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; 偙偙偐傜偼挻昁嶦媄偺僗僥乕僩
;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
;恀丒徃棿対(巒摦)
[Statedef 3000]
type    = S
movetype = A
physics = N
anim = 3000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1280
facep2 = 1
sprpriority = 2

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [1000,1030]
trigger1 = var(16)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [1100,1130]
trigger2 = prevstateno = [1400,1420]
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = var(38)
trigger1 = prevstateno = 3000
trigger2 = var(16)
trigger2 = prevstateno = 3200
fvar(27) = 0.70

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(16)
trigger1 = prevstateno = 3100
trigger2 = prevstateno = 3200
fvar(27) = 0.80

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(16) = 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, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 59

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

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(50*const(size.xscale)),ceil(-97*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-50
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = 0, -87
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
time = 4
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

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

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

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
;trigger1 = var(35) != 3000
trigger1 = animelem = 4       
attr = S, HA
animtype  = hard
air.animtype  = hard
damage = ceil(60*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(15*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 0,5
guard.pausetime = 20,20
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*2.1*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = 3.0*1.8*const(size.xscale),-5.0*2.1*const(size.yscale)
guard.velocity = -5.0*1.8*const(size.xscale)
air.velocity = 3.0*1.8*const(size.xscale),-5.0*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 15
envshake.freq = 100
envshake.ampl = 8
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3000

[State 3000, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(4) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 45, ceil(-60*2.2*const(size.yscale))
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 3700]
type = changestate
trigger1 = AnimElemtime(4) >= 0
trigger1 = AnimElemtime(5) <= 0
trigger1 = numtarget(3000)
trigger1 = target(3000),stateno = 7500
value = 3010
ignorehitpause = 1

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 0,1+(helper(30000),var(13))*100
channel = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3001
trigger1 = animelem = 5     
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(3*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = -3.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
guard.velocity = -5.0*1.8*const(size.xscale)
air.velocity = -3.0*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3001

[State 3001, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(5) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 45, ceil(-60*2.2*const(size.yscale))
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

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

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 8.5*1.8*const(size.xscale)
y = -13.3*2.1*const(size.yscale)

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

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = .70*2.1*const(size.yscale)

[State 1120, Gravity]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = .90

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3002
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(7) < 0)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(3*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = -3.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
guard.velocity = -5.0*1.8*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3002

[State 3002, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(7) < 0)  
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 45, ceil(-60*2.2*const(size.yscale))
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3003
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(7) < 2)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(3*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = -3.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
guard.velocity = -5.0*1.8*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3003

[State 3003, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(7) < 2)
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 45, ceil(-60*2.2*const(size.yscale))
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3004
trigger1 = (AnimElemtime(7) >= 2) && (AnimElemtime(8) < 0)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(3*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = -3.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
guard.velocity = -5.0*1.8*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3004

[State 3004, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(7) >= 2) && (AnimElemtime(8) < 0) 
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 45, ceil(-60*2.2*const(size.yscale))
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3005
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(8) < 2)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(3*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = -3.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
guard.velocity = -5.0*1.8*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3005

[State 3005, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(8) < 2)    
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 45, ceil(-60*2.2*const(size.yscale))
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3006
trigger1 = (AnimElemtime(8) >= 2) && (AnimElemtime(8) < 4)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(3*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = -3.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
guard.velocity = -5.0*1.8*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3006

[State 3006, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(8) >= 2) && (AnimElemtime(8) < 4)  
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 45, ceil(-60*2.2*const(size.yscale))
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3007
trigger1 = (AnimElemtime(8) >= 4) && (AnimElemtime(9) < 0)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(3*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = -3.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
guard.velocity = -5.0*1.8*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-9.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3007

[State 3007, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(8) >= 4) && (AnimElemtime(9) < 0)  
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 45, ceil(-60*2.2*const(size.yscale))
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(42) = 40

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(5) >= 0
var(42) = floor(ifelse(15+(abs(enemynear,Pos X-Pos X)/2)<45,15+(abs(enemynear,Pos X-Pos X)/2),45))

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(6) < 0
var(43) = -65
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(6) >= 0
var(43) = -80
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(44) = 8500
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) >= 0
var(44) = 8030
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 3700]
type = changestate
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(6) > 0
value = 3020

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恀丒徃棿対(捛偄摙偪)
[Statedef 3010]
type    = S
movetype = A
physics = N
anim = 3010
juggle = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(38) = 1

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 24

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time = 0
value = 0,1+(helper(30000),var(13))*100
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(8) = 0
value = 0,13+(helper(30000),var(13))*100
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(9) = 0
value = 0,8+(helper(30000),var(13))*100
channel = 0

[State -2, AfterImage]
type = AfterImage
trigger1 = animelemtime(8) = 0
time = 0
ignorehitpause = 1

[State -2, AfterImage]
type = AfterImage
trigger1 = animelemtime(9) = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1
ignorehitpause = 1

[State 10000, Explod]
type = Explod
Trigger1 = var(6) = 1
trigger1 = time = 0
anim = 3040
id = 3040
pos =  160,120
postype = left
sprpriority = -8
bindtime = -1
ownpal = 1
removetime = -1
removeongethit = 1
scale = 0.6,0.6

[State 10000, Explod]
type = Explod
Trigger1 = var(6) = 1
trigger1 = time = 0
anim = 8940
id = 8940
pos =  160,120
postype = left
sprpriority = -8
bindtime = -1
ownpal = 1
removetime = -1
removeongethit = 1
scale = 1.1,1.1

[State -2, VarSet]
type = VarSet
trigger1 = animelemtime(6) = 0
trigger1 = var(6) = 1
var(6) = 2

[State -2, VarAdd]
type = VarAdd
triggerall = var(6) = 2
triggerall = fvar(38) < 1.5
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(6) = 1
trigger3 = animelemtime(6) = 2
trigger4 = animelemtime(6) = 3
trigger5 = animelemtime(7) = 0
trigger6 = animelemtime(7) = 1
trigger7 = animelemtime(7) = 2
trigger8 = animelemtime(7) = 3
fvar(38) = 0.0625

[State -2, VarAdd]
type = VarAdd
triggerall = var(6) = 2
triggerall = fvar(38) > 1.0
trigger1 = animelemtime(11) = 0
trigger2 = animelemtime(11) = 1
trigger3 = animelemtime(11) = 2
trigger4 = animelemtime(12) = 0
trigger5 = animelemtime(12) = 1
trigger6 = animelemtime(12) = 2
trigger7 = animelemtime(13) = 0
trigger8 = animelemtime(13) = 1
trigger9 = animelemtime(13) = 2
trigger10 = animelemtime(14) = 0
fvar(38) = -0.05;625

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(3040)
ID = 3040
scale = 0.6*fvar(38),0.6*fvar(38)
ignorehitpause = 1

[State -2, AngleDraw]
type = AngleDraw
Trigger1 = var(6) = 2
trigger1 = 1
value = 0
scale = fvar(38),fvar(38)
;ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(3040)
trigger1 = animelemtime(14) = 0
ID = 3040

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(8940)
trigger1 = animelemtime(14) = 0
ID = 8940

[State -2, AssertSpecial]
type = AssertSpecial
;Triggerall = var(6) = 2
;trigger1 = animelemtime(13) < 2
trigger1 = numexplod(3040)
flag = nobg
flag2 = nofg
flag3 = nobardisplay
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = animelemtime(14) = 0
var(6) = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3010
trigger1 = animelemtime(8) >= 0      
trigger1 = animelemtime(8) < 2
attr = S, HA
animtype  = back
air.animtype  = back
damage = ceil(200*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(25*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 53,52
guard.pausetime = 53,52
sparkno = -1;S8260
guard.sparkno = S8410
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = 2.0*1.8*const(size.xscale),-16.0*2.1*const(size.yscale)
guard.velocity = 0
air.velocity = 2.0*1.8*const(size.xscale),-16.0*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 0
yaccel = .80*2.1*const(size.yscale)
persistent = 0
envshake.time = 15
envshake.freq = 100
envshake.ampl = 8
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3010
kill = 0

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = -22.0*2.1*const(size.yscale)

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(9) >= 0
y = 1.0*2.1*const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3011
trigger1 = animelemtime(9) >= 0     
trigger1 = animelemtime(9) < 2
attr = S, HA
animtype  = hard
air.animtype  = hard
damage = ceil(200*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(25*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = S8410
sparkxy = -15, ceil(-80*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = 0,-24.0*2.1*const(size.yscale)
guard.velocity = 0
air.velocity = 0,-24.0*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 0
yaccel = 1.0*2.1*const(size.yscale)
persistent = 0
envshake.time = 10
envshake.freq = 100
envshake.ampl = 6
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3011
kill = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = var(35) != 3012
trigger1 = (AnimElemtime(10) >= 0) && (AnimElemtime(11) < 0)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(160*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(20*fvar(26))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 37,36
guard.pausetime = 37,36
sparkno = -1;S8250
guard.sparkno = S8410
sparkxy = -15, ceil(-100*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,22,20)
guard.hittime = 18
guard.slidetime = 13
guard.ctrltime = 18
ground.velocity = -1.5*1.8*const(size.xscale),-36.5*2.1*const(size.yscale)
guard.velocity = -15.0*1.8*const(size.xscale)
air.velocity = -1.5*1.8*const(size.xscale),-36.5*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 20
fall.envshake.freq = 120
fall.envshake.ampl = -10
down.bounce = 1
air.fall = 0
air.recover = 0
yaccel = 1.0*2.1*const(size.yscale)
persistent = 0
envshake.time = 10
envshake.freq = 100
envshake.ampl = 6
;envshake.phase = 
P2facing = 1
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3012

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(9) < 0
var(42) = ceil(30*fvar(38))

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(9) >= 0
var(42) = ceil(30*fvar(38))

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(9) < 0
var(43) = ceil(-85*fvar(38))
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(9) >= 0
var(43) = ceil(-100*fvar(38))
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8500
ignorehitpause = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(11) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(9) > 0
value = 3020

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;恀丒徃棾対乮拝抧乯
[Statedef 3020]
type    = S
physics = S
ctrl = 0
anim = 3020

[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, 4]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = AnimTime = 0
value = 1

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摿庩傗傜傟1
[Statedef 7500]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 17500

[State 5020, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name = "Gill"
value = 17500+(facing=-1)*100000

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"
value = 105050

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"||name="Ibuki"||name="Gill"
value = 5000,1
channel = 2

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = anim = [105050,105051]
trigger1 = time <= 60
value = anim

[State -2, posadd]
type = posadd
trigger1 = time <= 60
x = 3*ifelse(time%2=0,1,-1)*ifelse(enemy,fvar(38)>1.0,1.5,1)

[State -2, AngleDraw]
type = AngleDraw
trigger1 = numenemy
trigger1 = enemy,authorname = "GM"||enemy,authorname = "BM"
trigger1 = enemy,name = "Ryu"
trigger1 = enemy,var(6) = 2
value = 0
scale = enemy,fvar(38),enemy,fvar(38)

[State 810, ScreenBound]
type = ScreenBound
trigger1 = time <= 60
value = 1
movecamera = 1,1

[State 820, ChangeAnim2]
type = ChangeAnim
Trigger1 = anim != [105050,105051]
trigger1 = time > 60
value = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 5020, 3]
type = ChangeAnim
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"
trigger1 = time > 60
value = 105050
persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = time > 60
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
value = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim
triggerall = time > 60
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
trigger2 = !SelfAnimExist(5035)
Trigger2 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger2 = AnimTime = 0
value = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 5050, 2]
type = ChangeAnim
triggerall = time > 60
trigger1 = anim = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5030, 1]
type = VelAdd
trigger1 = time > 60
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = time > 60
x = 1
y = 1
persistent = 0

[State 810, ScreenBound]
type = ScreenBound
trigger1 = time > 60
value = 1
movecamera = 1,0

[State 5030, 4]
type = SelfState
trigger1 = time > 60
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摿庩傗傜傟2
[Statedef 7501]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 17501

[State 5020, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name = "Gill"
value = 17501+(facing=-1)*100000

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"
value = 5030

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"||name="Ibuki"||name="Gill"
value = 5000,1
channel = 2

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = !HitShakeOver
value = anim

[State -2, posadd]
type = posadd
trigger1 = !HitShakeOver
x = 3*ifelse(time%2=0,1,-1)*ifelse(enemy,fvar(38)>1.0,1.5,1)

[State -2, AngleDraw]
type = AngleDraw
trigger1 = numenemy
trigger1 = enemy,authorname = "GM"||enemy,authorname = "BM"
trigger1 = enemy,name = "Ryu"
trigger1 = enemy,var(6) = 2
value = 0
scale = enemy,fvar(38),enemy,fvar(38)

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

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = HitShakeOver
value = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = HitShakeOver
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
value = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim
triggerall = HitShakeOver
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
trigger2 = !SelfAnimExist(5035)
Trigger2 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger2 = AnimTime = 0
value = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

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

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

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

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

[State 5030, 4]
type = SelfState
trigger1 = HitShakeOver
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摿庩傗傜傟3
[Statedef 7502]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 17500

[State 5020, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name = "Gill"
value = 17500+(facing=-1)*100000

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"
value = 105050

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"||name="Ibuki"||name="Gill"
value = 5000,1
channel = 2

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = anim = [105050,105051]
trigger1 = !HitShakeOver
value = anim

[State -2, posadd]
type = posadd
trigger1 = !HitShakeOver
x = 3*ifelse(time%2=0,1,-1)*ifelse(enemy,fvar(38)>1.0,1.5,1)

[State -2, AngleDraw]
type = AngleDraw
trigger1 = numenemy
trigger1 = enemy,authorname = "GM"||enemy,authorname = "BM"
trigger1 = enemy,name = "Ryu"
trigger1 = enemy,var(6) = 2
value = 0
scale = enemy,fvar(38),enemy,fvar(38)

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

[State 820, ChangeAnim2]
type = ChangeAnim
Trigger1 = anim != [105050,105051]
trigger1 = HitShakeOver
value = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 5020, 3]
type = ChangeAnim
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"
trigger1 = HitShakeOver
value = 105050
persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = HitShakeOver
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
value = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim
triggerall = HitShakeOver
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
trigger2 = !SelfAnimExist(5035)
Trigger2 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger2 = AnimTime = 0
value = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

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

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

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

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

[State 5030, 4]
type = SelfState
trigger1 = HitShakeOver
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摿庩傗傜傟4
[Statedef 7503]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 17502

[State 5020, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name = "Gill"
value = 17502+(facing=-1)*100000

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"
value = 105051

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time = 0
trigger1 = authorname = "GM"||enemy,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"||name="Ibuki"||name="Gill"
value = 5000,1
channel = 2

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = anim = [105050,105051]
trigger1 = !HitShakeOver
value = anim

[State -2, posadd]
type = posadd
trigger1 = !HitShakeOver
x = 3*ifelse(time%2=0,1,-1)*ifelse(enemy,fvar(38)>1.0,1.5,1)

[State -2, AngleDraw]
type = AngleDraw
trigger1 = numenemy
trigger1 = enemy,authorname = "GM"||enemy,authorname = "BM"
trigger1 = enemy,name = "Ryu"
trigger1 = enemy,var(6) = 2
value = 0
scale = enemy,fvar(38),enemy,fvar(38)

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

[State 820, ChangeAnim2]
type = ChangeAnim
Trigger1 = anim != [105050,105051]
trigger1 = HitShakeOver
value = 5030+(SelfAnimExist(5051)=1)*21+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = HitShakeOver
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
value = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim
triggerall = HitShakeOver
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
trigger2 = !SelfAnimExist(5035)
Trigger2 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger2 = AnimTime = 0
value = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000
persistent = 0

[State 5050, 2]
type = ChangeAnim
triggerall = HitShakeOver
trigger1 = (anim = [5050,5051])||(anim = [105050,105051])
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

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

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

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

[State 5030, 4]
type = SelfState
trigger1 = HitShakeOver
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
