[State 4100, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4100, nothitby]
type = null;nothitby
trigger1 = var(0) = 0
trigger1 = time = 0
value = SCA
time = 16

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4100, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(27*const(size.xscale)),ceil(-37*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4100, Pause]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State -2, ChangeState]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(3) >= 12
value = 120

[State 4100, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(4) = 0
value = 1

[State 4100, sprpriority]
type = sprpriority
trigger1 = animelemtime(4) >= 0
value = 0

[State 4100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;孅僽儘
[Statedef 4110]
type = C
movetype = I
physics = C
anim = 4100
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(31) = (animelemtime(4)<0)

[State 4100, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,1
channel = 0

[State 4100, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4100, nothitby]
type = null;nothitby
trigger1 = var(0) = 0
trigger1 = time = 0
value = SCA
time = 16

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4100, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(27*const(size.xscale)),ceil(-37*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4100, Pause]
type = Pause
trigger1 = var(0) = 0
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State -2, ChangeState]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(3) >= 12
value = 120

[State 4100, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(4) = 0
value = 1

[State 4100, sprpriority]
type = sprpriority
trigger1 = animelemtime(4) >= 0
value = 0

[State 4100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞僽儘
[Statedef 4200]
type = A
movetype = I
physics = N
anim = 4200
velset = (vel X)*ifelse(p2dist X < 0,-1,1),ifelse(vel Y<-2.0,vel Y,-2.0)*const(size.yscale)
sprpriority = 0
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(31) = 2

[State 4200, turn]
type = posfreeze
trigger1 = 1

[State 4200, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,1
channel = 0

[State 4200, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4200, nothitby]
type = null;nothitby
trigger1 = var(0) = 0
trigger1 = Time = 0
value = SCA
time = 16

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4200, explod]
type = explod
trigger1 = Time = 3
anim = 7000
pos = ceil(29*const(size.xscale)),ceil(-66*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4200, Pause]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State 4200, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞僽儘
[Statedef 4205]
type = A
movetype = I
physics = N
anim = 4200
velset = (vel X)*ifelse(p2dist X < 0,-1,1),ifelse(vel Y<-2.0,vel Y,-2.0)*const(size.yscale)
sprpriority = 0
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(31) = 1

[State 4200, turn]
type = posfreeze
trigger1 = 1

[State 4200, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,1
channel = 0

[State 4200, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4200, nothitby]
type = null;nothitby
trigger1 = var(0) = 0
trigger1 = Time = 0
value = SCA
time = 16

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4200, explod]
type = explod
trigger1 = Time = 3
anim = 7000
pos = ceil(29*const(size.xscale)),ceil(-66*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4200, Pause]
type = Pause
trigger1 = var(0) = 0
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State 4200, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞僽儘(懕偒)
[Statedef 4250]
type = A
movetype = I
physics = N
anim = 4250
;velset = fvar(37)*var(6),ifelse(fvar(38)<-1.0,fvar(38),-1.0)
sprpriority = 0
ctrl = 1

[State 4250, VelAdd]
type = VelAdd
trigger1 = 1
y = .50

[State 4250, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 
trigger1 = Vel Y > 0
trigger1 = Anim != 52
value = 52


;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
; GUARD (end)
[Statedef 6140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 6140, 1]
type = ChangeAnim
trigger1 = Time = 0 && statetype = S
value = ifelse(var(4) = 1,9140,140)

[State 6140, 1]
type = ChangeAnim
trigger1 = Time = 0 && statetype = C
value = 141

[State 6140, 1]
type = ChangeAnim
trigger1 = Time = 0 && statetype = A
value = 142

[State 6140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 6140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 6140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 6140, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6140, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) = 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State 6140, 5] ;Implemented within engine
type = ChangeState
trigger1 = AnimTime = 0
value = (statetype = C)*11 + (statetype = A)*51

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; SGUARDHIT (shaking)
[Statedef 6150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 6150, 1]
type = ChangeAnim
trigger1 = 1
value = anim

[State 6150, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) = 1
trigger2 = random <= 600
value = 150

[State 6150, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = GetHitvar(hitshaketime) = 0
value = 6151 + 2*(command = "holddown")

[State 6150, 2]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = GetHitvar(hitshaketime) = 0
value = 6151 + 2*(p2statetype=C)

[State 6150, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6150, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) = 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State 6150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; SGUARDHIT2 (knocked back)
[Statedef 6151]
type    = S
movetype= H
physics = S

[State 6151, VarSet]
type = VarSet
trigger1 = enemy,statetype = A
trigger1 = enemynear,Pos Y > -50
var(4) = 0

[State 151, 1]
type = HitVelSet
trigger1 = prevstateno = 6150 || prevstateno = 6152
trigger1 = time = 0
x = 1

[State 6151, 2]
type = VelSet
trigger1 = fvar(3) = GetHitvar(slidetime)
trigger2 = HitOver
x = 0

[State 6151, 3]
type = CtrlSet
trigger1 = fvar(3) = GetHitvar(ctrltime)
value = 1

[State 6151, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6151, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) = 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State 6151, NotHitBy]
type = NotHitBy
trigger1 = HitOver
value = , NT,ST,HT
time = 6

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State 6151, 4]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) = 1
trigger2 = random <= 600
value = 151

[State 6151, 4]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = HitOver
value = 6140
ctrl = 1

[State 6151, 4]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = HitOver
value = 6140
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
; CGUARDHIT (shaking)
[Statedef 6152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 6152, 1]
type = ChangeAnim
trigger1 = 1
value = anim

[State 6152, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) = 1
trigger2 = random <= 600
value = 152

[State 6150, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = GetHitvar(hitshaketime) = 0
value = 6151 + 2*(command = "holddown")

[State 6150, 2]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = GetHitvar(hitshaketime) = 0
value = 6151 + 2*(p2statetype=C)

[State 6152, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6152, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) = 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State 6152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; CGUARDHIT2 (knocked back)
[Statedef 6153]
type    = C
movetype= H
physics = C
anim = 151

[State 6153, 1]
type = HitVelSet
trigger1 = prevstateno = 6150 || prevstateno = 6152
trigger1 = Time = 0
x = 1

[State 6153, 2]
type = VelSet
trigger1 = fvar(3) = GetHitvar(slidetime)
trigger2 = HitOver
x = 0

[State 6153, 3]
type = CtrlSet
trigger1 = fvar(3) = GetHitVar(ctrltime)
value = 1

[State 6153, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6153, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) = 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) = 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State 6153, NotHitBy]
type = NotHitBy
trigger1 = HitOver
value = , NT,ST,HT
time = 6

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State 6153, 4]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) = 1
trigger2 = random <= 600
value = 153

[State 6153, 4]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = HitOver
value = 6140
ctrl = 1

[State 6153, 4]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = HitOver
value = 6140
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
; AGUARDHIT (shaking)
[Statedef 6154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 6154, 1]
type = ChangeAnim
trigger1 = 1
value = anim

[State 154, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) = 1
trigger2 = random <= 600
value = 154

[State 6154, 2]
type = ChangeState
trigger1 = GetHitvar(hitshaketime) = 0
value = 6155

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = noairguard

[State 6154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; AGUARDHIT2 (knocked away)
[Statedef 6155]
type    = A
movetype= H
physics = N
anim = 152

[State 6155, 1]
type = HitVelSet
trigger1 = prevstateno = 6154
trigger1 = Time = 0
x = 1
y = 1

[State 6155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 6155, 3]
type = CtrlSet
trigger1 = fvar(3) = GetHitVar(ctrltime)
value = 1

[State 6155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 6155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 6155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = noairguard

[State 6155, 6]
type = ChangeState
triggerall = !sysvar(0)
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) = 1
trigger2 = random <= 600
value = 155

[State 6155, 6]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = ifelse(command="holddown",131,130)

[State 6155, 6]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = sysvar(0)
trigger1 = random <= 300
trigger1 = inguarddist
value = ifelse(p2statetype=C,131,130)

[State 6155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;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
; 憡庤嬻拞暅婣
[Statedef 7000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 7000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 7000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 7000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 7000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)+(facing=-1)*100000

[State 7000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030+(facing=-1)*100000

[State 7000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)+(facing=-1)*100000

[State 7000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 7000, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 7010

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; HITA_UP (initial going up)
[Statedef 7010]
type    = A
movetype= H
physics = N
ctrl = 0

[State 7010, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 5030
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
value = 5030

[State 7010, 1]
type = ChangeAnim
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = Time = 0
trigger1 = Anim != 5030
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 105030
trigger1 = Anim != [105051,105059]
value = 5030+(facing=-1)*100000

[State 7010, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 7010, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 7010, 3]
type = SelfState
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 7010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 7020

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; HITA_UP_T (transition)
[Statedef 7020]
type    = A
movetype= H
physics = N

[State 7020, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
value = 5035

[State 7020, 1]
type = ChangeAnim
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != [105051,105059] ;Not if in hit up anim
value = 5035+(facing=-1)*100000

[State 7020, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 7020, 3]
type = SelfState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035
trigger4 = Anim != 105035
value = 5040 ;HITA_RECOV

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摿庩傗傜傟(棫偪)
[Statedef 7500]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5002+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 7520

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; HITA_UP (initial going up)
[Statedef 7520]
type    = A
movetype= H
physics = N
ctrl = 0

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

[State 5030, 1]
type = VelAdd
trigger1 = 1
y = gethitvar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 4]
type = SelfState
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5050

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 7530 ;HITA_UP (transition)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; HITA_UP_T (transition)
[Statedef 7530]
type    = A
movetype= H
physics = N

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

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

[State 5035, 4]
type = SelfState
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035
trigger4 = Anim != 105035
value = 5050 ;HITA_FALL

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摿庩傛傠偗傗傜傟
[Statedef 7600]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5190, 1]
type = posset
trigger1 = time = 0
y = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time < 10
value = 5010+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State -2, selfstate]
type = selfstate
triggerall = time = 10
triggerall = authorname = "GM"
trigger1 = name = "Gill"
value = 5190+(var(45)=1)

[State -2, selfstate]
type = selfstate
triggerall = time = 10
triggerall = authorname = "GM"
trigger1 = name = "Gill"
value = 5190+(var(45)=1)

[State -2, selfstate]
type = selfstate
triggerall = time = 10
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Terry" || name = "The griffon"
trigger2 = name = "Alex" || name = "Hugo" || name = "Ibuki" || name = "Char's Zugock" || name = "Char's Zaku"
value = 5190

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = time = 10
triggerall = SelfAnimExist(5950)
trigger1 = authorname = "H乭" || authorname = "Warusaki3" || authorname = "M.M.R."
trigger2 = authorname = "Mouser" || authorname = "Nyankoro" || authorname = "ryokucha"
trigger3 = authorname = "Bad Darkness" || authorname = "Third" || authorname = "adamskie"
value = 5950

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim2
trigger1 = anim != 5950
trigger1 = Time = 10
value = 7600

[State 5030, SelfState]
type = SelfState
trigger1 = Anim = 5950
trigger1 = AnimElemTime(AnimElemNo(0)+1)=0
value = 5150

[State 5050, SelfState]
type = SelfState
trigger1 = anim != 5950
trigger1 = animtime = 0
value = 5110

;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
;抧柺徴撍僄僼僃僋僩
[Statedef 7700]
type = A
velset = 0,0
anim = 9999
ctrl = 0

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7800
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 1
stateno = 7800
id = 7800
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 2
stateno = 7800
id = 7800
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 3
stateno = 7800
id = 7800
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7801
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 1
stateno = 7800
id = 7801
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 2
stateno = 7800
id = 7801
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 3
stateno = 7800
id = 7801
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State 7600, DestroySelf]
type = DestroySelf
trigger1 = time = 3

;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
;抧柺徴撍僄僼僃僋僩
[Statedef 7800]
type = A
velset = (-3.0+Random%6*0.6)*ifelse(Ishelper(7801)=1,-1,1),-3.0-Random%11*.4
anim = 7700+random%3*10
sprpriority = 4
ctrl = 0

[State -2, veladd]
type = veladd
trigger1 = 1
y = .50

[State -2, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = Pos Y >= random%6 && Vel Y > 0
value = 7805

[Statedef 7805]
type = S
velset = 0,0
sprpriority = 4
ctrl = 0

[State -2, DestroySelf]
type = changeanim
trigger1 = time = 0
value = anim+5

[State -2, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;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
;挻昁嶦俲俷
[Statedef 10000]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State -3, VarSet]
type = parentVarSet
trigger1 = time = 0
var(59) = -1

[State -3, VarSet]
type = ParentVarSet
trigger1 = 1
fvar(6) = ifelse(time<=40,1,0)

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 3000
trigger2 = root,stateno = [3100,3120]
value = s11000, 6
channel = 9

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [3200,3210]
value = s11000, 7
channel = 9

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 3
channel = 10

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 1
channel = 11

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 55
flag = noFG

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 10000, Explod]
type = Explod
trigger1 = parent,stateno != [3600,3610]
trigger1 = time = 1
anim = 11500
id = 10000
pos =  160,120
postype = left
sprpriority = 15
facing = 1
bindtime = -1
ownpal = 1
removetime = 999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 10500
id = 10500
pos =  160,120
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 99999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
scale = 1.20,1.20
ignorehitpause = 1
persistent = 0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 11000
id = 10000
pos =  160,120
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
scale = 0.3,0.3
ignorehitpause = 1
persistent = 0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
pos =  160,120
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 9999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 10000, pause]
type = Pause
trigger1 = parent,stateno != [3600,3610]
trigger1 = Time = 0
time = 40
movetime = 40

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 44
id = 10000

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 55
id = 10500

[State 10000, DestroySelf]
type = DestroySelf
trigger1 = roundstate = 4

;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
;晛捠俲俷
[Statedef 11000]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State -3, VarSet]
type = parentVarSet
trigger1 = time = 0
var(59) = -2

[State -3, VarSet]
type = ParentVarSet
trigger1 = 1
fvar(6) = ifelse(time<=20,1,0)

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

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 2
channel = 10

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s11000, 6
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [200,205]
trigger2 = root,stateno = 400
trigger3 = root,stateno = [600,605]
value = s11000, 0
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [210,215]
trigger2 = root,stateno = 410
trigger3 = root,stateno = [610,615]
trigger4 = root,stateno = 920
value = s11000, 1
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [220,226]
trigger2 = root,stateno = 420
trigger3 = root,stateno = [620,625]
trigger4 = root,stateno = 930
value = s11000, 2
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 230
trigger2 = root,stateno = 430
trigger3 = root,stateno = [630,635]
value = s11000, 3
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [240,245]
trigger2 = root,stateno = [440,441]
trigger3 = root,stateno = 640
trigger4 = root,stateno = [900,910]
value = s11000, 4
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 250
trigger2 = root,stateno = [450,451]
trigger3 = root,stateno = 650
trigger4 = root,stateno = [860,862]
value = s11000, 5
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [1100,1140]
value = s11000, 6
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [1200,1440]
value = s11000, 7
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [800,820]
value = s11000, 6
channel = 11

[State 11000, pause]
type = Pause
trigger1 = Time = 0
time = 20
movetime = 20

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = roundstate = 4

;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
;僗僞儞
[Statedef 8550]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State 8550, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0

[State -2, Explod]
type = Explod
trigger1 = time = 0
ID = 8551
anim = 8551
postype = p1
pos = ceil(-8*const(size.xscale)),ceil(-210*const(size.yscale))
bindtime = -1
velocity = 0, 0
accel = 0, 0
ownpal = 1
removetime = -1
sprpriority = 5
facing = -1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time%15 = 0
value = S5300,1

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = parent,stateno != [5300,5301]
trigger2 = parent,movetype = H
id = 8551
ignorehitpause = 1

[State 8550, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != [5300,5301]
trigger2 = parent,movetype = H

;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
;墛墘弌
[Statedef 8600]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s1050, 1
volume = 10

[State 6050, Explod]
type = Explod
trigger1 = time = 0
anim = 8600
pos = 5,ifelse(p2statetype=C,-35,-55)
postype = p2
random = 30,30
sprpriority = 2
bindtime = -1
removetime = 52
ignorehitpause = 1
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

[State 6050, Explod]
type = Explod
trigger1 = time = 0
anim = 8650
pos = -15,ifelse(p2statetype=C,-45,-65)
postype = p2
random = 30,30
sprpriority = 2
bindtime = -1
removetime = 50
ignorehitpause = 1
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = time = 52

;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
;僼傽僀儎乕徃棿対墘弌
[Statedef 6200]
type = S
physics = N
velset = 0,0
sprpriority = 3
ctrl = 0

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1120
trigger1 = time = 0
value = 6200
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1120
trigger1 = root,animelem = 4
value = 6201
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1120
trigger1 = root,animelem = 5
value = 6202
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1120
trigger1 = root,animelemtime(6) = 1
value = 6203
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1120
trigger1 = root,animelemtime(7) = 0
value = 6204
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1120
trigger1 = root,animelemtime(8) = 0
value = 6205
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1140
trigger1 = time = 0
value = 6206
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1140
trigger1 = root,animelem = 3
value = 6201
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1140
trigger1 = root,animelem = 4
value = 6202
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1140
trigger1 = root,animelemtime(5) = 1
value = 6203
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1140
trigger1 = root,animelemtime(6) = 0
value = 6204
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 1140
trigger1 = root,animelemtime(7) = 0
value = 6205
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 3120
trigger1 = time = 0
value = 6206
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 3120
trigger1 = root,animelem = 4
value = 6201
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 3120
trigger1 = root,animelem = 5
value = 6202
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 3120
trigger1 = root,animelemtime(6) = 1
value = 6203
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 3120
trigger1 = root,animelemtime(7) = 0
value = 6204
ignorehitpause = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,stateno = 3120
trigger1 = root,animelemtime(8) = 0
value = 6205
ignorehitpause = 1

[State 1000, 7]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = anim = 6205
trigger1 = animtime = 0
trigger2 = root,stateno != 1120
trigger2 = root,stateno != 1140
trigger2 = root,stateno != 3120
trigger3 = root,movetype = H

;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
;僼傽僀儎乕恄棿対墘弌
[Statedef 6300]
type = S
physics = N
velset = 0,0
anim = 6300
sprpriority = 3
ctrl = 0

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(2) >= 0
trigger1 = root,AnimElemTime(3) < 0
value = anim
elem = 1
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(3) >= 0
trigger1 = root,AnimElemTime(4) < 0
value = anim
elem = 2
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(4) >= 0
trigger1 = root,AnimElemTime(5) < 0
value = anim
elem = 3
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(5) >= 0
trigger1 = root,AnimElemTime(6) < 0
value = anim
elem = 4
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(6) >= 0
trigger1 = root,AnimElemTime(7) < 0
value = anim
elem = 5
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(7) >= 0
trigger1 = root,AnimElemTime(8) < 0
trigger2 = root,AnimElemTime(12) >= 0
trigger2 = root,AnimElemTime(13) < 0
trigger3 = root,AnimElemTime(17) >= 0
trigger3 = root,AnimElemTime(18) < 0
value = anim
elem = 6
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(8) >= 0
trigger1 = root,AnimElemTime(9) < 0
trigger2 = root,AnimElemTime(13) >= 0
trigger2 = root,AnimElemTime(14) < 0
trigger3 = root,AnimElemTime(18) >= 0
trigger3 = root,AnimElemTime(19) < 0
value = anim
elem = 7
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(9) >= 0
trigger1 = root,AnimElemTime(10) < 0
trigger2 = root,AnimElemTime(14) >= 0
trigger2 = root,AnimElemTime(15) < 0
trigger3 = root,AnimElemTime(19) >= 0
trigger3 = root,AnimElemTime(20) < 0
value = anim
elem = 8
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(10) >= 0
trigger1 = root,AnimElemTime(11) < 0
trigger2 = root,AnimElemTime(15) >= 0
trigger2 = root,AnimElemTime(16) < 0
trigger3 = root,AnimElemTime(20) >= 0
trigger3 = root,AnimElemTime(21) < 0
value = anim
elem = 9
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(11) >= 0
trigger1 = root,AnimElemTime(12) < 0
trigger2 = root,AnimElemTime(16) >= 0
trigger2 = root,AnimElemTime(17) < 0
trigger3 = root,AnimElemTime(21) >= 0
trigger3 = root,AnimElemTime(22) < 0
value = anim
elem = 10
persistent = 1

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,AnimElemTime(22) = 0
value = anim
elem = 11
persistent = 1

[State 1000, 7]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = anim = 6300
trigger1 = animtime = 0
trigger2 = root,stateno != 3000
trigger3 = root,movetype = H

;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
;僼傽僀儎乕恄棿対壩拰墘弌
[Statedef 6350]
type = S
physics = N
velset = 0,0
sprpriority = -10
ctrl = 0

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 6350

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = root,animelemtime(22) = 0
value = 6351

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = anim = 6351
trigger1 = animtime = 0
trigger2 = root,stateno != 3000
trigger3 = root,movetype = H

;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
;僼傽僀儎乕幘晽恦棆媟墘弌1
[Statedef 6450]
type = S
physics = N
velset = 0,0
sprpriority = 3
ctrl = 0

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = Ishelper(6450)
trigger1 = time = 0
value = 6450

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = Ishelper(6451)
trigger1 = time = 0
value = 6453

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = Ishelper(6450)
trigger1 = root,animelemtime(5) = 0
value = 6451

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = Ishelper(6450)
trigger1 = root,animelemtime(8) = 0
trigger2 = Ishelper(6451)
trigger2 = root,animelemtime(42) = 0
value = 6452

[State 1000, 7]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = anim = 6452
trigger1 = animtime = 0
trigger2 = root,stateno != 3200
trigger3 = root,movetype = H

;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
;僼傽僀儎乕幘晽恦棆媟墘弌2
[Statedef 6460]
type = S
physics = N
velset = 0,0
sprpriority = 3
ctrl = 0

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 6460

[State 6000, ChangeAnim]
type = ChangeAnim
trigger1 = Ishelper(6460)
trigger1 = root,animelemtime(18) = 0
trigger2 = Ishelper(6461)
trigger2 = root,animelemtime(29) = 0
value = 6461

[State 1000, 7]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = anim = 6461
trigger1 = animtime = 0
trigger2 = root,stateno != 3200
trigger3 = root,movetype = H


;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
;僗僞儞僎乕僕
[Statedef 25000]
type = S
anim = 9999
ctrl = 0
velset = 0,0

;僗僞儞僎乕僕(侾俹懁)
[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25000) = 0
trigger1 = root,Var(1) = 1
anim = 25000
ID = 25000
pos = helper(30000),var(22),helper(30000),var(23)
postype = left
pausemovetime = -1
supermovetime = -1
supermove = 1
bindtime = -1
sprpriority = -10
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25002) = 0
trigger1 = root,Var(1) = 1
anim = 25002
ID = 25002
pos = helper(30000),var(22),helper(30000),var(23)
postype = left
pausemovetime = -1
supermovetime = -1
bindtime = -1
sprpriority = -9
ownpal = 1
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(25002)
id = 25002
scale = root,fvar(2)*0.5,0.5
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 2
ID = 25000
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,fvar(2) <= 0
trigger2 = roundstate > 2
ID = 25002
ignorehitpause = 1

[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25003) = 0
trigger1 = root,fvar(2) = 64
trigger1 = root,Var(1) = 1
anim = 25003
ID = 25003
pos = helper(30000),var(22),helper(30000),var(23)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -9
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,fvar(2) < 64
trigger2 = roundstate > 2
ID = 25003
ignorehitpause = 1

;僗僞儞僎乕僕(俀俹懁)
[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25001) = 0
trigger1 = root,Var(1) = 2
anim = 25001
ID = 25001
pos = -helper(30000),var(22),helper(30000),var(23)
postype = right
pausemovetime = -1
supermovetime = -1
supermove = 1
bindtime = -1
sprpriority = -10
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25004) = 0
trigger1 = root,Var(1) = 2
anim = 25004
ID = 25004
pos = -helper(30000),var(22),helper(30000),var(23)
postype = right
pausemovetime = -1
supermovetime = -1
bindtime = -1
sprpriority = -9
ownpal = 1
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(25004)
id = 25004
scale = root,fvar(2)*0.5,0.5
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 2
ID = 25001
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,fvar(2) <= 0
trigger2 = roundstate > 2
ID = 25004
ignorehitpause = 1

[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25005) = 0
trigger1 = root,fvar(2) = 64
trigger1 = root,Var(1) = 2
anim = 25005
ID = 25005
pos = -helper(30000),var(22),helper(30000),var(23)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -9
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,fvar(2) < 64
trigger2 = roundstate > 2
ID = 25005
ignorehitpause = 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
;SA僙儗僋僩(ALL SA)
[Statedef 40000]
type = S
anim = 9999
ctrl = 0
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(2) = 0

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40001)
trigger1 = time = 0
id = 40001

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40003)
trigger1 = time = 0
id = 40003

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40001)
trigger1 = time = 0
id = 40001

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40003)
trigger1 = time = 0
id = 40003

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(42000)
trigger1 = time = 0
id = 42000

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(42500)
trigger1 = time = 0
id = 42500

[State -2, Explod]
type = Explod
trigger1 = numexplod(41000) = 0
trigger1 = root,var(1) = 1
anim = 41000
ID = 41000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41500) = 0
trigger1 = root,var(1) = 1
anim = 41500
ID = 41500
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41000) = 0
trigger1 = root,var(1) = 2
anim = 41000
ID = 41000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41500) = 0
trigger1 = root,var(1) = 2
anim = 41500
ID = 41500
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40001
trigger1 = numexplod(42000) = 0
trigger1 = root,var(1) = 1
trigger1 = time = 0
anim = 42000
ID = 42000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40003
trigger1 = numexplod(42500) = 0
trigger1 = root,var(1) = 1
trigger1 = time = 0
anim = 42500
ID = 42500
pos = 80,200
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40001
trigger1 = numexplod(42000) = 0
trigger1 = root,var(1) = 2
trigger1 = time = 0
anim = 42000
ID = 42000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40003
trigger1 = numexplod(42500) = 0
trigger1 = root,var(1) = 2
trigger1 = time = 0
anim = 42500
ID = 42500
pos = -80,200
postype = right
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42000)
id = 41000
scale = 0,0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42000) = 0
id = 41000
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42500)
id = 41500
scale = 0,0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42500) = 0
id = 41500
scale = 0.5,0.5

;SA SELECT(侾俹懁)
[State -2, Explod]
type = Explod
trigger1 = numexplod(40000) = 0
trigger1 = root,var(1) = 1
anim = 40000
ID = 40000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

;SA SELECT(俀俹懁)
[State -2, Explod]
type = Explod
trigger1 = numexplod(40000) = 0
trigger1 = root,var(1) = 2
anim = 40000
ID = 40000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"

[State 40000, PlaySnd]
type = Playsnd
trigger1 = root,command = "holdup" || root,command = "holddown"
value = 40000,0
persistent = 0

[State 40000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"
value = 40000,1

[State 40000, ChangeState]
type = ChangeState
trigger1 = time >= 16
trigger1 = parent,command = "holddown"
value = 40001

[State 40000, ChangeState]
type = ChangeState
trigger1 = time >= 16
trigger1 = parent,command = "holdup"
value = 40003

[State 40000]
type = destroyself
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;SA僙儗僋僩(SA1)
[Statedef 40001]
type = S
anim = 9999
ctrl = 0
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(2) = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40000)
trigger1 = time = 0
id = 40000

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40002)
trigger1 = time = 0
id = 40002

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(42000)
trigger1 = time = 0
id = 42000

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(42500)
trigger1 = time = 0
id = 42500

[State -2, Explod]
type = Explod
trigger1 = numexplod(41000) = 0
trigger1 = root,var(1) = 1
anim = 41000
ID = 41000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41500) = 0
trigger1 = root,var(1) = 1
anim = 41500
ID = 41500
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41000) = 0
trigger1 = root,var(1) = 2
anim = 41000
ID = 41000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41500) = 0
trigger1 = root,var(1) = 2
anim = 41500
ID = 41500
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40002
trigger1 = numexplod(42000) = 0
trigger1 = root,var(1) = 1
trigger1 = time = 0
anim = 42000
ID = 42000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40000
trigger1 = numexplod(42500) = 0
trigger1 = root,var(1) = 1
trigger1 = time = 0
anim = 42500
ID = 42500
pos = 80,200
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40002
trigger1 = numexplod(42000) = 0
trigger1 = root,var(1) = 2
trigger1 = time = 0
anim = 42000
ID = 42000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40000
trigger1 = numexplod(42500) = 0
trigger1 = root,var(1) = 2
trigger1 = time = 0
anim = 42500
ID = 42500
pos = -80,200
postype = right
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42000)
id = 41000
scale = 0,0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42000) = 0
id = 41000
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42500)
id = 41500
scale = 0,0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42500) = 0
id = 41500
scale = 0.5,0.5

;SA SELECT(侾俹懁)
[State -2, Explod]
type = Explod
trigger1 = numexplod(40001) = 0
trigger1 = root,var(1) = 1
anim = 40001+(helper(30000),var(16)=1)*10
ID = 40001
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

;SA SELECT(俀俹懁)
[State -2, Explod]
type = Explod
trigger1 = numexplod(40001) = 0
trigger1 = root,var(1) = 2
anim = 40006+(helper(30000),var(16)=1)*10
ID = 40001
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"

[State 40000, PlaySnd]
type = Playsnd
trigger1 = root,command = "holdup" || root,command = "holddown"
value = 40000,0
persistent = 0

[State 40000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"
value = 40000,1

[State 40000, ChangeState]
type = ChangeState
trigger1 = time >= 16
trigger1 = parent,command = "holddown"
value = 40002

[State 40000, ChangeState]
type = ChangeState
trigger1 = time >= 16
trigger1 = parent,command = "holdup"
value = 40000

[State 40000]
type = destroyself
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;SA僙儗僋僩(SA2)
[Statedef 40002]
type = S
anim = 9999
ctrl = 0
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(2) = 2

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40001)
trigger1 = time = 0
id = 40001

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40003)
trigger1 = time = 0
id = 40003

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(42000)
trigger1 = time = 0
id = 42000

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(42500)
trigger1 = time = 0
id = 42500

[State -2, Explod]
type = Explod
trigger1 = numexplod(41000) = 0
trigger1 = root,var(1) = 1
anim = 41000
ID = 41000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41500) = 0
trigger1 = root,var(1) = 1
anim = 41500
ID = 41500
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41000) = 0
trigger1 = root,var(1) = 2
anim = 41000
ID = 41000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41500) = 0
trigger1 = root,var(1) = 2
anim = 41500
ID = 41500
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40003
trigger1 = numexplod(42000) = 0
trigger1 = root,var(1) = 1
trigger1 = time = 0
anim = 42000
ID = 42000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40001
trigger1 = numexplod(42500) = 0
trigger1 = root,var(1) = 1
trigger1 = time = 0
anim = 42500
ID = 42500
pos = 80,200
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40003
trigger1 = numexplod(42000) = 0
trigger1 = root,var(1) = 2
trigger1 = time = 0
anim = 42000
ID = 42000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40001
trigger1 = numexplod(42500) = 0
trigger1 = root,var(1) = 2
trigger1 = time = 0
anim = 42500
ID = 42500
pos = -80,200
postype = right
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42000)
id = 41000
scale = 0,0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42000) = 0
id = 41000
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42500)
id = 41500
scale = 0,0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42500) = 0
id = 41500
scale = 0.5,0.5

;SA SELECT(侾俹懁)
[State -2, Explod]
type = Explod
trigger1 = numexplod(40002) = 0
trigger1 = root,var(1) = 1
anim = 40002+(helper(30000),var(16)=1)*10
ID = 40002
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

;SA SELECT(俀俹懁)
[State -2, Explod]
type = Explod
trigger1 = numexplod(40002) = 0
trigger1 = root,var(1) = 2
anim = 40007+(helper(30000),var(16)=1)*10
ID = 40002
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"

[State 40000, PlaySnd]
type = Playsnd
trigger1 = root,command = "holdup" || root,command = "holddown"
value = 40000,0
persistent = 0

[State 40000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"
value = 40000,1

[State 40000, ChangeState]
type = ChangeState
trigger1 = time >= 16
trigger1 = parent,command = "holddown"
value = 40003

[State 40000, ChangeState]
type = ChangeState
trigger1 = time >= 16
trigger1 = parent,command = "holdup"
value = 40001

[State 40000]
type = destroyself
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;SA僙儗僋僩(SA3)
[Statedef 40003]
type = S
anim = 9999
ctrl = 0
velset = 0,0

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
var(2) = 3

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40000)
trigger1 = time = 0
id = 40000

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(40002)
trigger1 = time = 0
id = 40002

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(42000)
trigger1 = time = 0
id = 42000

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(42500)
trigger1 = time = 0
id = 42500

[State -2, Explod]
type = Explod
trigger1 = numexplod(41000) = 0
trigger1 = root,var(1) = 1
anim = 41000
ID = 41000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41500) = 0
trigger1 = root,var(1) = 1
anim = 41500
ID = 41500
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41000) = 0
trigger1 = root,var(1) = 2
anim = 41000
ID = 41000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(41500) = 0
trigger1 = root,var(1) = 2
anim = 41500
ID = 41500
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40000
trigger1 = numexplod(42000) = 0
trigger1 = root,var(1) = 1
trigger1 = time = 0
anim = 42000
ID = 42000
pos = 80,200
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40002
trigger1 = numexplod(42500) = 0
trigger1 = root,var(1) = 1
trigger1 = time = 0
anim = 42500
ID = 42500
pos = 80,200
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40000
trigger1 = numexplod(42000) = 0
trigger1 = root,var(1) = 2
trigger1 = time = 0
anim = 42000
ID = 42000
pos = -80,200
postype = right
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = prevstateno = 40002
trigger1 = numexplod(42500) = 0
trigger1 = root,var(1) = 2
trigger1 = time = 0
anim = 42500
ID = 42500
pos = -80,200
postype = right
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42000)
id = 41000
scale = 0,0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42000) = 0
id = 41000
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42500)
id = 41500
scale = 0,0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(42500) = 0
id = 41500
scale = 0.5,0.5

;SA SELECT(侾俹懁)
[State -2, Explod]
type = Explod
trigger1 = numexplod(40003) = 0
trigger1 = root,var(1) = 1
anim = 40003+(helper(30000),var(16)=1)*10
ID = 40003
pos = 80,200
postype = left
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

;SA SELECT(俀俹懁)
[State -2, Explod]
type = Explod
trigger1 = numexplod(40003) = 0
trigger1 = root,var(1) = 2
anim = 40008+(helper(30000),var(16)=1)*10
ID = 40003
pos = -80,200
postype = right
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"

[State 40000, PlaySnd]
type = Playsnd
trigger1 = root,command = "holdup" || root,command = "holddown"
value = 40000,0
persistent = 0

[State 40000, PlaySnd]
type = Playsnd
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"
value = 40000,1

[State 40000, ChangeState]
type = ChangeState
trigger1 = time >= 16
trigger1 = parent,command = "holddown"
value = 40000

[State 40000, ChangeState]
type = ChangeState
trigger1 = time >= 16
trigger1 = parent,command = "holdup"
value = 40002

[State 40000]
type = destroyself
trigger1 = roundstate > 1
trigger2 = root,command = "x" || root,command = "y" || root,command = "z"
trigger3 = root,command = "a" || root,command = "b" || root,command = "c"

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷儚乕僎乕僕
[Statedef 50000]
type = S
anim = 9999

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = roundstate >= 2
triggerall = root,var(2) = 0
trigger1 = root,power = [1280,2560)
trigger1 = var(0) = 0
trigger2 = root,power >= 2560
trigger2 = var(0) = [0,1]
value = 30000, 0
channel = 15

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = roundstate >= 2
triggerall = root,var(2) = 1
trigger1 = root,power = [1120,2240)
trigger1 = var(0) = 0
trigger2 = root,power >= 2240
trigger2 = var(0) = [0,1]
value = 30000, 0
channel = 15

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = roundstate >= 2
triggerall = root,var(2) = 2
trigger1 = root,power >= 1040
trigger1 = var(0) = 0
value = 30000, 0
channel = 15

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = roundstate >= 2
triggerall = root,var(2) = 3
trigger1 = root,power = [800,1600)
trigger1 = var(0) = 0
trigger2 = root,power = [1600,2400)
trigger2 = var(0) = [0,1]
trigger3 = root,power >= 2400
trigger3 = var(0) = [0,2]
value = 30000, 0
channel = 15

[State -2, Explod]
type = Explod
trigger1 = numhelper(40000) = 0
trigger1 = numexplod(35000) = 0
trigger1 = root,var(1) = 1
anim = 35000+root,var(2)
ID = 35000
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numhelper(40000) = 0
trigger1 = numexplod(35000) = 0
trigger1 = root,var(1) = 2
anim = 35010+root,var(2)
ID = 35000
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35100) = 0
triggerall = root,var(1) = 1
trigger1 = root,var(2) = 0
trigger1 = root,power < 1280
trigger2 = root,var(2) = 1
trigger2 = root,power < 1120
trigger3 = root,var(2) = 2
trigger3 = root,power < 1040
trigger4 = root,var(2) = 3
trigger4 = root,power < 800
anim = 35100+root,var(2)*10
ID = 35100
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35100) = 0
triggerall = root,var(1) = 2
trigger1 = root,var(2) = 0
trigger1 = root,power < 1280
trigger2 = root,var(2) = 1
trigger2 = root,power < 1120
trigger3 = root,var(2) = 2
trigger3 = root,power < 1040
trigger4 = root,var(2) = 3
trigger4 = root,power < 800
anim = 35150+root,var(2)*10
ID = 35100
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35101) = 0
triggerall = root,var(1) = 1
trigger1 = root,var(2) = 0
trigger1 = root,power = [1280,2560)
trigger2 = root,var(2) = 1
trigger2 = root,power = [1120,2240)
trigger3 = root,var(2) = 2
trigger3 = root,power >= 1040
trigger4 = root,var(2) = 3
trigger4 = root,power = [800,1600)
anim = 35101+(var(0)=2||var(0)=3)+root,var(2)*10
ID = 35101
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35101) = 0
triggerall = root,var(1) = 2
trigger1 = root,var(2) = 0
trigger1 = root,power = [1280,2560)
trigger2 = root,var(2) = 1
trigger2 = root,power = [1120,2240)
trigger3 = root,var(2) = 2
trigger3 = root,power >= 1040
trigger4 = root,var(2) = 3
trigger4 = root,power = [800,1600)
anim = 35151+(var(0)=2||var(0)=3)+root,var(2)*10
ID = 35101
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35102) = 0
triggerall = root,var(1) = 1
trigger1 = root,var(2) = 0
trigger1 = root,power >= 2560
trigger2 = root,var(2) = 1
trigger2 = root,power >= 2240
trigger3 = root,var(2) = 3
trigger3 = root,power = [1600,2400)
anim = 35103+(var(0)=3)+root,var(2)*10
ID = 35102
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35102) = 0
triggerall = root,var(1) = 2
trigger1 = root,var(2) = 0
trigger1 = root,power >= 2560
trigger2 = root,var(2) = 1
trigger2 = root,power >= 2240
trigger3 = root,var(2) = 3
trigger3 = root,power = [1600,2400)
anim = 35153+(var(0)=3)+root,var(2)*10
ID = 35102
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35103) = 0
triggerall = root,var(1) = 1
trigger1 = root,var(2) = 3
trigger1 = root,power >= 2400
anim = 35105+root,var(2)*10
ID = 35103
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35103) = 0
triggerall = root,var(1) = 2
trigger1 = root,var(2) = 3
trigger1 = root,power >= 2400
anim = 35155+root,var(2)*10
ID = 35103
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35200) = 0
trigger1 = root,var(1) = 1
anim = 35200
ID = 35200
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35200) = 0
trigger1 = root,var(1) = 2
anim = 35210
ID = 35200
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35201) = 0
trigger1 = root,var(1) = 1
anim = 35201
ID = 35201
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35201) = 0
trigger1 = root,var(1) = 2
anim = 35211
ID = 35201
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35202) = 0
triggerall = root,var(1) = 1
trigger1 = root,var(2) = 0
trigger2 = root,var(2) = 1
trigger3 = root,var(2) = 3
anim = 35201
ID = 35202
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35202) = 0
triggerall = root,var(1) = 2
trigger1 = root,var(2) = 0
trigger2 = root,var(2) = 1
trigger3 = root,var(2) = 3
anim = 35211
ID = 35202
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35203) = 0
triggerall = root,var(1) = 1
trigger1 = root,var(2) = 3
anim = 35201
ID = 35203
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35203) = 0
triggerall = root,var(1) = 2
trigger1 = root,var(2) = 3
anim = 35211
ID = 35203
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35300) = 0
trigger1 = root,var(1) = 1
anim = 35300+root,var(2)
ID = 35300
pos = 107+(root,var(2)=0)*38+(root,var(2)=1)*25+(root,var(2)=2)*19,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35300) = 0
trigger1 = root,var(1) = 2
anim = 35310+root,var(2)
ID = 35300
pos = -107-(root,var(2)=0)*38-(root,var(2)=1)*25-(root,var(2)=2)*19,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35200)
trigger1 = root,power < 400
id = 35200
scale = (root,power)/10*0.78125,0.5
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35200)
trigger1 = root,power >= 400
id = 35200
scale = 0,0
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
triggerall = numexplod(35201)
trigger1 = root,var(2) = 0
trigger1 = root,power >= 400 && root,power < 1280
trigger2 = root,var(2) = 1
trigger2 = root,power >= 400 && root,power < 1120
trigger3 = root,var(2) = 2
trigger3 = root,power >= 400 && root,power < 1040
trigger4 = root,var(2) = 3
trigger4 = root,power >= 400 && root,power < 800
id = 35201
scale = (root,power)/10*0.78125,0.5
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
triggerall = numexplod(35201)
trigger1 = root,var(2) = 0
trigger1 = root,power < 400 || root,power >= 1280
trigger2 = root,var(2) = 1
trigger2 = root,power < 400 || root,power >= 1120
trigger3 = root,var(2) = 2
trigger3 = root,power < 400 || root,power >= 1040
trigger4 = root,var(2) = 3
trigger4 = root,power < 400 || root,power >= 800
id = 35201
scale = 0,0
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
triggerall = numexplod(35202)
trigger1 = root,var(2) = 0
trigger1 = root,power >= 1280 && root,power < 2560
trigger2 = root,var(2) = 1
trigger2 = root,power >= 1120 && root,power < 2240
trigger3 = root,var(2) = 3
trigger3 = root,power >= 800 && root,power < 1600
id = 35202
scale = (root,power-(800+(root,var(2)=0)*480+(root,var(2)=1)*320+(root,var(2)=2)*240))/10*0.78125,0.5
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
triggerall = numexplod(35202)
trigger1 = root,var(2) = 0
trigger1 = root,power < 1280 || root,power >= 2560
trigger2 = root,var(2) = 1
trigger2 = root,power < 1120 || root,power >= 2240
trigger3 = root,var(2) = 3
trigger3 = root,power < 800 || root,power >= 1600
id = 35202
scale = 0,0
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
triggerall = numexplod(35203)
trigger1 = root,var(2) = 3
trigger1 = root,power >= 1600 && root,power < 2400
id = 35203
scale = (root,power-1600)/10*0.78125,0.5
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
triggerall = numexplod(35203)
trigger1 = root,var(2) = 3
trigger1 = root,power < 1600 || root,power >= 2400
id = 35203
scale = 0,0
ignorehitpause = 1

[State -2, RemoveExplod]
type = ModifyExplod
triggerall = numexplod(35300)
trigger1 = root,var(2) = 0
trigger1 = root,power >= 2560
trigger2 = root,var(2) = 1
trigger2 = root,power >= 2240
trigger3 = root,var(2) = 2
trigger3 = root,power >= 1040
trigger4 = root,var(2) = 3
trigger4 = root,power >= 2400
ID = 35300
scale = 0.5,0.5
ignorehitpause = 1

[State -2, RemoveExplod]
type = ModifyExplod
triggerall = numexplod(35300)
trigger1 = root,var(2) = 0
trigger1 = root,power < 2560
trigger2 = root,var(2) = 1
trigger2 = root,power < 2240
trigger3 = root,var(2) = 2
trigger3 = root,power < 1040
trigger4 = root,var(2) = 3
trigger4 = root,power < 2400
ID = 35300
scale = 0,0
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(35100)
trigger1 = numexplod(35000) = 0
trigger2 = root,var(2) = 0
trigger2 = root,power >= 1280
trigger3 = root,var(2) = 1
trigger3 = root,power >= 1120
trigger4 = root,var(2) = 2
trigger4 = root,power >= 1040
trigger5 = root,var(2) = 3
trigger5 = root,power >= 800
ID = 35100

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(35101)
trigger1 = numexplod(35000) = 0
trigger2 = root,var(2) = 0
trigger2 = root,power < 1280 || root,power >= 2560
trigger3 = root,var(2) = 1
trigger3 = root,power < 1120 || root,power >= 2240
trigger4 = root,var(2) = 2
trigger4 = root,power < 1040
trigger5 = root,var(2) = 3
trigger5 = root,power < 800 || root,power >= 1600
ID = 35101

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(35102)
trigger1 = numexplod(35000) = 0
trigger2 = root,var(2) = 0
trigger2 = root,power < 2560
trigger3 = root,var(2) = 1
trigger3 = root,power < 2240
trigger4 = root,var(2) = 3
trigger4 = root,power < 1600 || root,power >= 2400
ID = 35102

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(35103)
trigger1 = numexplod(35000) = 0
trigger2 = root,var(2) = 3
trigger2 = root,power < 2400
ID = 35103


[State -2, VarSet]
type = VarSet
trigger1 = root,var(2) = 0
trigger1 = root,power < 1280
trigger2 = root,var(2) = 1
trigger2 = root,power < 1120
trigger3 = root,var(2) = 2
trigger3 = root,power < 1040
trigger4 = root,var(2) = 3
trigger4 = root,power < 800
var(0) = 0

[State -2, VarSet]
type = VarSet
trigger1 = root,var(2) = 0
trigger1 = root,power = [1280,2560)
trigger2 = root,var(2) = 1
trigger2 = root,power = [1120,2240)
trigger3 = root,var(2) = 2
trigger3 = root,power >= 1040
trigger4 = root,var(2) = 3
trigger4 = root,power = [800,1600)
var(0) = 1

[State -2, VarSet]
type = VarSet
trigger1 = root,var(2) = 0
trigger1 = root,power >= 2560
trigger2 = root,var(2) = 1
trigger2 = root,power >= 2240
trigger3 = root,var(2) = 3
trigger3 = root,power = [1600,2400)
var(0) = 2

[State -2, VarSet]
type = VarSet
trigger1 = root,var(2) = 3
trigger1 = root,power >= 2400
var(0) = 3

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摟柧僿儖僷乕
[Statedef 60000]
type = S
anim = 9999
ctrl = 0
velset = 0,0

[State 60000, DestroySelf]
type = DestroySelf
trigger1 = roundstate = 2
