;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 搳偘捦傒儌乕僔儑儞
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
facep2 = 1
sprpriority = 2

[State 800, 壒傪柭傜偡]
type = playsnd
trigger1 = AnimElemtime(2) = 0 
value = 1,0

[State 800, HitDef]
type = HitDef
triggerall = fvar(21) = 0
triggerall = Animelem = 2
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != 40
triggerall = P2StateNo != [150,155]
triggerall = numenemy
trigger1 = enemynear,ctrl = 1
trigger1 = var(8):= 1
trigger2 = enemynear,ctrl = 0
trigger2 = var(8):= 2
attr = S, NT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse((!var(50)&&Command="holdback")||(var(50)&&random<500),820,810)
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 800

[State 800, HitDef]
type = HitDef
triggerall = fvar(21) = 0
triggerall = Animelem = 2
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5610]
attr = S, NT
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse((!var(50)&&Command="holdback")||(var(50)&&random<500),820,810)
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 800

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
movetype = I 

[State 800, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 攚晧偄搳偘(搳偘偨懁)
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 811

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"
value = 812

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 814

[State 810, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 810, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = numhelper(30000)&&helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = numhelper(30000)&&helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
triggerall = P2StateNo = 812
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = -1

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
triggerall = P2StateNo = 812
trigger1 = AnimElem = 3
value = 1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 1200, 9]
type = Width
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(12) < 0
edge = 100,0

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 0,1+(helper(30000),var(13))*100
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 7
value = 1,2

[State 810, posadd]
type = posadd
trigger1 = AnimElem = 12
x = 36*const(size.xscale)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(108*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(36*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 811
pos = ceil(-36*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 812
pos = ceil(7*const(size.xscale)), ceil(-21*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 811
pos = ceil(-54*const(size.xscale)), ceil(-193*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 812
pos = ceil(-9*const(size.xscale)), ceil(-12*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 811
pos = ceil(-72*const(size.xscale)), ceil(-197*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 812
pos = ceil(-54*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 811
pos = ceil(-81*const(size.xscale)), ceil(-202*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 812
pos = ceil(-108*const(size.xscale)), ceil(-10*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 811
pos = ceil(9*const(size.xscale)), ceil(-189*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 812
pos = ceil(-48*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 811
pos = ceil(18*const(size.xscale)), ceil(-105*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 812
pos = ceil(19*const(size.xscale)), ceil(-285*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 811
pos = ceil(31*const(size.xscale)), ceil(-84*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 812
pos = ceil(70*const(size.xscale)), ceil(-24*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 811
pos = ceil(36*const(size.xscale)), ceil(-63*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(10) = 0 && P2StateNo = 812
pos = ceil(108*const(size.xscale)), ceil(-63*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) < 0 && P2StateNo = 814
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 814
pos = ceil(108*const(size.xscale)), ceil(-32*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(10) = 0 && P2StateNo = 814
pos = ceil(162*const(size.xscale)), ceil(-84*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = ceil(-120*ifelse(P2StateNo=5100,1.5,1)*fvar(26)*(const(data.attack)*0.01))
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
fvar(10) = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
fvar(15) = 9
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = 80
persistent = 0

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = 20
persistent = 0

[State -2, HitAdd]
type = HitAdd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = 1
persistent = 0

[State 810, Explod]
type = Explod
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
anim = 6700
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = null;Explod
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
ID = 6500
anim = 6500
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
anim = 6920
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
anim = 6930
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
triggerall = numtarget
triggerall = target,time = 2
trigger1 = target,stateno = 813
trigger2 = target,stateno = 815
stateno = 7700
id = 7700
postype = p2
pos = 0, 0
persistent = 0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = P2StateNo = 5100
trigger2 = P2StateNo = 813
trigger3 = P2StateNo = 815
value = S2,8
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = P2StateNo = 813
trigger2 = P2StateNo = 815
value = S5100,0
persistent = 0

[State 810, State End]
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
; 攚晧偄搳偘(搳偘傜傟偨懁)
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 810, 0]
type = ScreenBound
trigger1 = animelemtime(8) < 0
value = 0
movecamera = 0,0

[State 811, Velset]
type = Velset
trigger1 = time = 38
x = 10.0
y = 10.0

[State 811, Posset]
type = Posadd
trigger1 = Pos Y >= -20 && Vel Y > 0 && time > 38
x = 40

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= -20 && Vel Y > 0 && time > 38
x = 2.0

[State 811, turn]
type = turn
Trigger1 = time = 13

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 811

[State -2, varadd]
type = varadd
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
trigger1 = Pos Y >= -20 && Vel Y > 0 && time > 38
fvar(2) = 2
persistent = 0

[State 811, SelfState]
type = Selfstate
trigger1 = Pos Y >= -20 && Vel Y > 0 && time > 38
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
; 攚晧偄搳偘(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 812

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = name = "Ibuki"
value = 816

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = name = "Gill"
value = 818+(facing=-1)*100000

[State 810, 0]
type = ScreenBound
trigger1 = animelemtime(8) < 0
value = 0
movecamera = 0,0

[State 811, Velset]
type = Velset
trigger1 = animelemtime(10) = 0
x = 10.0
y = 13.0

[State 811, turn]
type = turn
Trigger1 = animelemtime(4) = 0

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = animelemtime(4) = 0
trigger1 = name = "Gill"
value = 818+(facing=-1)*100000
elem = 4

[State 811, SelfState]
type = Changestate
trigger1 = Pos Y >= 0 && Vel Y > 0 && animelemtime(10) >= 0
value = 813

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 攚晧偄搳偘(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 813]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, varadd]
type = varadd
trigger1 = time = 0
fvar(2) = 2
persistent = 0

[State -2, VarSet]
type = VarSet
Triggerall = time < 5
triggerall = life > 0
triggerall = !loseko
Trigger1 = command = "quick"
var(7) = 1

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 813

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = name = "Ibuki"
value = 817

[State 810, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = name = "Gill"
value = 819+(facing=-1)*100000

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 12
freq = 120
ampl = -6

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .60

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

[State 5100, ChangeState]
type = SelfState
trigger1 = animelemtime(7-(name="Gill")*2) = 0
trigger1 = var(7) = 1
trigger1 = fvar(2) < 64+(name="Gill")*8
value = 5123+(p2dist X<0)

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5110

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 攚晧偄搳偘(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 814]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 814

[State 810, 0]
type = ScreenBound
trigger1 = animelemtime(8) < 0
value = 0
movecamera = 0,0

[State 811, Velset]
type = Velset
trigger1 = animelemtime(10) = 0
x = 6.0
y = 12.0

[State 811, turn]
type = turn
Trigger1 = animelemtime(4) = 0

[State 811, SelfState]
type = Changestate
trigger1 = Pos Y >= 0 && Vel Y > 0 && animelemtime(10) > 0
value = 815

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 攚晧偄搳偘(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 815]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, varadd]
type = varadd
trigger1 = time = 0
fvar(2) = 2
persistent = 0

[State -2, VarSet]
type = VarSet
Triggerall = time < 5
triggerall = life > 0
triggerall = !loseko
Trigger1 = command = "quick"
var(7) = 1

[State 5100, ChangeState]
type = SelfState
trigger1 = animelemtime(2) = 0
trigger1 = var(7) = 1
trigger1 = fvar(2) < 72
value = 5400+(p2dist X < 0)*10

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 815

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 12
freq = 120
ampl = -6

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .60

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

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5110

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攂搳偘(搳偘偨懁)
[Statedef 820]
type    = S
movetype = A
physics = N
anim = 820
SprPriority = 1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 821

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "BM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"||target,name="Ibuki"||target,name="Gill"
value = 822

[State 820, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Alex"
value = 823

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = -1

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 4
value = 1

[State 820, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 820, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = numhelper(30000)&&helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = numhelper(30000)&&helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State -2, varset]
type = VarSet
trigger1 = animelemtime(2) = 0
var(23) = 1

[State 820, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

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

[State 1200, 9]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
edge = 0,80

[State 820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 0,3+(helper(30000),var(13))*100
channel = 0

[State 820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 1, 2

[State 820, AnimElem = 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(108*const(size.xscale)), 0

[State 820, AnimElem = 2]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 821
pos = ceil(72*const(size.xscale)), 0

[State 820, AnimElem = 2]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 822
pos = ceil(81*const(size.xscale)), 0

[State 820, AnimElem = 2]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 823
pos = ceil(72*const(size.xscale)), 0

[State 820, AnimElem = 3]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 821
pos = ceil(72*const(size.xscale)), 0

[State 820, AnimElem = 3]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 822
pos = ceil(30*const(size.xscale)), 0

[State 820, AnimElem = 2]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 823
pos = ceil(72*const(size.xscale)), 0

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 4 && target,StateNo = 821
pos = ceil(72*const(size.xscale)), 0

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 4 && target,StateNo = 822
pos = ceil(44*const(size.xscale)), 0

[State 820, AnimElem = 2]
type = TargetBind
trigger1 = AnimElem = 4 && target,StateNo = 823
pos = ceil(81*const(size.xscale)), 0

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 5 && target,StateNo = 821
pos = 0, ceil(-126*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 5 && target,StateNo = 822
pos = ceil(-20*const(size.xscale)), ceil(-126*const(size.yscale))

[State 820, AnimElem = 2]
type = TargetBind
trigger1 = AnimElem = 5 && target,StateNo = 823
pos = 0, ceil(-126*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 6 && target,StateNo = 821
pos = ceil(-90*const(size.xscale)), ceil(-168*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 6 && target,StateNo = 822
pos = ceil(-98*const(size.xscale)), ceil(-169*const(size.yscale))

[State 820, AnimElem = 11]
type = TargetBind
trigger1 = AnimElem = 6 && target,StateNo = 823
pos = ceil(-72*const(size.xscale)), ceil(-137*const(size.yscale))

[State 820, Turn]
type = Turn
trigger1 = AnimElem = 10

[State 820, State End]
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
;攂搳偘(搳偘傜傟偨懁)
[Statedef 821]
type = A
movetype = H
physics = N
velset = 0,0
facep2 = 1
ctrl = 0
SprPriority = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 821

[State 810, 0]
type = ScreenBound
trigger1 = animelemtime(7) < 0
value = 0
movecamera = 0,0

[State 811, Vel]
type = Velset
trigger1 = animelemtime(7) = 0
x = 6.5
y = -7.0

[State 811, Veladd]
type = veladd
trigger1 = animelemtime(7) >= 0
y = .55

[State -2, varadd]
type = varadd
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 0
fvar(2) = 8
persistent = 0

[State 811, Vel]
type = Velset
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 0
x = 2.0

[State 811, SelfState]
type = Selfstate
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 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
;攂搳偘(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 822]
type = A
movetype = H
physics = N
velset = 0,0
facep2 = 1
ctrl = 0
SprPriority = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 822

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = name = "Ibuki"
value = 824

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = name = "Gill"
value = 825+(facing=-1)*100000

[State 811, Vel]
type = Velset
trigger1 = animelemtime(7) = 0
x = 6.5
y = -7.0

[State 811, Veladd]
type = veladd
trigger1 = animelemtime(7) >= 0
y = .55

[State -2, varadd]
type = varadd
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 0
fvar(2) = 8
persistent = 0

[State 811, Vel]
type = Velset
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 0
x = 2.0

[State 811, SelfState]
type = Selfstate
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 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
;攂搳偘(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 823]
type = A
movetype = H
physics = N
velset = 0,0
facep2 = 1
ctrl = 0
SprPriority = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 823

[State 811, Vel]
type = Velset
trigger1 = animelemtime(7) = 0
x = 6.5
y = -7.0

[State 811, Veladd]
type = veladd
trigger1 = animelemtime(7) >= 0
y = .55

[State -2, varadd]
type = varadd
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 0
fvar(2) = 8
persistent = 0

[State 811, Vel]
type = Velset
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 0
x = 2.0

[State 811, SelfState]
type = Selfstate
trigger1 = Pos Y >= -20 && Vel Y > 0 && animelemtime(7) > 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
;搳偘幐攕(搳偘偨懁)
[Statedef 830]
type    = S
movetype= I
physics = S
anim = 830
ctrl = 0
velset = 0,0

[STate 3000]
type = NotHitby
trigger1 = AnimElemtime(2) < 0
value = SAC

[State 830, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 4000, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = ceil(108*const(size.xscale)), 0

[State 830, explod]
type = explod
trigger1 = time = 0
anim = 8430
pos = 30, -85
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 830, TargetState]
type = TargetState
trigger1 = time = 0
value = 840

[State 830, velset]
type = velset
trigger1 = animelem = 2
x = -6

[State -2, CornerPush]
type = VarSet
trigger1 = animelem = 2
fvar(1) = 10

[State -2, CornerPush]
type = VarSet
triggerall = animelem = 2
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"
trigger2 = target,name="Alex"||target,name="Hugo"||target,name="Ibuki"||target,name="Gill"
fvar(1) = 15

[State 830, 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
;搳偘幐攕(搳偘傜傟偨懁)
[Statedef 840]
type    = S
movetype= H
physics = S
ctrl = 0
poweradd = 70
velset = 0,0

[STate 840, NotHitby]
type = NotHitby
trigger1 = time < 20
value = SAC

[State 840, Changestate]
type = selfstate
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"||name="Ibuki"||name="Gill"
value = 850

[State 840,ChangeAnim];僋儕僄乕僞乕僘僕儍僷儞巜掕anim
type = ChangeAnim
triggerall = Time = 20
triggerall = SelfAnimExist(5940)
trigger1 = authorname = "H乭" || authorname = "Warusaki3" || authorname = "M.M.R."
trigger2 = authorname = "Mouser" || authorname = "Nyankoro" || authorname = "ryokucha"
trigger3 = authorname = "Bad Darkness" || authorname = "Third" || authorname = "adamskie"
value = 5940

[State 840, ChangeAnim]
type = ChangeAnim
Trigger1 = anim != 5940
value = 130

[State 840, velset]
type = velset
trigger1 = time = 20
x = -10

[State 840, SelfState]
type = SelfState
trigger1 = time = 37
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
;儕儏僂愱梡anim(偦偺侾)
[Statedef 850]
type    = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[STate 850, NotHitby]
type = NotHitby
trigger1 = AnimElemtime(3) < 0
value = SAC

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 840

[State 850, velset]
type = posset
Trigger1 = time = 0
y = 0

[State 850, velset]
type = velset
Trigger1 = AnimElemtime(3) = 0
x = -5.0
y = -5.1

[State 850, velset]
type = veladd
Trigger1 = AnimElemtime(3) >= 0
y = .60

[State 850, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(3) >= 0
statetype = A

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(3) > 0
value = 851

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;儕儏僂愱梡anim(偦偺俀)
[Statedef 851]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s40, 0

[STate 3000]
type = null;NotHitby
Trigger1 = animelemtime(2) <= 0
value = SAC

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 841

[State 850, velset]
type = posset
Trigger1 = time = 0
y = 0

[State 850, velset]
type = velset
Trigger1 = time = 0
x = 0
y = 0

[State -2, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(2) >= 0
value = 1

[State 850, SelfState]
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
; 嵔崪妱傝
[Statedef 900]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 900  
facep2   = 1                 
sprpriority = 2
;poweradd = 20

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = 20*const(size.xscale)

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(4) = -1
value = 20

[State 210, 僸僢僩掕媊]
type = HitDef 
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                 
trigger1 = var(35) != 900
trigger1 = animelem = 4
attr = S, NA                     
damage = ceil(40*fvar(0)*fvar(24)*fvar(26)*fvar(28)),0 
priority = 4,Hit               
animtype = Medium    
guardflag = H               
hitflag = MAF
getpower = 40,15
givepower = 20,0               
pausetime = 10,9           
sparkno = -1                     
guard.sparkno = -1             
sparkxy = -15, ceil(-73*const(size.yscale))               
hitsound = S2,1
guardsound = S3,0
ground.type = low               
ground.slidetime = 12
ground.hittime  = Ifelse(p2statetype = C, 19, 17)
guard.hittime = 15
guard.slidetime = 12
guard.ctrltime = 15
ground.velocity = -11.0*const(size.xscale)   
guard.velocity = -11.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0            
air.type = Low 
air.hittime = 16      
air.velocity = -4.0*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)   
id = 900     

[State 900, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))           
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(11) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 45,-73
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 210, 僸僢僩掕媊]
type = HitDef 
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))           
trigger1 = var(35) != 901
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(11) < 0)
attr = S, NA                     
damage = ceil(60*fvar(0)*fvar(24)*fvar(26)*fvar(28)),0 
priority = 4,Hit               
animtype = hard    
guardflag = H              
hitflag = MAF
getpower = 40,15
givepower = 0,0               
pausetime = 0,11           
sparkno = -1                     
guard.sparkno = -1              
sparkxy = -15, ceil(-50*const(size.yscale))               
hitsound = S2,1
guardsound = S3,0
ground.type = low               
ground.slidetime = 12
ground.hittime  = Ifelse(p2statetype=C,19,17)
guard.hittime = 15
guard.slidetime = 12
guard.ctrltime = 15
ground.velocity = -11.0*const(size.xscale)   
guard.velocity = -11.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0            
air.type = Low 
air.hittime = 17    
air.velocity = -4.0*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)   
id = 901

[State 901, Explod]
type = Explod          
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))      
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(11) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 52,-43
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(9) = 0
value = anim
elem = 8
persistent = 1

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

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<60,20+(abs(enemynear,Pos X-Pos X)/2),60))
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<65,20+(abs(enemynear,Pos X-Pos X)/2),65))
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(5) < 0
var(43) = -73
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8110
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [200,205]
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(24) = 0.95

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

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0+(helper(30000),var(13))*100
channel = 0

[State 210, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(13) >= 1
value = 1

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

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 數旜嵱偒
[Statedef 910]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 910    
facep2   = 1               
sprpriority = 2
;poweradd = 40

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

[State -2, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 5
anim = 7800
postype = p1
pos = ceil(-40*1.8*const(size.xscale)),ceil(-2*2.1*const(size.yscale))
velocity = 0, 0
accel = 0, 0
facing = -1
sprpriority = 3
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelem = 6
anim = 7800
postype = p1
pos = ceil(-40*1.8*const(size.xscale)),ceil(-2*2.1*const(size.yscale))
velocity = 0, 0
accel = 0, 0
facing = -1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 20*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = 20*const(size.xscale)
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
x = 6*const(size.xscale)
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 40

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = var(35) != 910
trigger1 = animelem = 6           
attr = S, NA                     
damage = ceil(70*fvar(25)*fvar(24)*fvar(26)*fvar(28)),0
priority = 5,Hit                
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 40,40
givepower = 40,0               
pausetime = 10,9 
sparkno = -1                     
guard.sparkno = -1            
sparkxy = -15, ceil(-55*const(size.yscale))            
hitsound = S2,2
guardsound = S3,0
ground.type = low               
ground.slidetime = 12             
ground.hittime  = Ifelse(p2statetype = C, 19, 17)             
guard.hittime = 15
guard.slidetime = 12
guard.ctrltime = 15
ground.velocity = -7.0*const(size.xscale) 
guard.velocity = -7.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 17        
air.velocity = -5.5*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 910    

[State 910, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = (AnimElemtime(6) >= 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 35,-57
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))           
trigger1 = var(35) != 911
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(9) < 0)                
attr = S, NA                     
damage = ceil(80*fvar(25)*fvar(24)*fvar(26)*fvar(28)),0
priority = 5,Hit                
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 40,40
givepower = 40,0               
pausetime = 0,9
sparkno = -1                     
guard.sparkno = -1         
sparkxy = -15, ceil(-55*const(size.yscale))            
hitsound = S2,2
guardsound = S3,0
ground.type = low               
ground.slidetime = 12             
ground.hittime  = Ifelse(p2statetype = C, 19, 17)             
guard.hittime = 15
guard.slidetime = 12
guard.ctrltime = 15
ground.velocity = -7.0*const(size.xscale) 
guard.velocity = -7.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 17        
air.velocity = -5.5*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 911

[State 911, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))           
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(9) < 0)  
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 67,-57
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(9) = 0
value = anim
elem = 8
persistent = 1

[State 240, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
x = 4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
trigger2 = animelemtime(11) = 0
x = 2*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(7) < 0
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<55,20+(abs(enemynear,Pos X-Pos X)/2),55))
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(7) >= 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<70,30+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -55
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8180

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = time = 0
trigger1 = prevstateno = [200,205]
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(24) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 900
fvar(24) = 0.55

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 0,1+(helper(30000),var(13))*100
channel = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 1,2

[State 220, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(13) >= 1
value = 1

[State 220]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
movetype = I 

[State 220, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儕乕僾傾僞僢僋
[Statedef 920]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 920
facep2 = 1
sprpriority = 2

[State 920]
type = Posset
trigger1 = time = 0
y = 0

[State 920]
type = velset
trigger1 = animelemtime(2) = 0
x = 1.8*const(size.xscale)
y = -6.0*const(size.yscale)

[State 920]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .55*const(size.yscale)

[State 920, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0
StateType = A

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

[State 920, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,1

[State 615, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 920
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)
attr = A, NA
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)),0
priority = 4,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = H
pausetime = 8,7
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 6
guard.ctrltime = 12
ground.velocity = -10.0*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 920 

[State 920, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 67,-60
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<80,30+(abs(enemynear,Pos X-Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8100

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

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

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

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(2) > 0
value = 925

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; Jump Land
[Statedef 925]
type    = S
physics = S
ctrl = 0
anim = 925

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

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = AnimElemTime(2) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(2) >= 1
value = 0
ctrl = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
