;嬥崉殸楐巃
[Statedef 3500]
type    = S
movetype = A
physics = N
anim = 3500+var(22)*10000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -2240-(!var(2))*320 
facep2 = 1
sprpriority = 1

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

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = (prevstateno = [1000,1020])||(prevstateno = [1700,1720])
trigger1 = var(16)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [1100,1220]
trigger2 = prevstateno = 1510
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [3200,3300]
trigger1 = var(38)
fvar(27) = 0.70

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = 3000
trigger1 = var(16)
fvar(27) = 0.80

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(16) = 0

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

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

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 60

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=59,1,0)

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 58
movetime = 58
sound = s2000,1
p2defmul = 1
anim = -1

[State -2, explod]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(-36*const(size.xscale)),ceil(-273*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State -2, explod]
type = explod
trigger1 = animelemtime(5) = 4-var(22)*1
anim = 3510+var(22)*10000
pos = 0,0
postype = p1
facing = 1
bindtime = -1
supermove = 1
sprpriority = 2
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

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

[State 3700]
type = AfterImage
trigger1 = animelemtime(37) = 0
time = 0

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(19) = 0
value = 0,12
channel = 0

[State -2, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(22) = 0
value = 3500,0
channel = 4

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(22) = 0
time = 45
freq = 80
ampl = -6

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = 3*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(15) = 0
trigger2 = animelemtime(16) = 0
trigger3 = animelemtime(17) = 0
trigger4 = animelemtime(18) = 0
x = 1*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(19) = 0
x = 5*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(20) = 0
x = 4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(33) = 0
x = -20*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(34) = 0
x = -4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(35) = 0
x = -8*const(size.xscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(22) = 0
ID = 3520
pos = 0,0
postype = p1
stateno = 3520
helpertype = normal
name = "konngou1"
sprpriority = 2
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(24) = 2
ID = 3530
pos = 0,0
postype = p1
stateno = 3530
helpertype = normal
name = "konngou2"
sprpriority = 3
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(24) = 2
ID = 3540
pos = 0,0
postype = p1
stateno = 3540
helpertype = normal
name = "konngou3"
sprpriority = -2
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = 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 3500, 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
;嬥崉殸楐巃(棆寕)
[Statedef 3520]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 2
anim = 3520
ctrl = 0

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

[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(41) = parent,var(41)

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(27) = parent,fvar(27)

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

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

[state -2, helper]
type = helper
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 3525
ID = 3525
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = 1
attr = S, HA
animtype  = hard
air.animtype  = back
damage = ceil(Ifelse(P2Dist X>65,300,370)*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(Ifelse(P2Dist X>65,75,93)*fvar(26)*fvar(29))
priority = 7,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-30*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -5.5*ifelse(p2dist X<0,-1,1)*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -7.5*ifelse(p2dist X<0,-1,1)*const(size.xscale)
air.velocity = -5.5*ifelse(p2dist X<0,-1,1)*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist X<0,-1,1)
persistent = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3520
sprpriority = 2
numhits = 0
p2stateno = 7400

[State 3500, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = 1
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p2
pos = 20,-10
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

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

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

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

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget
fvar(4) = 8
ignorehitpause = 1

[State -2, parentVarAdd]
type = null;parentVarAdd
trigger1 = movehit
trigger1 = numtarget
fvar(10) = 0.5
ignorehitpause = 1

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = movehit
trigger1 = numtarget
anim = 8230
pos = 10,target,const(size.mid.pos.Y)
postype = p2
sprpriority = 5
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[State 6000, VarSet]
type = null;VarSet
trigger1 = !winko
var(59) = 0

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

[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 11000, DestroySelf]
type = DestroySelf
triggerall = animelemtime(9) >= 0
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 3525]
type = S
movetype = A
anim = 3525
ctrl = 0

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

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = S, HP
hitflag = P
priority = 7,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
;p1stateno = 3526

[State -2, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 3526
slot = 0
time = 1
PauseMoveTime = 99999

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

[State -2, DestroySelf]
type = DestroySelf
trigger1 = parent,animelemtime(4) >= 0

[Statedef 3526]
type = S
movetype = A
anim = 3525
ctrl = 0

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

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = S, HP
hitflag = P
priority = 7,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
;p1stateno = 3525

[State -2, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 3525
slot = 0
time = 1
PauseMoveTime = 99999

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

[State -2, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 3525

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬥崉殸楐巃(徴寕攇1)
[Statedef 3530]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 3
anim = 3530
ctrl = 0

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

[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(41) = parent,var(41)

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(27) = parent,fvar(27)

[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 -2, helper]
type = helper
trigger1 = animelemtime(2) = 0
pos = 0,0
postype = p1
stateno = 3535
ID = 3535
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 2   
trigger2 = animelem = 3   
trigger3 = animelem = 6   
trigger4 = animelem = 7   
attr = S, HP
animtype  = hard
air.animtype  = back
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(7*fvar(26)*fvar(29))
priority = 7,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-30*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -4.5*ifelse(p2dist X<0,-1,1)*const(size.xscale)
guard.velocity = -6.5*ifelse(p2dist X<0,-1,1)*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist X<0,-1,1)*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 = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist X<0,-1,1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3530
sprpriority = 3
numhits = 0

[State 3530, Explod]
type = Explod
trigger1 = animelem = 2 && P2stateno = 151||P2stateno = 152
trigger2 = animelem = 3 && P2stateno = 151||P2stateno = 152    
trigger3 = animelem = 6 && P2stateno = 151||P2stateno = 152     
trigger4 = animelem = 7 && P2stateno = 151||P2stateno = 152  
anim = 8410
postype = p2
pos = 20,-10
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 4   
trigger2 = animelem = 5   
trigger3 = animelem = 8   
trigger4 = animelem = 9   
trigger5 = animelem = 10
trigger6 = animelem = 11
attr = S, HP
animtype  = hard
air.animtype  = back
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 7,Hit
getpower = 0,0
givepower = 20, 10
hitflag = MAF
guardflag = M
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-30*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -4.5*ifelse(p2dist X<0,-1,1)*const(size.xscale)
guard.velocity = -6.5*ifelse(p2dist X<0,-1,1)*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist X<0,-1,1)*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 = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist X<0,-1,1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3531
sprpriority = 3
numhits = 0

[State 3531, Explod]
type = Explod
trigger1 = animelem = 4 && P2stateno = 151||P2stateno = 152   
trigger2 = animelem = 5 && P2stateno = 151||P2stateno = 152   
trigger3 = animelem = 8 && P2stateno = 151||P2stateno = 152   
trigger4 = animelem = 9 && P2stateno = 151||P2stateno = 152   
trigger5 = animelem = 10 && P2stateno = 151||P2stateno = 152
trigger6 = animelem = 11 && P2stateno = 151||P2stateno = 152
anim = 8410
postype = p2
pos = 20,-10
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

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

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

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

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

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget
fvar(4) = 8
ignorehitpause = 1

[State -2, parentVarAdd]
type = parentVarAdd
trigger1 = movehit
trigger1 = numtarget
fvar(10) = 1
ignorehitpause = 1

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = movehit
trigger1 = numtarget
anim = 8030
pos = 10,target,const(size.mid.pos.Y)
postype = p2
sprpriority = 5
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[State 6000, VarSet]
type = null;VarSet
trigger1 = !winko
var(59) = 0

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

[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 11000, DestroySelf]
type = DestroySelf
triggerall = animelemtime(23) >= 0
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 3535]
type = S
movetype = A
ctrl = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(2) >= 0
trigger1 = parent,AnimElemTime(3) < 0
value = 3531
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(3) >= 0
trigger1 = parent,AnimElemTime(4) < 0
value = 3532
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(4) >= 0
trigger1 = parent,AnimElemTime(5) < 0
value = 3533
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(5) >= 0
trigger1 = parent,AnimElemTime(6) < 0
value = 3534
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(6) >= 0
trigger1 = parent,AnimElemTime(7) < 0
value = 3535
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(7) >= 0
trigger1 = parent,AnimElemTime(10) < 0
value = 3536
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(10) >= 0
trigger1 = parent,AnimElemTime(11) < 0
value = 3537
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(11) >= 0
trigger1 = parent,AnimElemTime(12) < 0
value = 3533
persistent = 1

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

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = S, HP
hitflag = P
priority = 7,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
;p1stateno = 3536

[State -2, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 3536
slot = 0
time = 1
PauseMoveTime = 99999

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

[State -2, DestroySelf]
type = DestroySelf
trigger1 = parent,animelemtime(12) >= 0

[Statedef 3536]
type = S
movetype = A
ctrl = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(2) >= 0
trigger1 = parent,AnimElemTime(3) < 0
value = 3531
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(3) >= 0
trigger1 = parent,AnimElemTime(4) < 0
value = 3532
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(4) >= 0
trigger1 = parent,AnimElemTime(5) < 0
value = 3533
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(5) >= 0
trigger1 = parent,AnimElemTime(6) < 0
value = 3534
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(6) >= 0
trigger1 = parent,AnimElemTime(7) < 0
value = 3535
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(7) >= 0
trigger1 = parent,AnimElemTime(10) < 0
value = 3536
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(10) >= 0
trigger1 = parent,AnimElemTime(11) < 0
value = 3537
persistent = 1

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = parent,AnimElemTime(11) >= 0
trigger1 = parent,AnimElemTime(12) < 0
value = 3533
persistent = 1

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

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = S, HP
hitflag = P
priority = 7,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
;p1stateno = 3535

[State -2, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 3535
slot = 0
time = 1
PauseMoveTime = 99999

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

[State -2, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 3535

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬥崉殸楐巃(徴寕攇2)
[Statedef 3540]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = -1
anim = 3540
ctrl = 0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;弖崠嶦
[Statedef 3600]
type    = S
movetype = A
physics = N
anim = 3600+var(22)*10000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -2240-(!var(2))*320 
facep2 = 1
sprpriority = 1

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(45) = 0

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

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 53+var(22)*7

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

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

[State -2, explod]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(18*const(size.xscale)),ceil(-210*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State -2, explod]
type = explod
trigger1 = time = 32
anim = 7100
pos = ceil(18*const(size.xscale)),ceil(-210*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State -2, explod]
type = explod
trigger1 = animelemtime(5) = 4
anim = 3510
pos = 0,0
postype = p1
facing = 1
bindtime = -1
supermove = 1
sprpriority = 2
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

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

[State 3700]
type = AfterImage
trigger1 = AnimElemTime(3) = 0
time = 0

[State -2, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(2) = 0
value = 1400,0

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

[State -2, Velocity]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7.0+var(22)*2.0

[State -2, Velocity]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 0

[State 3600, HitDef]
type = HitDef
triggerall = fvar(21) = 0
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))*ifelse(var(22),2,1)]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, HT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3610
;p2stateno = 3620
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 3600

[State 1000, HitDef]
type = HitDef
triggerall = fvar(21) = 0
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))*ifelse(var(22),2,1)]
triggerall = NumTarget(250)
trigger1 = Target(250),StateNo = [5600,5610]
trigger2 = Target(250),StateNo = [5000,5001]
attr = S, HT
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3610
;p2stateno = 3620
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 3600

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

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

[State 3600, 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
;弖崠嶦(僸僢僩)
[Statedef 3610]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 0
anim = 3610
ctrl = 0

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3620

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

[State -2, BGPalfx]
type = BGPalfx
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
color = 0
add = 255,255,255
time = 2

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(2) = 5
trigger3 = animelemtime(2) = 10
trigger4 = animelemtime(2) = 15
trigger5 = animelemtime(2) = 20
trigger6 = animelemtime(2) = 25
trigger7 = animelemtime(2) = 30
trigger8 = animelemtime(2) = 35
trigger9 = animelemtime(2) = 40
trigger10 = animelemtime(2) = 45
trigger11 = animelemtime(2) = 50
trigger12 = animelemtime(2) = 55
trigger13 = animelemtime(2) = 60
trigger14 = animelemtime(2) = 65
trigger15 = animelemtime(2) = 70
value = ifelse(animelemtime(2)=70,11000,2),2

[State -2, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(2) = 5
trigger3 = animelemtime(2) = 10
trigger4 = animelemtime(2) = 15
trigger5 = animelemtime(2) = 20
trigger6 = animelemtime(2) = 25
trigger7 = animelemtime(2) = 30
trigger8 = animelemtime(2) = 35
trigger9 = animelemtime(2) = 40
trigger10 = animelemtime(2) = 45
trigger11 = animelemtime(2) = 50
trigger12 = animelemtime(2) = 55
trigger13 = animelemtime(2) = 60
trigger14 = animelemtime(2) = 65
trigger15 = animelemtime(2) = 70
anim = 8031
pos = ceil(40*1.8*const(size.xscale)),ceil(-70*2.1*const(size.yscale))
random = ceil(100*const(size.xscale)*1.1),ceil(100*const(size.yscale)*1.1)
postype = p1
sprpriority = 0
bindtime = 1
ownpal = 1
facing = 1
scale = const(size.xscale)*1.1,const(size.yscale)*1.1

[State -2, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(2) = 5
trigger3 = animelemtime(2) = 10
trigger4 = animelemtime(2) = 15
trigger5 = animelemtime(2) = 20
trigger6 = animelemtime(2) = 25
trigger7 = animelemtime(2) = 30
trigger8 = animelemtime(2) = 35
trigger9 = animelemtime(2) = 40
trigger10 = animelemtime(2) = 45
trigger11 = animelemtime(2) = 50
trigger12 = animelemtime(2) = 55
trigger13 = animelemtime(2) = 60
trigger14 = animelemtime(2) = 65
trigger15 = animelemtime(2) = 70
anim = 8800+random%8*10
pos = ceil(40*1.8*const(size.xscale)),ceil(-70*2.1*const(size.yscale))
random = ceil(100*1.8*const(size.xscale)*1.1),ceil(100*2.1*const(size.yscale)*1.1)
postype = p1
sprpriority = 0
bindtime = 1
ownpal = 1
facing = 1
scale = const(size.xscale)*1.1,const(size.yscale)*1.1

[State -2, hitadd]
type = hitadd
trigger1 = animelemtime(2) = 70
value = 15

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
pos = ceil(50*1.8*const(size.xscale)), 0

[State 811, TargetLifeadd]
type = TargetLifeAdd
trigger1 = animelemtime(2) = 73
value = -ceil(490*ifelse(var(22),1.25,1)*fvar(0)*(const(data.attack)*0.01))
kill = 0+(numenemy>=2)

[State 811, TargetLifeadd]
type = TargetLifeAdd
trigger1 = animelemtime(2) = 73
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Gill"
trigger1 = target,power >= 1280
trigger1 = target,var(45) = 0
value = -999999
kill = 1

[State 3600, ChangeState]
type = ChangeState
triggerall = animelemtime(2) = 73
trigger1 = target,life = 1
value = 3640

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 73
anim = 6700
postype = p2
pos = 0,0
bindtime = 1
ownpal = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 90
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 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(2) = 73
value = 5100,1

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 3
value = 2

[State -2, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 187+(facing=-1)
pos = 0,0
postype = p1
sprpriority = 3
bindtime = -1
facing = facing
scale = const(size.xscale),const(size.yscale)

[State -2, Envshake]
type = Envshake
trigger1 = time = 90 
time = 15
freq = 80
ampl = -6

[State 3600, 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
;弖崠嶦(僸僢僩)
[Statedef 3640]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = -5
anim = 3640+var(22)*10000
ctrl = 0

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3650+var(22)*10

[State -2, varset]
type = varset
trigger1 = time = 0
var(45) = 1

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,120+var(22)*60]
flag = noBG
flag2 = noFG
flag3 = nomusic

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3650

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 3660
id = 3660
pos = 160,120
postype = left
sprpriority = -99
bindtime = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 120+var(22)*60
id = 3660

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 3620+var(22)*10000
id = 3620
pos = 0,0
postype = p1
sprpriority = -5
facing = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = 3630+(facing=-1)
id = 3630
pos = 0,0
postype = p1
sprpriority = -4
bindtime = -1
facing = facing
scale = const(size.xscale),const(size.yscale)

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 120+var(22)*60
id = 3630

[State -2, Explod]
type = Explod
trigger1 = time = 120+var(22)*60
anim = 3632+(facing=-1)
id = 3632
pos = 0,0
postype = p1
sprpriority = -4
bindtime = -1
removetime = -1
facing = facing
scale = const(size.xscale),const(size.yscale)

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time = 0
value = 10000,4

[State -2, 壒傪柭傜偡]
type = playsnd
trigger1 = var(22) = 1
trigger1 = time = 0
value = 0,17
channel = 0

[State 811, TargetLifeadd]
type = TargetLifeAdd
trigger1 = time = 120+var(22)*60
value = -999999

[state -2, helper]
type = helper
trigger1 = winko
ID = 10500
pos = 0,0
postype = left
stateno = 10500
helpertype = normal
name = "synngokusatu-ko"
sprpriority = -5
persistent = 0 
scale = const(size.xscale),const(size.yscale)

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time = 120+var(22)*60
value = 5100,1

[State 810, Explod]
type = Explod
trigger1 = time = 120+var(22)*60
anim = 6700
postype = p2
pos = 0,0
bindtime = 1
ownpal = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 120+var(22)*60
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 -2, Envshake]
type = Envshake
trigger1 = time = 120+var(22)*60
time = 15
freq = 80
ampl = -6

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = !winko
trigger1 = time = 130+var(22)*60
id = 3632

[State -2, Explod]
type = Explod
trigger1 = !winko
trigger1 = time = 130+var(22)*60
anim = 187+(facing=-1)
id = 187
pos = 0,0
postype = p1
sprpriority = -4
bindtime = -1
facing = facing
scale = const(size.xscale),const(size.yscale)

[State 3600, ChangeState]
type = ChangeState
trigger1 = winko
trigger1 = time = 180+var(22)*60
value = 0
ctrl = 1

[State 3600, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3640+var(22)*10000
trigger1 = !winko
trigger1 = time = 180+var(22)*60
value = 3645

[State 3600, ChangeState]
type = ChangeState
trigger1 = anim = 3645
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
;弖崠嶦(憡庤偔傜偄)
[Statedef 3620]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[state -2, NotHitby]
type = NotHitby
trigger1 = time <= 90
value = SCA

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

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5000

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 5000+(facing=-1)*100000

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time < 90
value = anim

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = time = [16,90]
flag = invisible

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 90
value = 5110

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 90
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 5110+(facing=-1)*100000

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = time = 90
statetype = L

[State 3600, SelfState]
type = SelfState
trigger1 = time = 150-(authorname="GM"&&name="Gill"&&var(45)=1)*30
value = ifelse(alive=1,5120,5150)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;弖崠嶦(憡庤偔傜偄)
[Statedef 3650]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 0
ctrl = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 5110+(facing=-1)*100000

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,120]
flag = invisible

[State 3600, SelfState]
type = SelfState
trigger1 = time = 240-(authorname="GM"&&name="Gill"&&var(45)=1)*60
value = ifelse(alive=1,5120,5150)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;弖崠嶦(憡庤偔傜偄)
[Statedef 3660]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 0
ctrl = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 5110+(facing=-1)*100000

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,180]
flag = invisible

[State 3600, SelfState]
type = SelfState
trigger1 = time = 300-(authorname="GM"&&name="Gill"&&var(45)=1)*60
value = ifelse(alive=1,5120,5150)
