;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;垻廋梾慚嬻(慜PP)
[Statedef 1400]
type    = S
movetype = I
physics = N
anim = 1400
juggle = 0
ctrl = 0
velset = 0,0
facep2 = 1

[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, Afterimage]
type = Afterimage
trigger1 = time = 0
trans = add1
length = 5
TimeGap = 3
FrameGap = 1
time = 9999999
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0

[State 1200, Position]
type = Posadd
trigger1 = time = 2
trigger2 = time = 4
trigger3 = time = 6
trigger4 = time = 8
trigger5 = time = 10
x = -2.0*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = time = 12
trigger2 = time = 14
trigger3 = time = 16
trigger4 = time = 18
trigger5 = time = 20
x = 2.0*const(size.xscale)

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

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElemtime(8) = 0
value = 1400,0

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(8) = 0
x = (10.0+var(22)*3.33)*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = var(22) = 0
trigger1 = animelemtime(8) > 30
x = ifelse(vel X > 0,-0.666,0.666)*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = var(22) = 1
trigger1 = animelemtime(8) > 20
x = ifelse(vel X > 0,-0.888,0.888)*const(size.xscale)

[State -2, Turn]
type = Turn
trigger1 = P2Dist X < -5

[State 1200, 1]
type = PlayerPush
trigger1 = 1
value = 0

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

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

[State -2, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = var(0) = 1
trigger1 = var(22) = 0
trigger1 = enemy,var(25)
value = 1450

[State 1100, ChangeState]
type = ChangeState
triggerall = animelemtime(8) > 0
trigger1 = vel X > 0
trigger1 = frontedgedist <= 10
trigger2 = vel X < 0
trigger2 = backedgedist <= 10
value = 1450

[State 1100, ChangeState]
type = ChangeState
trigger1 = var(22) = 0
trigger1 = animelemtime(8) = 46
trigger2 = var(22) = 1
trigger2 = animelemtime(8) = 35
value = 1450

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;垻廋梾慚嬻(慜KK)
[Statedef 1410]
type    = S
movetype = I
physics = N
anim = 1400
juggle = 0
ctrl = 0
velset = 0,0
facep2 = 1

[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, Afterimage]
type = Afterimage
trigger1 = time = 0
trans = add1
length = 5
TimeGap = 3
FrameGap = 1
time = 9999999
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0

[State 1200, Position]
type = Posadd
trigger1 = time = 2
trigger2 = time = 4
trigger3 = time = 6
trigger4 = time = 8
trigger5 = time = 10
x = -2.0*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = time = 12
trigger2 = time = 14
trigger3 = time = 16
trigger4 = time = 18
trigger5 = time = 20
x = 2.0*const(size.xscale)

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

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElemtime(8) = 0
value = 1400,0

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(8) = 0
x = (6.666+var(22)*2.22)*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = var(22) = 0
trigger1 = animelemtime(8) > 20
x = ifelse(vel X > 0,-0.44,0.44)*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = var(22) = 1
trigger1 = animelemtime(8) > 13
x = ifelse(vel X > 0,-0.61,0.61)*const(size.xscale)

[State -2, Turn]
type = Turn
trigger1 = P2Dist X < -5

[State 1200, 1]
type = PlayerPush
trigger1 = 1
value = 0

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

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

[State -2, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = var(0) = 1
trigger1 = var(22) = 0
trigger1 = enemy,var(25)
value = 1450

[State 1100, ChangeState]
type = ChangeState
triggerall = animelemtime(8) > 0
trigger1 = vel X > 0
trigger1 = frontedgedist <= 10
trigger2 = vel X < 0
trigger2 = backedgedist <= 10
value = 1450

[State 1100, ChangeState]
type = ChangeState
trigger1 = var(22) = 0
trigger1 = animelemtime(8) = 30
trigger2 = var(22) = 1
trigger2 = animelemtime(8) = 20
value = 1450

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;垻廋梾慚嬻(屻PP)
[Statedef 1420]
type    = S
movetype = I
physics = N
anim = 1400
juggle = 0
ctrl = 0
velset = 0,0
facep2 = 1

[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, Afterimage]
type = Afterimage
trigger1 = time = 0
trans = add1
length = 5
TimeGap = 3
FrameGap = 1
time = 9999999
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0

[State 1200, Position]
type = Posadd
trigger1 = time = 2
trigger2 = time = 4
trigger3 = time = 6
trigger4 = time = 8
trigger5 = time = 10
x = 2.0*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = time = 12
trigger2 = time = 14
trigger3 = time = 16
trigger4 = time = 18
trigger5 = time = 20
x = -2.0*const(size.xscale)

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

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElemtime(8) = 0
value = 1400,0

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(8) = 0
x = (-10.0-var(22)*3.33)*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = var(22) = 0
trigger1 = animelemtime(8) > 30
x = ifelse(vel X > 0,-0.666,0.666)*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = var(22) = 1
trigger1 = animelemtime(8) > 20
x = ifelse(vel X > 0,-0.888,0.888)*const(size.xscale)

[State -2, Turn]
type = Turn
trigger1 = P2Dist X < -5

[State 1200, 1]
type = PlayerPush
trigger1 = 1
value = 0

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

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

[State -2, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = var(0) = 1
trigger1 = var(22) = 0
trigger1 = enemy,var(25)
value = 1450

[State 1100, ChangeState]
type = ChangeState
triggerall = animelemtime(8) > 0
trigger1 = vel X > 0
trigger1 = frontedgedist <= 10
trigger2 = vel X < 0
trigger2 = backedgedist <= 10
value = 1450

[State 1100, ChangeState]
type = ChangeState
trigger1 = var(22) = 0
trigger1 = animelemtime(8) = 46
trigger2 = var(22) = 1
trigger2 = animelemtime(8) = 35
value = 1450

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;垻廋梾慚嬻(屻KK)
[Statedef 1430]
type    = S
movetype = I
physics = N
anim = 1400
juggle = 0
ctrl = 0
velset = 0,0
facep2 = 1

[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, Afterimage]
type = Afterimage
trigger1 = time = 0
trans = add1
length = 5
TimeGap = 3
FrameGap = 1
time = 9999999
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0

[State 1200, Position]
type = Posadd
trigger1 = time = 2
trigger2 = time = 4
trigger3 = time = 6
trigger4 = time = 8
trigger5 = time = 10
x = 2.0*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = time = 12
trigger2 = time = 14
trigger3 = time = 16
trigger4 = time = 18
trigger5 = time = 20
x = -2.0*const(size.xscale)

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

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElemtime(8) = 0
value = 1400,0

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(8) = 0
x = (-6.66-var(22)*2.22)*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = var(22) = 0
trigger1 = animelemtime(8) > 20
x = ifelse(vel X > 0,-0.44,0.44)*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = var(22) = 1
trigger1 = animelemtime(8) > 13
x = ifelse(vel X > 0,-0.61,0.61)*const(size.xscale)

[State -2, Turn]
type = Turn
trigger1 = P2Dist X < -5

[State 1200, 1]
type = PlayerPush
trigger1 = 1
value = 0

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

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

[State -2, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = var(0) = 1
trigger1 = var(22) = 0
trigger1 = enemy,var(25)
value = 1450

[State 1100, ChangeState]
type = ChangeState
triggerall = animelemtime(8) > 0
trigger1 = vel X > 0
trigger1 = frontedgedist <= 10
trigger2 = vel X < 0
trigger2 = backedgedist <= 10
value = 1450

[State 1100, ChangeState]
type = ChangeState
trigger1 = var(22) = 0
trigger1 = animelemtime(8) = 30
trigger2 = var(22) = 1
trigger2 = animelemtime(8) = 20
value = 1450

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;垻廋梾慚嬻(廔椆)
[Statedef 1450]
type    = S
movetype = I
physics = N
anim = 1450+var(22)*10000
ctrl = 0
velset = 0,0

[State -2, AfterImageTime]
type = AfterImageTime
trigger1 = var(22) = 0
trigger1 = AnimElemTime(3) = 0
trigger2 = var(22) = 1
trigger2 = time = 0
time = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = var(22) = 0
trigger1 = AnimElemTime(3) >= 3
value = 1

[State -2, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 


;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;昐婼廝
[Statedef 1500]
type    = A
movetype = I
physics = N
anim = 1500+var(22)*10000
juggle = 0
ctrl = 0
velset = 0,0
facep2 = 1

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

[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 -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 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, velset]
type = velset
trigger1 = var(50) = 0
trigger1 = var(22) = 0
trigger1 = Time = 0
x = (1.11+var(10)*2.22)*const(size.xscale)
y = -11.7*const(size.yscale)

[State 1200, velset]
type = velset
trigger1 = var(50) = 0
trigger1 = var(22) = 1
trigger1 = Time = 0
x = (1.33+var(10)*2.66)*const(size.xscale)
y = -14.25*const(size.yscale)

[State 1200, velset]
type = velset
trigger1 = var(50) = 1
trigger1 = var(22) = 0
trigger1 = Time = 0
x = ifelse(P2BodyDist X>=160,5.55,ifelse(P2BodyDist X>=80,3.33,1.11))*const(size.xscale)
y = -11.7*const(size.yscale)

[State 1200, velset]
type = velset
trigger1 = var(50) = 1
trigger1 = var(22) = 0
trigger1 = Time = 0
trigger1 = numtarget(225)
trigger1 = target(225),statetype = A
x = 3.33*const(size.xscale)
y = -11.7*const(size.yscale)

[State 1200, velset]
type = velset
trigger1 = var(50) = 1
trigger1 = var(22) = 1
trigger1 = Time = 0
x = ifelse(P2BodyDist X>=120,6.65,ifelse(P2BodyDist X>=60,3.99,1.33))*const(size.xscale)
y = -14.25*const(size.yscale)

[State 1200, velset]
type = velset
trigger1 = var(50) = 1
trigger1 = var(22) = 1
trigger1 = Time = 0
trigger1 = numtarget(225)
trigger1 = target(225),statetype = A
x = 3.99*const(size.xscale)
y = -14.25*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = 1
y = (.65+var(22)*.30)*const(size.yscale)

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

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

[State -2, ChangeState]
type = ChangeState
triggerall = var(50) = 0
triggerall = command = "x+a"
trigger1 = var(22) = 0
trigger1 = time = [17,35]
trigger2 = var(22) = 1
trigger2 = time = [14,29]
value = 1540

[State -2, ChangeState]
type = ChangeState
triggerall = var(50) = 0
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = var(22) = 0
trigger1 = time = [17,35]
trigger2 = var(22) = 1
trigger2 = time = [14,29]
value = 1520

[State -2, ChangeState]
type = ChangeState
triggerall = var(50) = 0
triggerall = command = "a" || command = "b" || command = "c"
trigger1 = var(22) = 0
trigger1 = time = [17,35]
trigger2 = var(22) = 1
trigger2 = time = [14,29]
value = 1530

[State 1100, ChangeState]
type = ChangeState
triggerall = var(50) = 0
trigger1 = Pos Y >= 0 && Vel Y > 0 
trigger1 = time > 0
value = 1510

[State -2, ChangeState]
type = ChangeState
triggerall = var(50) = 1
triggerall = time = [17-var(22)*3,35-var(22)*6]
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != 40
triggerall = P2StateNo != [150,155]
trigger1 = P2StateType = S
trigger1 = P2BodyDist Y = [ceil(-75*const(size.yscale))-enemynear,const(size.head.pos.y),ceil(-35*const(size.yscale))-enemynear,const(size.head.pos.y)]
trigger2 = P2StateType = C
trigger2 = P2BodyDist Y = [0,ceil(-20*const(size.yscale))-enemynear,const(size.mid.pos.y)]
value = 1540

[State -2, ChangeState]
type = ChangeState
triggerall = var(50) = 1
triggerall = time = [17-var(22)*3,35-var(22)*6]
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(45*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-50*const(size.yscale)),ceil(70*const(size.yscale))]
triggerall = var(5) = 0
trigger1 = Random = [0,300+(p2statetype=C)*300)
trigger1 = pos Y <= ceil(-60*const(size.yscale))
value = 1520

[State -2, ChangeState]
type = ChangeState
triggerall = var(50) = 1
triggerall = time = [17-var(22)*3,35-var(22)*6]
triggerall = P2BodyDist X = [ceil(-30*const(size.xscale)),ceil(100*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-10*const(size.yscale)),ceil((80+(P2BodyDist X>=70)*30)*const(size.yscale))]
triggerall = var(5) = 0
trigger1 = Random = [500,900)
trigger1 = pos Y <= ceil(-50*const(size.yscale))
value = 1530

[State 1100, ChangeState]
type = ChangeState
triggerall = var(50) = 1
triggerall = Pos Y >= 0 && Vel Y > 0 
triggerall = time > 0
triggerall = P2BodyDist X = (ceil(80*const(size.xscale)),ceil(130*const(size.xscale))]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
value = 1510

[State 1100, ChangeState]
type = ChangeState
triggerall = var(50) = 1
trigger1 = Pos Y >= 0 && Vel Y > 0 
trigger1 = time > 0
value = 1525

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;昐婼崑巃
[Statedef 1510]
type = S
movetype = A
physics = N
anim = 1510+var(22)*10000
juggle = 0
ctrl = 0
velset = 0,0
;poweradd = 30
sprpriority = 2

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(2) = 0
value = 0,1
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(2) = 0
value = 1,2

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

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 24*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(3) = 0
x = 4*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = -24*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(9) = 0
x = -4*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(10) = 0
x = -8*const(size.xscale)

[State 1110, Velocity]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 2.22*const(size.xscale)

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemtime(4) = 0
x = 0

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

[State 1110, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0         
trigger1 = var(35) != 1510
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)       
attr = S, SA
animtype = Heavy
air.animtype = Heavy
damage = ceil(100*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(13*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,60
givepower = 40,0
hitflag = MAF
guardflag = L
pausetime = 11,10
guard.pausetime = 11,10
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15,ceil(-10*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = Trip
ground.slidetime = 14
ground.hittime  = 19+var(22)*3
guard.hittime = 17+var(22)*3
guard.slidetime = 14
guard.ctrltime = 17+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -2.5*const(size.xscale),-7.0*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -2.5*const(size.xscale),-7.0*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 0
air.fall = 1
yaccel = 1.0*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 = 1510

[State 200, Explod]
type = Explod
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p2
pos = 15,-30
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<120,40+(abs(enemynear,Pos X - Pos X)/2),120))

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(43) = -10
ignorehitpause = 1

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

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(11) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I 

[State 1110, 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
;昐婼崑徴
[Statedef 1520]
type    = A
movetype = A
physics = N
anim = 1520+var(22)*10000
juggle = 0
ctrl = 0
;poweradd = 30
sprpriority = 2

[State -2, ChangeState]
type = ChangeState
trigger1 = time < 3
trigger1 = command = "x+a"
value = 1540

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 1,2

[State 1100, Velocity]
type = VelAdd
trigger1 = 1
y = (.65+var(22)*.30)*const(size.yscale)

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

[State 1110, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0         
trigger1 = var(35) != 1520
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) < 0)       
attr = A, SA
animtype = back
air.animtype = back
damage = ceil(100*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(13*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,60
givepower = 40,0
hitflag = MAF
guardflag = H
pausetime = 10,9
guard.pausetime = 10,9
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-38*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 15+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 6
guard.ctrltime = 15+var(22)*3
air.hittime  = 15+var(22)*3
ground.velocity = -1.5*const(size.xscale),3.0*const(size.yscale)
guard.velocity = -6.5*const(size.xscale)
air.velocity = -1.5*const(size.xscale),3.0*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 = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1520

[State 200, Explod]
type = Explod
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p2
pos = 15,-30
persistent = 0
sprpriority = 3
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)<60,30+(abs(enemynear,Pos X - Pos X)/2),60))

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(43) = -38
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8200
ignorehitpause = 1

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

[State 1110, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
value = 1525

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;昐婼崑徴(拝抧)
[Statedef 1525]
type    = S
physics = S
ctrl = 0
anim = 1525+var(22)*10000

[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(5) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(5) >= 1
value = 0
ctrl = 1

[State 52, 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
;昐婼崑恘
[Statedef 1530]
type    = A
movetype = A
physics = N
anim = 1530+var(22)*10000
juggle = 0
ctrl = 0
velset = 0,0
;poweradd = 30
sprpriority = 2

[State -2, ChangeState]
type = ChangeState
trigger1 = time < 3
trigger1 = command = "x+a"
value = 1540

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 0,3
channel = 0

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 1,2

[State 1110, Velocity]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 6.66*const(size.xscale)
y = 7.77*const(size.yscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 30

[State 1110, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0         
trigger1 = var(35) != 1530
trigger1 = AnimElemtime(6) >= 0
attr = A, SA
animtype = hard
air.animtype = back
damage = ceil(130*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(16*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,60
givepower = 40,0
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-30*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 15+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 6
guard.ctrltime = 15+var(22)*3
air.hittime  = 15+var(22)*3
ground.velocity = -6.5*const(size.xscale)
guard.velocity = -6.5*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.5*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 = 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 = 1530

[State 200, Explod]
type = Explod
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p2
pos = 15,-30
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(20+(abs(enemynear,Pos X - Pos X)/2)<50,20+(abs(enemynear,Pos X - Pos X)/2),50))

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(43) = -30
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030
ignorehitpause = 1

[State 1110, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
value = 1535

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;昐婼崑恘(拝抧)
[Statedef 1535]
type    = S
physics = S
ctrl = 0
anim = 1535+var(22)*10000

[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) = 2
value = 1

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

[State 52, 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
;昐婼崑嵱
[Statedef 1540]
type    = A
movetype = A
physics = N
anim = 1540
juggle = 0
ctrl = 0
sprpriority = 2

[State -2, posfreeze]
type = posfreeze
trigger1 = AnimElemTime(3) < 0

[State 1200, veladd]
type = veladd
trigger1 = AnimElemTime(3) >= 0
y = .65

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1,0
channel = 0

[State 1540, HitDef]
type = HitDef
triggerall = fvar(21) = 0
triggerall = Animelem = 1,<3
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != 40
triggerall = P2StateNo != [150,155]
trigger1 = P2StateType = S
trigger1 = P2BodyDist Y = [ceil(-75*const(size.yscale))-enemynear,const(size.head.pos.y),ceil(-35*const(size.yscale))-enemynear,const(size.head.pos.y)]
trigger2 = P2StateType = C
trigger2 = P2BodyDist Y = [0,ceil(-20*const(size.yscale))-enemynear,const(size.mid.pos.y)]
attr = A, ST
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1560
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 1540

[State 1540, HitDef]
type = HitDef
triggerall = fvar(21) = 0
triggerall = Animelem = 1,<3
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-75*const(size.yscale))-enemynear,const(size.head.pos.y),ceil(-35*const(size.yscale))-enemynear,const(size.head.pos.y)]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5610]
attr = A, ST
hitflag = M
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1560
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 1540

[State 1110, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
value = 1545

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;昐婼崑嵱(拝抧)
[Statedef 1545]
type    = S
physics = S
ctrl = 0
anim = 1545+var(22)*10000

[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(5) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(5) >= 1
value = 0
ctrl = 1

[State 52, 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
;昐婼崑嵱(搳偘偨懁)
[Statedef 1550]
type    = S
movetype= A
physics = N
anim = 1550
velset = 0,0
SprPriority = 1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1560

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = 50,0

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 0,2
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 10
value = 1,2

[State -2, posset]
type = posset
trigger1 = time = 0
y = target,const(size.head.pos.y)

[State -2, posset]
type = posset
trigger1 = animelemtime(8) = 0
y = 0

[State -2, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
x = 15*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 30*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
x = 50*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(15) = 0
x = -27*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(16) = 0
x = -4*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(17) = 0
x = -7*const(size.xscale)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(20*const(size.xscale)), -target,const(size.head.pos.y)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(10*const(size.xscale)), -target,const(size.head.pos.y)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(0*const(size.xscale)), -target,const(size.head.pos.y)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(-10*const(size.xscale)), -target,const(size.head.pos.y)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(-40*const(size.xscale)), -target,const(size.head.pos.y)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = ceil(-40*const(size.xscale)), -target,const(size.head.pos.y)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(-40*const(size.xscale)), -target,const(size.head.pos.y)

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = ceil(-30*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
pos = ceil(-10*const(size.xscale)), ceil(-100*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) = 0
pos = ceil(40*const(size.xscale)), ceil(-60*const(size.yscale))

[State -2, varset]
type = VarSet
trigger1 = animelemtime(10) = 0
fvar(15) = 1

[State -2, TargetState]
type = TargetState
Trigger1 = AnimElemTime(10) = 0
value = 1570

[State 811, TargetLifeadd]
type = null;TargetLifeadd
trigger1 = Target,StateNo = 5100
value = ceil(-165*fvar(26)*(const(data.attack)*0.01))*ifelse(var(22),1.25,1))
persistent = 0

[State -2, VarAdd]
type = null;VarAdd
trigger1 = Target,StateNo = 5100
fvar(10) = 0.7
persistent = 0

[State -2, PowerAdd]
type = null;PowerAdd
trigger1 = Target,StateNo = 5100
value = 70
persistent = 0

[State -2, Poweradd]
type = null;TargetPoweradd
trigger1 = Target,StateNo = 5100
value = 30
persistent = 0

[State -2, HitAdd]
type = null;HitAdd
trigger1 = Target,StateNo = 5100
value = 1
persistent = 0

[State 810, Explod]
type = Explod
trigger1 = Target,StateNo = 5100
anim = 6700
postype = p2
pos = ifelse(p2stateno=5100,20,0), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = null;Explod
trigger1 = Target,StateNo = 5100
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 = Target,StateNo = 5100
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 = Target,StateNo = 5100
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 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
;昐婼崑嵱(搳偘傜傟偨懁)1
[Statedef 1560]
type    = S
movetype= H
physics = N
ctrl = 0
SprPriority = 0

[State -2, ScreenBound]
type = null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1560

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 1560+(facing=-1)*100000

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;昐婼崑嵱(搳偘傜傟偨懁)2
[Statedef 1570]
type    = A
movetype= H
physics = N
velset = -7.0,-3.0
SprPriority = 0

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

[State 811, ChangeAnim2]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050+(SelfAnimExist(5060))*10

[State 811, ChangeAnim2]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 5060+(facing=-1)*100000

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = .55

[State -2, varadd]
type = varadd
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
trigger2 = name = "Alex" || name = "Hugo" || name = "Ibuki"
trigger3 = name = "Gill"
fvar(2) = 8
persistent = 0

[State 5050, 3]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
x = -3.0

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;巃嬻攇摦対(彫)
[Statedef 1600]
type = A
movetype = A
physics = N
anim = 1600
ctrl = 0
sprpriority = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(6-var(22)*3)>=0)&&(animelemtime(7)<6))

[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(27) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(47) = 0

[State -2, PosFreeze]
type = PosFreeze
trigger1 = animelemtime(3) < 0

[State -2, Velocity]
type = VelSet
trigger1 = animelemtime(3) = 0
x = (vel X)*.85

[State -2, Velocity]
type = VelAdd
trigger1 = animelemtime(3) = 0
y = -1.5*const(size.yscale)

[State -2, Gravity]
type = veladd
trigger1 = animelemtime(3) >= 0
y = .45*const(size.yscale)

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = var(22) = 0
trigger1 = AnimElem = 6
trigger2 = var(22) = 1
trigger2 = AnimElem = 3
value = 0, 8
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = var(22) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = var(22) = 1
trigger1 = AnimElemTime(3) = 0
id = 6210
name = "zankuu-hadouken"
pos = ceil(30*const(size.xscale)),ceil(-105*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,Super]
type = Helper
trigger1 = AnimElemTime(6) = 0
id = 6200
name = "zankuu-hadouken"
pos = ceil(30*const(size.xscale)),ceil(-105*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 920]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I 

[State -2, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1650

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;巃嬻攇摦対(拞)
[Statedef 1610]
type = A
movetype = A
physics = N
anim = 1600
ctrl = 0
sprpriority = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(6-var(22)*3)>=0)&&(animelemtime(7)<6))

[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(27) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(47) = 0

[State -2, PosFreeze]
type = PosFreeze
trigger1 = animelemtime(3) < 0

[State -2, Velocity]
type = VelSet
trigger1 = animelemtime(3) = 0
x = (vel X)*.85

[State -2, Velocity]
type = VelAdd
trigger1 = animelemtime(3) = 0
y = -2.0*const(size.yscale)

[State -2, Gravity]
type = veladd
trigger1 = animelemtime(3) >= 0
y = .45*const(size.yscale)

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = var(22) = 0
trigger1 = AnimElem = 6
trigger2 = var(22) = 1
trigger2 = AnimElem = 3
value = 0, 8
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = var(22) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = var(22) = 1
trigger1 = AnimElemTime(3) = 0
id = 6210
name = "zankuu-hadouken"
pos = ceil(30*const(size.xscale)),ceil(-105*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,Super]
type = Helper
trigger1 = AnimElemTime(6) = 0
id = 6200
name = "zankuu-hadouken"
pos = ceil(30*const(size.xscale)),ceil(-105*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 920]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I 

[State -2, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1650

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;巃嬻攇摦対(戝)
[Statedef 1620]
type = A
movetype = A
physics = N
anim = 1600
ctrl = 0
sprpriority = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(6-var(22)*3)>=0)&&(animelemtime(7)<6))

[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(27) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(47) = 0

[State -2, PosFreeze]
type = PosFreeze
trigger1 = animelemtime(3) < 0

[State -2, Velocity]
type = VelSet
trigger1 = animelemtime(3) = 0
x = (vel X)*.85

[State -2, Velocity]
type = VelAdd
trigger1 = animelemtime(3) = 0
y = -2.0*const(size.yscale)

[State -2, Gravity]
type = veladd
trigger1 = animelemtime(3) >= 0
y = .45*const(size.yscale)

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = var(22) = 0
trigger1 = AnimElem = 6
trigger2 = var(22) = 1
trigger2 = AnimElem = 3
value = 0, 8
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = var(22) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = var(22) = 1
trigger1 = AnimElemTime(3) = 0
id = 6210
name = "zankuu-hadouken"
pos = ceil(30*const(size.xscale)),ceil(-105*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,Super]
type = Helper
trigger1 = AnimElemTime(6) = 0
id = 6200
name = "zankuu-hadouken"
pos = ceil(30*const(size.xscale)),ceil(-105*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 920]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I 

[State -2, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1650

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;巃嬻攇摦対乮拝抧乯
[Statedef 1650]
type    = S
movetype = I
physics = N
anim = 1650
ctrl = 0
velset = 0,0

[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, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(5) >= 1
value = 0
ctrl = 1

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

[State -2, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 


;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;庈擬攇摦対(彫)
[Statedef 1700]
type    = S
movetype = A
physics = S
anim = 1700+var(22)*10000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(7)>=0)&&(animelemtime(9)<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(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(3*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
edge = 0,ceil(6*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(7) >= 0
edge = 0,ceil(10*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
x = 3*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
x = 4*const(size.xscale)

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(7) = 0
id = 6100
name = "syakunetu-hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6120
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(17) >= 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
;庈擬攇摦対(拞)
[Statedef 1710]
type    = S
movetype = A
physics = S
anim = 1710+var(22)*10000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(7)>=0)&&(animelemtime(8)<6))

[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(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(3*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
edge = 0,ceil(6*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(7) >= 0
edge = 0,ceil(10*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
x = 3*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
x = 4*const(size.xscale)

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(7) = 0
id = 6110
name = "syakunetu-hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6110
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(17) >= 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
;庈擬攇摦対(戝)
[Statedef 1720]
type    = S
movetype = A
physics = S
anim = 1720+var(22)*10000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(7)>=0)&&(animelemtime(8)<6))

[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(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(3*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
edge = 0,ceil(6*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(7) >= 0
edge = 0,ceil(10*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
x = 3*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
x = 4*const(size.xscale)

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(7) = 0
id = 6120
name = "syakunetu-hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6100
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(17) >= 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
;庈擬攇摦対乮旘傃摴嬶乯侾抜栚
[Statedef 6100]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 6100
sprpriority = 2

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

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
var(22) = parent,var(22)

[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 = 1
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 = Ishelper(6120)
trigger1 = time = 0
x = 5.11*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6130

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

[state -2, helper]
type = helper
trigger1 = Ishelper(6120)
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 6125
ID = 6125
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = fvar(4)
size.yscale = fvar(5)

[State 6050, Proj]
type = Hitdef
triggerall = var(24) = 0
triggerall = var(5) = 0 
trigger1 = 1
attr = S, HP
damage = ceil(60*fvar(25)*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 = 0,6
guard.pausetime = 0,6
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 = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = -7.0*fvar(4),-8.5*fvar(5);-10.0*fvar(4)
guard.velocity = -6.0*fvar(4)
air.type = Low
air.velocity = -7.0*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
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
id = 6100
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6100)
trigger1 = target(6100),prevstateno = 7500
trigger1 = Target(6100),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6100)
trigger1 = target(6100),prevstateno = 7510
trigger1 = Target(6100),stateno = [5000,5020]
value = 7510

[State -2, TargetState]
type = TargetState
trigger1 = Ishelper(6120)
trigger1 = MoveHit
trigger1 = numtarget(6100)
trigger1 = target(6100),pos Y = 0
value = 7500+(var(10)=1)*10

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
var(10) = (enemynear,statetype = C)

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6100)
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5020])||(target(6100),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, poweradd]
type = poweradd
triggerall = movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5020])||(target(6100),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = 10

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5020])||(target(6100),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -2

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6100)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6100)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6100)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6100)
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(6100)
trigger1 = (target(6100),stateno = [5000,5020])||(target(6100),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5020])||(target(6100),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(10) = 0.7

[State 200, Juggle Check]
type = parentVarAdd
triggerall = MoveHit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5020])||(target(6100),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
var(41) = 3

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5020])||(target(6100),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6110
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = Movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5020])||(target(6100),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = parent,var(0) = 1
trigger1 = !var(47)
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 = 6110

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

[State 1010, changestate]
type = changestate
trigger1 = !numhelper(6125)
trigger2 = numhelper(6125)
trigger2 = helper(6125),stateno = 6126
value = 6130

[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
;庈擬攇摦対乮旘傃摴嬶乯俀抜栚
[Statedef 6110]
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 = time = 0
var(22) = parent,var(22)

[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 = Ishelper(6110)
trigger1 = time = 0
fvar(25) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = Ishelper(6120)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
fvar(25) = 1.0

[State 6000, VarSet]
type = VarSet
trigger1 = 1
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 = changeanim
trigger1 = Ishelper(6110)
trigger1 = time = 0
value = 6100

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6110)
trigger1 = time = 0
x = 5.88*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6130

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

[state -2, helper]
type = helper
trigger1 = ishelper(6110)
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 6125
ID = 6125
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = fvar(4)
size.yscale = fvar(5)

[State 6110, Proj]
type = Hitdef
triggerall = var(24) = 0
triggerall = var(5) = 0 
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = S, HP
damage = ceil(50*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
getpower = 0, 10 
givepower = 0, 0
animtype = hard
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,6
guard.pausetime = 0,6
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 = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = ifelse(Ishelper(6110)=1,-7.0,-6.0)*fvar(4),ifelse(Ishelper(6110)=1,-8.5,0)*fvar(5)
guard.velocity = -6.0*fvar(4)
air.type = Low
air.velocity = -7.0*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
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
id = 6110
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6110)
trigger1 = target(6110),prevstateno = 7500
trigger1 = Target(6110),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6110)
trigger1 = target(6110),prevstateno = 7510
trigger1 = Target(6110),stateno = [5000,5020]
value = 7510

[State -2, TargetState]
type = TargetState
trigger1 = Ishelper(6110)
trigger1 = MoveHit
trigger1 = numtarget(6110)
trigger1 = target(6110),pos Y = 0
value = 7500+(var(10)=1)*10

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
var(10) = (enemynear,statetype = C)

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6110)
trigger1 = target(6110),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5020])||(target(6110),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, poweradd]
type = poweradd
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5020])||(target(6110),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = 10

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5020])||(target(6110),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -2

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6110)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6110)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6110)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6110)
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(6110)
trigger1 = (target(6110),stateno = [5000,5020])||(target(6110),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5020])||(target(6110),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(10) = 0.7

[State 200, Juggle Check]
type = parentVarAdd
triggerall = MoveHit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5020])||(target(6110),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
var(41) = ifelse(Ishelper(6110)=1,3,1)

[State 6110, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5020])||(target(6110),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6110, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6110
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = Movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5020])||(target(6110),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[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 = 6120

[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(21) = 6

[State 1010, changestate]
type = changestate
trigger1 = !numhelper(6125)
trigger2 = numhelper(6125)
trigger2 = helper(6125),stateno = 6126
value = 6130

[State 6110, 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
;庈擬攇摦対乮旘傃摴嬶乯俁抜栚
[Statedef 6120]
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 = time = 0
var(22) = parent,var(22)

[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 = Ishelper(6100)
trigger1 = time = 0
fvar(25) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = Ishelper(6110) || Ishelper(6120)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
fvar(25) = 1.0

[State 6000, VarSet]
type = VarSet
trigger1 = 1
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 = changeanim
trigger1 = Ishelper(6100)
trigger1 = time = 0
value = 6100

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6100)
trigger1 = time = 0
x = 6.66*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6130

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

[state -2, helper]
type = helper
trigger1 = ishelper(6100)
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 6125
ID = 6125
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = fvar(4)
size.yscale = fvar(5)

[State 6110, Proj]
type = Hitdef
triggerall = var(24) = 0
triggerall = var(5) = 0 
trigger1 = var(15) <= 1
trigger1 = !var(47)
attr = S, HP
damage = ceil(50*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
getpower = 0, 10 
givepower = 0, 0
animtype = hard
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,6
guard.pausetime = 0,6
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 = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = ifelse(Ishelper(6100)=1,-7.0,-6.0)*fvar(4),ifelse(Ishelper(6100)=1,-8.5,0)*fvar(5)
guard.velocity = -6.0*fvar(4)
air.type = Low
air.velocity = -7.0*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
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
id = 6120
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6120)
trigger1 = target(6120),prevstateno = 7500
trigger1 = Target(6120),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6120)
trigger1 = target(6120),prevstateno = 7510
trigger1 = Target(6120),stateno = [5000,5020]
value = 7510

[State -2, TargetState]
type = TargetState
trigger1 = Ishelper(6100)
trigger1 = MoveHit
trigger1 = numtarget(6120)
trigger1 = target(6120),pos Y = 0
value = 7500+(var(10)=1)*10

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
var(10) = (enemynear,statetype = C)

[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 = 6130

[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(21) = 6

[State 1010, changestate]
type = changestate
trigger1 = !numhelper(6125)
trigger2 = numhelper(6125)
trigger2 = helper(6125),stateno = 6126
value = 6130

[State 6110, 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
;庈擬攇摦対乮旘傃摴嬶乯乮徚柵乯
[Statedef 6130]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6110
movehitpersist = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, poweradd]
type = poweradd
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
value = 10

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -2

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

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6120)
trigger1 = target(6120),statetype = A
fvar(39) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6120)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6120)
var(14) = 1

[State -2, CornerPush]
type = null;ParentVarSet
triggerall = movehit
trigger1 = numtarget
trigger1 = target,statetype = A
var(5) = 1
ignorehitpause = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State 6000, VarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
var(15) = 12

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
fvar(10) = 0.7

[State 200, Juggle Check]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
var(41) = 3

[State 6110, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
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, helper]
type = helper
triggerall = movehit
trigger1 = numtarget(6120)
trigger1 = (target(6120),stateno = [5000,5099])||(target(6120),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7500,7510])
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),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(21) = 6

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮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 6125]
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 = 6126

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

[State -2, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != [6100,6120]
trigger2 = parent,stateno = 6130
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 6126]
type = A
movetype = I
ctrl = 0
anim = 9999

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