;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 偙偙偐傜偼昁嶦媄偺僗僥乕僩
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;攇摦対(彫)
[Statedef 1000]
type    = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(17) = ((animelemtime(3)>=0)&&(animelemtime(6)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(18) = ((animelemtime(5)>=0)&&(animelemtime(8)<0))

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

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

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

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(13*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(18*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(19*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(5) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(4) = 0
x = 2*1.8*const(size.xscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = -15*1.8*const(size.xscale)

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

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0

[State 1000, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 0
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(15) >= 1
value = 1

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対(拞)
[Statedef 1010]
type    = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(17) = ((animelemtime(3)>=0)&&(animelemtime(6)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(18) = ((animelemtime(5)>=0)&&(animelemtime(8)<0))

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

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

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(13*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(18*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(19*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(5) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(4) = 0
x = 2*1.8*const(size.xscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = -15*1.8*const(size.xscale)

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

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 1

[State 1000, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 0
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(15) >= 1
value = 1

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対(戝)
[Statedef 1020]
type    = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(17) = ((animelemtime(3)>=0)&&(animelemtime(6)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(18) = ((animelemtime(5)>=0)&&(animelemtime(8)<0))

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

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

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

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(13*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(18*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(19*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(5) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(4) = 0
x = 2*1.8*const(size.xscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = -15*1.8*const(size.xscale)

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

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 2

[State 1000, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 0
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(15) >= 1
value = 1

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対乮旘傃摴嬶乯
[Statedef 6000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 6000
velset = 0,0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(6) = parent,var(6)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(10) = parent,var(10)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,const(size.xscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(5) = parent,const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(29) = parent,fvar(29)

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(36) = 1

[State 6000, Velocity]
type = VelSet
trigger1 = time = 0
x = (4.5+var(10)*0.5)*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6010

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[state -2, helper]
type = helper
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 6005
ID = 6005
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = fvar(4)
size.yscale = fvar(5)

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)
trigger1 = 1
attr = S, SP
damage = ceil(60*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
getpower = 0,10
givepower = 0, 0
animtype = hard
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 14
guard.hittime = 13
guard.slidetime = 10
guard.ctrltime = 13
ground.velocity = -13.0*fvar(4)
guard.velocity = -13.0*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.hittime = 14
air.velocity = -5.0*fvar(4),-8.5*fvar(5)
fall = 0
air.fall = 0
air.recover = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6000
sprpriority = 2
forcestand = 1
numhits = 0

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6010

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State 1010, changestate]
type = changestate
trigger1 = !numhelper(6005)
trigger2 = numhelper(6005)
trigger2 = helper(6005),stateno = 6006
value = 6010

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(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
;旘傃摴嬶攋夡僿儖僷乕
[Statedef 6005]
type = A
movetype = A
ctrl = 0
anim = 6005

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,fvar(4)

[State -2, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 0,0

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = A, SP
hitflag = P
priority = 7,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
p1stateno = 6006

[state -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 6000
trigger2 = parent,stateno = 6010
trigger3 = FrontEdgeDist <= -60*fvar(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
;旘傃摴嬶攋夡僿儖僷乕(徚柵)
[Statedef 6006]
type = S
movetype = I
ctrl = 0
anim = 9999

[State -2, DestroySelf]
type = DestroySelf
trigger1 = time = 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
;攇摦対乮旘傃摴嬶乯乮徚柵乯
[Statedef 6010]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6010
movehitpersist = 1

[State -2, TargetState]
type = TargetState
triggerall = var(6) = 1
trigger1 = MoveHit
value = 7000

[State 6000, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(6) = parent,var(6)

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7020])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7020])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7020])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7020])
time = 5
freq = 60
ampl = -2

[State -2, poweradd]
type = poweradd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7020])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7020])
value = 10

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6000)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6000)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7020])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7020])
fvar(4) = 8

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7020])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7020])
fvar(5) = 1

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7020])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7020])
fvar(16) = 1

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7020])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7020])
fvar(29) = -0.0625

[State -2, parentVarSet]
type = parentVarSet
trigger1 = moveguarded
fvar(29) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7020])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7020])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(19) = 6

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = animelemtime(7) = 6
fvar(36) = 0

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State 6010, DestroySelf]
type = DestroySelf
triggerall = animelemtime(7) >= 6
trigger1 = !NumTarget

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;攇摦対(EX)
[Statedef 1040]
type    = S
movetype = A
physics = S
anim = 1000
poweradd = -400
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(17) = ((animelemtime(3)>=0)&&(animelemtime(6)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(18) = ((animelemtime(5)>=0)&&(animelemtime(8)<0))

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

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

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

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(13*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(18*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(19*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(5) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(4) = 0
x = 2*1.8*const(size.xscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = -15*1.8*const(size.xscale)

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

[State 1050, Palfix]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(12) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 4
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImageTime
trigger1 = animelemtime(11) = 6
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(-15*1.8*const(size.xscale)),ceil(-72*2.1*const(size.yscale))
persistent = 0
bindtime = 1
velocity = 0, 0
accel = 0, 0
removetime = 11
removeongethit = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

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

[State 1050, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 0
channel = 0

[State 1050, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1
volume = -100

[State 1050,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
name = "hadou_EX"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6050
id = 6050
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(15) >= 1
value = 1

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

[State 1050, 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
;攇摦対(EX)乮旘傃摴嬶乯侾抜栚
[Statedef 6050]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 6000
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(39) = parent,var(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,const(size.xscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(5) = parent,const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(25) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
fvar(25) = 1.0

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(29) = parent,fvar(29)

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(36) = 1

[State 6000, Velocity]
type = VelSet
trigger1 = time = 0
x = 6.0*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6060

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6050, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = 1
attr = S, SP
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
getpower = 0, 0 
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,7
guard.pausetime = 0,7
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 14
guard.hittime = 13
guard.slidetime = 10
guard.ctrltime = 13
ground.velocity = -6.0*fvar(4),-8.5*fvar(5)
guard.velocity = -13.0*fvar(4)
air.type = Low
air.hittime = 14
air.velocity = -6.0*fvar(4),-8.5*fvar(5)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*const(size.xscale)
forcestand = 1
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
id = 6050
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6050)
trigger1 = target(6050),pos Y = 0
value = 7500

[State 6000, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(6) = parent,var(6)

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6050)
trigger1 = (target(6050),stateno = [5000,5020])||target(6050),stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||enemy,stateno = 7500
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6050)
trigger1 = (target(6050),stateno = [5000,5020])||target(6050),stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||enemy,stateno = 7500
time = 5
freq = 60
ampl = -2

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(15) = 7

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6050)
var(15) = 7

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6050)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6050)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6050)
trigger1 = (target(6050),stateno = [5000,5020])||target(6050),stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||enemy,stateno = 7500
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6050)
trigger1 = (target(6050),stateno = [5000,5020])||target(6050),stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||enemy,stateno = 7500
fvar(16) = 1

[State 200, Juggle Check]
type = parentVarAdd
triggerall = MoveHit
trigger1 = numtarget(6050)
trigger1 = (target(6050),stateno = [5000,5020])||target(6050),stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||enemy,stateno = 7500
var(41) = 3

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget(6050)
trigger1 = (target(6050),stateno = [5000,5020])||target(6050),stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||enemy,stateno = 7500
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6050)
trigger1 = (target(6050),stateno = [5000,5020])||target(6050),stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||enemy,stateno = 7500
fvar(29) = -0.0625

[State -2, parentVarSet]
type = parentVarSet
trigger1 = moveguarded
fvar(29) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = parent,var(0) = 1
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6060

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)
fvar(36) = 0

[State 6050, DestroySelf]
type = DestroySelf
triggerall = time >= 0
trigger1 = FrontEdgeDist <= -60*fvar(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
;攇摦対(EX)乮旘傃摴嬶乯俀抜栚
[Statedef 6060]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(39) = parent,var(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
fvar(25) = 1.0

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(29) = parent,fvar(29)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6070

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6050, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)           
triggerall = var(15) <= 1
triggerall = !var(47)
trigger1 = 1
attr = S, SP
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
getpower = 0, 0 
givepower = 0, 0
animtype = back
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14
guard.hittime = 13
guard.slidetime = 10
guard.ctrltime = 13
ground.velocity = -6.0*fvar(4),-8.5*fvar(5)
guard.velocity = -13.0*fvar(4)
air.type = Low
air.hittime = 14
air.velocity = -6.0*fvar(4),-8.5*fvar(5)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
fall.xvelocity = -3.0*const(size.xscale)
forcestand = 1
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
id = 6060
sprpriority = 2
numhits = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6070

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(19) = 6

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)
fvar(36) = 0

[State 6050, DestroySelf]
type = DestroySelf
triggerall = time >= 0
trigger1 = FrontEdgeDist <= -60*fvar(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
;攇摦対EX乮旘傃摴嬶乯乮徚柵乯
[Statedef 6070]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6010
movehitpersist = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6060)
trigger1 = target(6060),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6060)
trigger1 = target(6060),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
time = 5
freq = 60
ampl = -2

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6060)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6060)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6060)
trigger1 = target(6060),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
fvar(4) = 8

[State 6000, VarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6060)
trigger1 = target(6060),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
var(15) = 12

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6060)
trigger1 = target(6060),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
fvar(16) = 1

[State 200, Juggle Check]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6060)
trigger1 = target(6060),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
var(41) = 6

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6060)
trigger1 = target(6060),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
fvar(29) = -0.0625

[State -2, parentVarSet]
type = parentVarSet
trigger1 = moveguarded
fvar(29) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget(6060)
trigger1 = target(6060),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(19) = 6

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = animelemtime(7) = 6
fvar(36) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State 6010, DestroySelf]
type = DestroySelf
triggerall = animelemtime(7) >= 6
trigger1 = !NumTarget

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;徃棿対(彫)
[Statedef 1100]
type    = S
movetype = A
physics = N
anim = 1100
juggle = 0
ctrl = 0
;poweradd= 30
velset = 0,0
sprpriority = 2
facep2 = 1

[State 1000, 暔棟揑側僉儍儔偺暆]
type = null;Width
trigger1 = P2Dist X > 0
trigger1 = numenemy
trigger1 = enemy,BackEdgeBodyDist <= 10 
edge = 20,0
ignorehitpause = 1

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

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

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 1100,0
channel = 0

[State 1100, Position]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)                    
triggerall = var(35) != 1100
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
attr = S, SA
animtype  = up
air.animtype  = up
damage = ceil(150*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(19*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 14,14
guard.pausetime = 14,14
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -2.5*const(size.xscale),-10.8*const(size.yscale)
guard.velocity = -7.0*const(size.xscale)
air.velocity = -2.5*const(size.xscale),-9.6*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1100 

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 1,0

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

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
StateType = A

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 4.0*1.8*const(size.xscale)
y = -6.25*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = animelemtime(7) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(5) >= 0
y = .50*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(5) >= 0
x = .90

[State 1100, PlayerPush]
type = null;PlayerPush
triggerall = AnimElemtime(5) >= 0
triggerall = P2dist Y <= -60
triggerall = numtarget(1100)
trigger1 = target(1100),stateno = [5020,5050]
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)          
triggerall = var(35) != 1100
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(6) < 5)
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(Ifelse(P2BodyDist X>25,100,150)*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(Ifelse(P2BodyDist X>25,6,19)*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 11,10
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
air.hittime = 14
ground.velocity = -2.0*const(size.xscale),-10.8*const(size.yscale)
guard.velocity = -7.0*const(size.xscale)
air.velocity = -2.0*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-9.6*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1100 

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8230

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

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) > 0
value = 1150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対(拞)
[Statedef 1110]
type    = S
movetype = A
physics = N
anim = 1110
juggle = 0
ctrl = 0
;poweradd= 30
velset = 0,0
sprpriority = 2
facep2 = 1

[State 1000, 暔棟揑側僉儍儔偺暆]
type = null;Width
trigger1 = P2Dist X > 0
trigger1 = numenemy
trigger1 = enemy,BackEdgeBodyDist <= 10 
edge = 20,0
ignorehitpause = 1

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

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

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

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 1100,0
channel = 0

[State 1110, Position]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 1110, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
trigger1 = var(35) != 1110
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)       
attr = S, SA
animtype  = hard
air.animtype  = hard
damage = ceil(100*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(11*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 12,12
guard.pausetime = 12,12
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -7.0*const(size.xscale)
guard.velocity = -7.0*const(size.xscale)
air.type = low
air.velocity = -2.5*const(size.xscale),-9.6*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1110

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

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

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

[State 1110, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
StateType = A

[State 1110, Velocity]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 6.0*1.8*const(size.xscale)
y = -8.25*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = animelemtime(7) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(5) >= 0
y = .50*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(5) >= 0
x = .90

[State 1100, PlayerPush]
type = null;PlayerPush
triggerall = AnimElemtime(5) >= 0
triggerall = P2dist Y <= -60
triggerall = numtarget(1111)
trigger1 = target(1111),stateno = [5020,5050]
value = 0

[State 1110, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
trigger1 = var(35) != 1111
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(6) < 7)       
attr = A, SA
animtype = up
air.animtype = up
damage = ceil(Ifelse(P2BodyDist X>25,50,65)*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(10*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 11,10
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
air.hittime = 14
ground.velocity = -2.0*const(size.xscale),-10.8*const(size.yscale)
guard.velocity = -7.0*const(size.xscale)
air.velocity = -2.0*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-9.6*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1111

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) >= 0
var(44) = 8230
ignorehitpause = 1

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

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

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

[State 1110, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) > 0
value = 1150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対(戝)
[Statedef 1120]
type    = S
movetype = A
physics = N
anim = 1120
juggle = 0
ctrl = 0
;poweradd= 30
velset = 0,0
sprpriority = 2
facep2 = 1

[State 1000, 暔棟揑側僉儍儔偺暆]
type = null;Width
trigger1 = P2Dist X > 0
trigger1 = numenemy
trigger1 = enemy,BackEdgeBodyDist <= 10 
edge = 20,0
ignorehitpause = 1

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 1100,0
channel = 0

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

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

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 1120
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)       
attr = S, SA
animtype  = hard
air.animtype  = hard
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(11*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -10.0*const(size.xscale)
guard.velocity = -10.0*const(size.xscale)
air.type = low
air.velocity = -2.5*const(size.xscale),-8.5*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1120

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

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 1121
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)       
attr = A, SA
animtype  = hard
air.animtype  = hard
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -10.0*const(size.xscale)
guard.velocity = -10.0*const(size.xscale)
air.type = low
air.velocity = -2.5*const(size.xscale),-8.5*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1121

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(7) = 0
value = anim
elem = 6
persistent = 1

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = 5*1.8*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 12.0*1.8*const(size.xscale)
y = -10.5*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = animelemtime(10) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .50*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
x = .90

[State 1100, PlayerPush]
type = null;PlayerPush
triggerall = AnimElemtime(7) >= 0
triggerall = P2dist Y <= -60
triggerall = numtarget(1122)
trigger1 = target(1122),stateno = [5020,5050]
value = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 1122
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(9) < 7)       
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(50*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 11,10
guard.pausetime = 11,10
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
air.hittime = 14
ground.velocity = -2.5*const(size.xscale),-9.6*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -2.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-8.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1122

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(44) = 8230
ignorehitpause = 1

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

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

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

[State 1120, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(7) > 0
value = 1150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対(EX)
[Statedef 1140]
type    = S
movetype = A
physics = N
anim = 1140
juggle = 0
ctrl = 0
poweradd = -400
velset = 0,0
sprpriority = 2
facep2 = 1

[State 1000, 暔棟揑側僉儍儔偺暆]
type = null;Width
trigger1 = P2Dist X > 0
trigger1 = numenemy
trigger1 = enemy,BackEdgeBodyDist <= 10 
edge = 20,0
ignorehitpause = 1

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1050, Palfix]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(8) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

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

[State -3]
type = AfterImage
trigger1 = animelemtime(8) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(68*const(size.xscale)),ceil(-130*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
removetime = 11
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 1100,0
channel = 0

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

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 1140
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) < 0)       
attr = S, SA
animtype  = hard
air.animtype  = hard
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(10*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -10.0*const(size.xscale)
guard.velocity = -10.0*const(size.xscale)
air.type = low
air.velocity = -2.5*const(size.xscale),-8.5*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1140

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(4) = 0
value = anim
elem = 3
persistent = 1

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 1141
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)       
attr = A, SA
animtype  = hard
air.animtype  = hard
damage = ceil(50*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -10.0*const(size.xscale)
guard.velocity = -10.0*const(size.xscale)
air.type = low
air.velocity = -2.5*const(size.xscale),-8.5*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1141

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(6) = 0
value = anim
elem = 5
persistent = 1

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(6) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 5*1.8*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 16.0*1.8*const(size.xscale)
y = -14.1*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = animelemtime(9) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = .60*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = .90

[State 1100, PlayerPush]
type = null;PlayerPush
triggerall = AnimElemtime(6) >= 0
triggerall = P2dist Y <= -60
triggerall = numtarget(1142)
trigger1 = target(1142),stateno = [5020,5050]
value = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 1142
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(7) < 1)       
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 11,10
guard.pausetime = 11,10
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
air.hittime = 14
ground.velocity = -2.5*const(size.xscale),-9.6*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -2.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-8.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1142

[State 1100, PlayerPush]
type = null;PlayerPush
triggerall = AnimElemtime(5) >= 0
triggerall = P2dist Y <= -60
triggerall = numtarget(1143)
trigger1 = target(1143),stateno = [5020,5050]
value = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 1143
trigger1 = (AnimElemtime(7) >= 1) && (AnimElemtime(8) < 6)       
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 11,10
guard.pausetime = 11,10
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
air.hittime = 14
ground.velocity = -2.5*const(size.xscale),-9.6*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -2.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-8.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1143

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(6) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(7) < 1) 
var(44) = 8230
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 1
var(44) = 8235
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(6) > 0
value = 1150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対乮拝抧乯
[Statedef 1150]
type    = S
physics = S
ctrl = 0
anim = 1150

[State -2, Varset]
type = Varset
trigger1 = var(50) = 1
trigger1 = var(22) = 0
trigger1 = prevstateno = 1100
trigger1 = time = 0
var(22) = 1

[State -2, Varset]
type = Varset
trigger1 = var(50) = 1
trigger1 = var(22) = 1
trigger1 = prevstateno = 1110
trigger1 = time = 0
var(22) = 2

[State -2, Varset]
type = Varset
trigger1 = var(50) = 1
trigger1 = var(22) = 2
trigger1 = prevstateno = 1120
trigger1 = time = 0
var(22) = 0

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

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

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

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

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

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

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

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