;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 偙偙偐傜偼捠忢峌寕媄偺僗僥乕僩
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 棫偪庛僷儞僠(墦乯
[Statedef 200]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 200 
facep2 = 1                  
sprpriority = 2 

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 200
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)       
attr = S, NA                     
damage = ceil(20*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0                 
animtype = Light              
guardflag = M
hitflag = MAF                    
priority = 3, Hit
getpower = 20,10              
givepower = 0,0          
pausetime = ifelse(animelemtime(3)<0,0,8),7
sparkno = -1                      
guard.sparkno = -1;S8400               
sparkxy = -15, ceil(-83*const(size.yscale))              
hitsound = S2,0
guardsound = S3,0
ground.type = High               
ground.slidetime = 7
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 7
guard.ctrltime = 9
ground.velocity = -7.0*const(size.xscale)
guard.velocity = -7.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 9
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 200  

[State 200, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)  
trigger1 = anim = 200 && P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 67,-87
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<75,30+(abs(enemynear,Pos X-Pos X)/2),75))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -83

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

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

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(7) >= 1
value = 1

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

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪庛僷儞僠(嬤乯
[Statedef 205]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 205  
facep2   = 1                 
sprpriority = 2

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 205
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)                 
attr = S, NA                    
damage = ceil(30*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0             
animtype = Light              
guardflag = M                   
hitflag = MAF                    
priority = 3, Hit
getpower = 20,10    
givepower = 0,0          
pausetime = ifelse(animelemtime(4)<0,0,8),7
sparkno = -1                     
guard.sparkno = -1           
sparkxy = -15, ceil(-92*const(size.yscale))                
hitsound = S2,0
guardsound = S3,0
ground.type = High               
ground.slidetime = 7
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 7
guard.ctrltime = 9
ground.velocity = -8.0*const(size.xscale)
guard.velocity = -8.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 9     
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale) 
P2facing = 1 
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)   
id = 205  

[State 205, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)  
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 47,-100
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 45

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -92

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

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

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(8) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪拞僷儞僠乮墦乯
[Statedef 210]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 210  
facep2   = 1                 
sprpriority = 2
;poweradd = 20

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 20

[State 210, 僸僢僩掕媊]
type = HitDef 
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                  
trigger1 = var(35) != 210
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
attr = S, NA                     
damage = ceil(105*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0 
priority = 4,Hit               
animtype = Medium    
guardflag = M               
hitflag = MAF
getpower = 40,40
givepower = 20,0               
pausetime = ifelse(animelemtime(4)<0,0,10),9          
sparkno = -1                     
guard.sparkno = -1             
sparkxy = -15, ceil(-77*const(size.yscale))               
hitsound = S2,1
guardsound = S3,0
ground.type = High               
ground.slidetime = 11
ground.hittime  = Ifelse(p2statetype = C, 14, 13)+var(22)*1
guard.hittime = 12+var(22)*1
guard.slidetime = 11
guard.ctrltime = 12+var(22)*1
ground.velocity = -10.0*const(size.xscale)   
guard.velocity = -10.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0            
air.type = Low 
air.hittime = 13+var(22)*1      
air.velocity = -4.0*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)   
id = 210     

[State 210, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                  
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 70,-85
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

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

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -77

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

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

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

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

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

[State 210, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(8) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪拞僷儞僠乮嬤乯
[Statedef 215]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 215   
facep2   = 1                
sprpriority = 2
;poweradd = 20

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

[State 215, 僸僢僩掕媊]
type = HitDef     
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = var(35) != 215
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)                 
attr = S, NA                     
damage = ceil(115*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit              
animtype = Medium              
guardflag = M                   
hitflag = MAF                    
getpower = 40,40
givepower = 20,0               
pausetime = ifelse(animelemtime(5)<0,0,10),9
sparkno = -1                      
guard.sparkno = -1               
sparkxy = -15, ceil(-62*const(size.yscale))               
hitsound = S2,1
guardsound = S3,0
ground.type = Low               
ground.slidetime = 11
ground.hittime  = Ifelse(p2statetype = C, 14, 13)+var(22)*1
guard.hittime = 12+var(22)*1
guard.slidetime = 11
guard.ctrltime = 12+var(22)*1
ground.velocity = -7.0*const(size.xscale) 
guard.velocity = -7.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0                   
air.type = Low 
air.hittime = 13+var(22)*1       
air.velocity = -4.0*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale) 
id = 215       

[State 215, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)   
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 45,-60
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 45

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -62

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

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

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

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

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

[State 215, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(9) >= 1
value = 1

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

[State 220, VarSet]
type = VarSet
trigger1 = time = 0
var(37) = 0

[State 220, VarSet]
type = VarSet
triggerall = var(37) = 0
triggerall = var(13)
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 0
trigger1 = var(50) = 0
trigger1 = Command = "z" && Command != "holddown"
trigger2 = var(50) = 1
trigger2 = roundstate = 2
trigger2 = random <= 100
var(37) = 1

[State 220, ChangeState]
type = ChangeState
triggerall = var(13) = 0
triggerall = animelemtime(7) <= 0
trigger1 = var(37) = 1
value = 221
ignorehitpause = 0

[State 215, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪嫮僷儞僠乮墦)
[Statedef 220]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 220    
facep2   = 1               
sprpriority = 2
;poweradd = 30

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 30

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = var(35) != 220
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(8) < 0)                
attr = S, NA                     
damage = ceil(140*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit                
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 40,60
givepower = 40,0               
pausetime = ifelse(animelemtime(6)<0,0,12),11
sparkno = -1                     
guard.sparkno = -1        
sparkxy = -15, ceil(-73*const(size.yscale))               
hitsound = S2,2
guardsound = S3,0
ground.type = High               
ground.slidetime = 14             
ground.hittime  = Ifelse(p2statetype=C,22,20)+var(22)*2         
guard.hittime = 18+var(22)*2 
guard.slidetime = 14
guard.ctrltime = 18+var(22)*2 
ground.velocity = -12.0*const(size.xscale)  
guard.velocity = -12.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 20+var(22)*2        
air.velocity = -5.5*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)    
id = 220    

[State 220, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(8) < 0)   
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 75,-75
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = 16*const(size.xscale)

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

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

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
x = -6*const(size.xscale)

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

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -73

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

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 900
fvar(24) = 0.55

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

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 0,1
channel = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
value = 1,2

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

[State 220]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I 

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪嫮僷儞僠乮僞乕僎僢僩僐儞儃)
[Statedef 221]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 221
sprpriority = 2
;poweradd = 30

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

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = var(35) != 221
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)                
attr = S, NA                     
damage = ceil(80*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit                
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 20,10
givepower = 0,0               
pausetime = ifelse(animelemtime(4)<0,0,12),11
sparkno = -1                     
guard.sparkno = -1             
sparkxy = -15, ceil(-74*const(size.yscale))               
hitsound = S2,2
guardsound = S3,0
ground.type = High               
ground.slidetime = 14             
ground.hittime =Ifelse(p2statetype=C,20,18)+var(22)*2              
guard.hittime = 16+var(22)*2 
guard.slidetime = 14
guard.ctrltime = 16+var(22)*2 
ground.velocity = -12.0*const(size.xscale)  
guard.velocity = -12.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 18+var(22)*2        
air.velocity = -5.5*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)    
id = 221

[State 221, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)      
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 75,-75
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

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

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

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
trigger2 = animelemtime(10) = 0
x = -10*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = -6*const(size.xscale)

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

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -74

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

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

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

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

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1
channel = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

[State 220, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(12) >= 1
value = 1

[State 220]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I 

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪嫮僷儞僠(嬤)
[Statedef 225]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 225    
facep2   = 1               
sprpriority = 2
;poweradd = 30

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 30

[State 225, 僸僢僩掕媊]
type = HitDef    
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
triggerall = var(35) != 225
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(6) < 0)
attr = S, NA                     
damage = ceil(135*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit                  
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 40,60
givepower = 40,0               
pausetime = 12,12 
sparkno = -1                      
guard.sparkno = -1         
sparkxy = -15, ceil(-72*const(size.yscale))              
hitsound = S2,2
guardsound = S3,0
ground.type = Low               
ground.slidetime = 11
ground.hittime = Ifelse(p2statetype = C,17,15)+var(22)*2            
guard.hittime = 13+var(22)*2 
guard.slidetime = 11
guard.ctrltime = 13+var(22)*2 
ground.velocity = -14.0*const(size.xscale)  
guard.velocity = -14.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low  
air.hittime = 13+var(22)*2        
air.velocity = -3.5*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)      
id = 225  

[State 225, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(6) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 47,-87
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 225, 僸僢僩掕媊]
type = HitDef    
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
triggerall = var(35) != 225
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
attr = S, NA                     
damage = ceil(135*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit                  
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 40,60
givepower = 40,0               
pausetime = 12,12
sparkno = -1                      
guard.sparkno = -1           
sparkxy = -15, ceil(-100*const(size.yscale))               
hitsound = S2,2
guardsound = S3,0
ground.type = Low               
ground.slidetime = 11
ground.hittime = Ifelse(p2statetype = C,17,15)+var(22)*2            
guard.hittime = 13+var(22)*2
guard.slidetime = 11
guard.ctrltime = 13+var(22)*2
ground.velocity = -14.0*const(size.xscale)  
guard.velocity = -14.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low  
air.hittime = 15+var(22)*2        
air.velocity = -5.5*const(size.xscale),-8.5*const(size.yscale) 
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)      
id = 225

[State 225, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
anim = 8400
postype = p1
pos = 47,-87
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(8) = 0
value = anim
elem = 7
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(6) < 0  
var(42) = 48
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(6) >= 0
var(42) = 36
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = AnimElemtime(6) < 0 
var(43) = -72
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = AnimElemtime(6) >= 0
var(43) = -100
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8150

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 900
fvar(24) = 0.55

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

[State 225, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 0,1
channel = 0

[State 225, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,2

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(12) >= 1
value = 1

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

[State 225, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪庛僉僢僋
[Statedef 230]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 230   
facep2   = 1                
sprpriority = 2

[State 230, 僸僢僩掕媊]
type = HitDef   
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                  
trigger1 = var(35) != 230
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
attr = S, NA                     
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0                
animtype = Light              
guardflag = M                  
hitflag = MAF                  
priority = 3, Hit
getpower = 20,10
givepower = 0,0                        
pausetime = 0,7               
sparkno = -1                      
guard.sparkno = -1             
sparkxy = -15, ceil(-30*const(size.yscale))               
hitsound = S2,3
guardsound = S3,0
ground.type = Low               
ground.slidetime = 7             
ground.hittime  = 9          
guard.hittime = 9
guard.slidetime = 7
guard.ctrltime = 9
ground.velocity = -8.0*const(size.xscale)
guard.velocity = -8.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
air.type = Low 
air.hittime = 9       
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)  
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 230           

[State 230, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                  
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 70,-15
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<75,30+(abs(enemynear,Pos X-Pos X)/2),75))

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

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

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

[State 230, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(7) >= 1
value = 1

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

[State 230, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪拞僉僢僋(墦)
[Statedef 240]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 240    
facep2   = 1               
sprpriority = 2
;poweradd = 20

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 20

[State 240, 僸僢僩掕媊]
type = HitDef        
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                            
trigger1 = var(35) != 240
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)                
attr = S, NA                     
damage = ceil(95*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit                 
animtype = Medium              
guardflag = M         
hitflag = MAF                    
getpower = 40,40
givepower = 20,0               
pausetime = ifelse(animelemtime(4)<0,0,10),9
sparkno = -1                      
guard.sparkno = -1          
sparkxy = -15, ceil(-62*const(size.yscale))               
hitsound = S2,4
guardsound = S3,0
ground.type = Low            
ground.slidetime = 11
ground.hittime  = Ifelse(p2statetype=C,15,13)+var(22)*1
guard.hittime = 11+var(22)*1
guard.slidetime = 11
guard.ctrltime = 11+var(22)*1
ground.velocity = -10.0*const(size.xscale)
guard.velocity = -10.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 13+var(22)*1       
air.velocity = -4.0*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)      
id = 240  

[State 240, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                            
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)    
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 73,-62
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -4*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<90,30+(abs(enemynear,Pos X-Pos X)/2),90))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -62

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = 410
fvar(24) = 0.75

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

[State 240, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(11) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

[State 240, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪拞僉僢僋(嬤)
[Statedef 245]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 245      
facep2   = 1             
sprpriority = 2
;poweradd = 20

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

[State 245, 僸僢僩掕媊]
type = HitDef   
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                                  
trigger1 = var(35) != 245
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)               
attr = S, NA                     
damage = ceil(115*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0 
priority = 4,Hit              
animtype = Medium              
guardflag = M                   
hitflag = MAF                    
getpower = 40,40
givepower = 20,0               
pausetime = ifelse(animelemtime(5)<0,0,9),9
sparkno = -1                      
guard.sparkno = -1        
sparkxy = -15, ceil(-57*const(size.yscale))            
hitsound = S2,4
guardsound = S3,0
ground.type = Low               
ground.slidetime = 13
ground.hittime  = Ifelse(p2statetype=C,18,17)+var(22)*1
guard.hittime = 16+var(22)*1
guard.slidetime = 13
guard.ctrltime = 16+var(22)*1
ground.velocity = -9.0*const(size.xscale)  
guard.velocity = -9.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 17+var(22)*1        
air.velocity = -3.5*const(size.xscale),-9.5*const(size.yscale) 
P2facing = 1 
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)    
id = 245    

[State 245, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                                  
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)   
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 50,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(9) = 0
trigger3 = animelemtime(10) = 0
x = -4*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 45

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -67

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8070

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = 410
fvar(24) = 0.75

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

[State 245, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(10) >= 1
value = 1

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

[State 245, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪嫮僉僢僋(墦)
[Statedef 250]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 250        
facep2   = 1           
sprpriority = -1
;poweradd = 30

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 30

[State 250, 僸僢僩掕媊]
type = HitDef   
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = var(35) != 250
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(10) < 0)                
attr = S, NA                     
damage = ceil(145*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0  
priority = 5,Hit                
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 40,60
givepower = 40,0               
pausetime = ifelse(animelemtime(8)<0,0,12),11
sparkno = -1                      
guard.sparkno = -1       
sparkxy = -15, ceil(-90*const(size.yscale))               
hitsound = S2,5
guardsound = S3,0
ground.type = High             
ground.slidetime = 11
ground.hittime  = Ifelse(p2statetype=C,19,17)+var(22)*2            
guard.hittime = 15+var(22)*2
guard.slidetime = 11
guard.ctrltime = 15+var(22)*2
ground.velocity = -12.0*const(size.xscale)
guard.velocity = -12.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = -4.0*const(size.xscale),-3.5*const(size.yscale)
air.type = Low 
air.hittime = 17+var(22)*2       
air.velocity = -5.0*const(size.xscale),-9.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)    
id = 250    

[State 250, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(10) < 0)  
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 70,-110
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(6) = 0
x = 6*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(5) = 0
x = 4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
trigger2 = animelemtime(13) = 0
x = -4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
trigger2 = animelemtime(14) = 0
trigger3 = animelemtime(15) = 0
x = -2*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
x = -6*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<100,30+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -90

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8160

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 900
fvar(24) = 0.55

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [220,225]
trigger2 = prevstateno = 420
fvar(24) = 0.35

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

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 0,1
channel = 0

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 1,2

[State 250, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 7
value = 2

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(15) >= 3
value = 1

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

[State 250, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 棫偪嫮僉僢僋(嬤)
[Statedef 255]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 255        
facep2   = 1           
sprpriority = 2
;poweradd = 30

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 33*const(size.xscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = 4*const(size.xscale)
persistent = 0

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

[State 250, 僸僢僩掕媊]
type = HitDef   
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = var(35) != 255
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)                
attr = S, NA                     
damage = ceil(120*fvar(24)*fvar(25)*fvar(26)*fvar(28)*fvar(29)),0  
priority = 5,Hit                
animtype = hard              
air.animtype = up
guardflag = M                   
hitflag = MAF                    
getpower = 40,40
givepower = 20,0               
pausetime = 0,14                 
sparkno = -1                      
guard.sparkno = -1          
sparkxy = -15, ceil(-95*const(size.yscale))               
hitsound = S2,5
guardsound = S3,0
ground.type = High               
ground.slidetime = 11
ground.hittime  = Ifelse(p2statetype=C,17,15)+var(22)*2
guard.hittime = 13+var(22)*2
guard.slidetime = 11
guard.ctrltime = 13+var(22)*2
ground.velocity = -8.0*const(size.xscale)
guard.velocity = -8.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 15+var(22)*2       
air.velocity = -1.5*const(size.xscale),-8.5*const(size.yscale) 
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)    
id = 255    

[State 255, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)    
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 40,-110
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

[State 250, 僸僢僩掕媊]
type = HitDef   
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = var(35) != 256
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(12) < 0)                
attr = S, NA                     
damage = ceil(80*fvar(24)*fvar(25)*fvar(26)*fvar(28)*fvar(29)),0  
priority = 5,Hit                
animtype = hard              
air.animtype = back
guardflag = H                   
hitflag = MAF                    
getpower = 40,40
givepower = 20,0               
pausetime = ifelse(animelemtime(9)<0,0,12),11
sparkno = -1                      
guard.sparkno = -1;S8400               
sparkxy = -15, ceil(-67*const(size.yscale))               
hitsound = S2,5
guardsound = S3,0
ground.type = Low               
ground.slidetime = 11
ground.hittime  = Ifelse(p2statetype=C,20,18)+var(22)*2
guard.hittime = 16+var(22)*2
guard.slidetime = 11
guard.ctrltime = 16+var(22)*2
ground.velocity = -8.0*const(size.xscale) 
guard.velocity = -8.0*const(size.xscale)    
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 18+var(22)*2       
air.velocity = -3.0*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
fall.xvelocity = -1.0
air.fall = 1
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)    
id = 256    

[State 255, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))                                
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(12) < 0)    
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 70,-100
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
x = -9*const(size.xscale)
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -9*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
trigger2 = animelemtime(15) = 0
trigger3 = animelemtime(16) = 0
x = -7*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<100,30+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = AnimElemTime(6) < 0
var(43) = -95

[State 200, hitspark y]
type = VarSet
trigger1 = AnimElemTime(6) >= 0
var(43) = -67

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemTime(6) < 0
var(44) = 8140

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemTime(6) >= 0
var(44) = 8200

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 900
fvar(24) = 0.55

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [220,225]
trigger2 = prevstateno = 420
fvar(24) = 0.35

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

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 8
value = 1,2

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(12) >= 0
movetype = I 

[State 250, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 偟傖偑傒庛僷儞僠
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 400
facep2 = 1
sprpriority = 2

[State 400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,0

[State 400, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))               
trigger1 = var(35) != 400
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)       
attr = C, NA
damage = ceil(30*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority  = 3,Hit
getpower = 20,10
givepower = 0,0                        
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = ifelse(animelemtime(3)<0,0,8),7
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-45*const(size.yscale))
hitsound = S2,0
guardsound = S3,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 7
guard.ctrltime = 9
ground.velocity = -7.5*const(size.xscale)
guard.velocity = -7.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 9      
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)   
id = 400

[State 400, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))               
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)     
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 63,-50
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

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

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

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -45

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

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

[State 400, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(7) >= 1
value = 1

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

[State 400, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒拞僷儞僠
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 410
facep2 = 1
;poweradd = 20
sprpriority = 2

[State 410, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,1

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

[State 410, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 410
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)
attr = C, NA
damage = ceil(95*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit
getpower = 40,40
givepower = 20,0               
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = ifelse(animelemtime(3)<0,0,10),9
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-45*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = Ifelse(p2statetype=C,14,13)+var(22)*1
guard.hittime = 12+var(22)*1
guard.slidetime = 7
guard.ctrltime = 12+var(22)*1
ground.velocity = -10.0*const(size.xscale)
guard.velocity = -10.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 12+var(22)*1       
air.velocity = -4.0*const(size.xscale),-8.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)    
id = 410    

[State 410, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 63,-50
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

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

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

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -45

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8020

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

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

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

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

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(8) >= 1
value = 1

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

[State 410, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒嫮僷儞僠
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 420
facep2 = 1
;poweradd = 30
sprpriority = 2

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 3
channel = 0

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 2

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

[State 420, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 420
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(4) < 0)
attr = C, NA
damage = ceil(135*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit
getpower = 40,60
givepower = 40,0               
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-45*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = Ifelse(p2statetype=C,18,16)+var(22)*2   
guard.hittime = 14+var(22)*2
guard.slidetime = 7
guard.ctrltime = 14+var(22)*2 
ground.velocity = -10.0*const(size.xscale) 
guard.velocity = -10.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low  
air.hittime = 16+var(22)*2   
air.velocity = -3.0*const(size.xscale),-9.5*const(size.yscale)
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)     
id = 420   

[State 420, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(4) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 39,-60
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

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

[State 420, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 420
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)
attr = C, NA
damage = ceil(135*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit
getpower = 40,60
givepower = 40,0               
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = -1
guard.sparkno = -1;S8400
sparkxy = -15,ceil(-45*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = Ifelse(p2statetype=C,18,16)+var(22)*2   
guard.hittime = 14+var(22)*2
guard.slidetime = 7
guard.ctrltime = 14+var(22)*2 
ground.velocity = -10.0*const(size.xscale) 
guard.velocity = -10.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low  
air.hittime = 16+var(22)*2   
air.velocity = -3.0*const(size.xscale),-9.5*const(size.yscale) 
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)     
id = 420

[State 420, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 39,-60
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(5) = 0
x = 1*const(size.xscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
x = -1*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = -3*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(42) = 40

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(4) >= 0
var(42) = 15

[State 200, hitspark y]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(43) = -55

[State 200, hitspark y]
type = VarSet
trigger1 = AnimElemtime(4) >= 0
var(43) = -120

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8150

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 900
fvar(24) = 0.55

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

[State 420, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(12) >= 1
value = 1

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

[State 420, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒庛僉僢僋
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 430
facep2 = 1
sprpriority = 2

[State 400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,0

[State 400, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 430
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)
attr = C, NA
damage = ceil(20*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority = 3,Hit
getpower = 20,10
givepower = 0,0                       
animtype  = Light
hitflag = MA
guardflag = L
pausetime = ifelse(animelemtime(3)<0,0,8),7
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-5*const(size.yscale))
hitsound = S2,3
guardsound = S3,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 9
guard.hittime = 9
guard.slidetime = 7
guard.ctrltime = 9
air.hittime = 9
ground.velocity = -7.5*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale) 
guard.velocity = -7.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)     
id = 430

[State 430, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(5) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 70,-5
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

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

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

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -5

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

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

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(7) >= 1
value = 1

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

[State 400, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒拞僉僢僋
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 440
facep2 = 1
;poweradd = 20
sprpriority = 2

[State 410, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,1

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

[State 410, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 440
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(8) < 0)
attr = C, NA
damage = ceil(90*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit
getpower = 40,40
givepower = 20,0               
animtype  = Medium
hitflag = MA
guardflag = L
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-5*const(size.yscale))
hitsound = S2,4
guardsound = S3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = Ifelse(p2statetype=C,14,13)+var(22)*1
guard.hittime = 12+var(22)*1
guard.slidetime = 10
guard.ctrltime = 12+var(22)*1
air.hittime = 13+var(22)*1
ground.velocity = -7.0*const(size.xscale) 
air.velocity = -4.0*const(size.xscale),-8.5*const(size.yscale) 
guard.velocity = -7.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)     
id = 440  

[State 440, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(8) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 75,-8
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(8) = 0
value = anim
elem = 7
persistent = 1

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 12*const(size.xscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
trigger2 = animelemtime(12) = 0
x = -12*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X-Pos X)/2)<110,40+(abs(enemynear,Pos X-Pos X)/2),110))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -5

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8020

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = 410
fvar(24) = 0.75

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

[State 440, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(12) >= 1
value = 1

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

[State 440, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 偟傖偑傒嫮僉僢僋
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 450
facep2 = 1
;poweradd = 30
sprpriority = 2

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 1
channel = 0

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1, 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(4) = -1
value = 30

[State 420, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 450
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)
attr = C, NA
damage = ceil(135*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit
getpower = 40,60
givepower = 40,0               
animtype  = Heavy
hitflag = MA
guardflag = L
pausetime = 11,11
sparkno = -1
guard.sparkno = -1
sparkxy = -15,ceil(-10*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = Ifelse(p2statetype=C,21,19)+var(22)*2
guard.hittime = 17+var(22)*2
guard.slidetime = 10
guard.ctrltime = 17+var(22)*2
air.hittime = 19+var(22)*2
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)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
down.bounce = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = 1.0*const(size.yscale)
id = 450

[State 450, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(7) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 85,-3
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
x = 4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
x = -3*const(size.xscale)

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(13) = 0
x = -13*const(size.xscale)

[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, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -10

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8170

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

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [210,215]
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 900
fvar(24) = 0.55

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [220,225]
trigger2 = prevstateno = 420
fvar(24) = 0.35

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

[State 450, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(13) >= 1
value = 1

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

[State 450, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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
; 僕儍儞僾庛僷儞僠(幬傔)
[Statedef 600]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 0

[State 600, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 600
trigger1 = AnimElemtime(3) >= 0
attr = A, NA
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority = 3,Hit
getpower = 20,10
givepower = 0,0          
animtype = Light              
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,8),7
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-63*const(size.yscale))
hitsound = S2,0
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 9+var(22)*1
guard.hittime = 9+var(22)*1
guard.slidetime = 6
guard.ctrltime = 9+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 9+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 600

[State 600, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = AnimElemtime(3) >= 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 42,-67
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 44

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾庛僷儞僠(悅捈)
[Statedef 605]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 605
sprpriority = 2

[State 600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 0

[State 600, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 605
trigger1 = AnimElemtime(3) >= 0
attr = A, NA
damage = ceil(50*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority = 3,Hit
getpower = 20,10
givepower = 0,0          
animtype = Light              
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,8),7
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-63*const(size.yscale))
hitsound = S2,0
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = 9+var(22)*1
guard.hittime = 9+var(22)*1
guard.slidetime = 6
guard.ctrltime = 9+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 9+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 605

[State 605, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = AnimElemtime(3) >= 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 42,-67
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 44

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -63

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾拞僷儞僠(幬傔)
[Statedef 610]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 610
;poweradd = 20
sprpriority = 2

[State 615, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 20

[State 615, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 610
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
attr = A, NA
damage = ceil(90*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit
getpower = 40,40
givepower = 20,0 
animtype  = Medium              
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,9),8
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 12+var(22)*1
guard.hittime = 12+var(22)*1
guard.slidetime = 6
guard.ctrltime = 12+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 12+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 610

[State 610, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 67,-57
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -60

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [600,605]
trigger2 = prevstateno = [630,635]
fvar(24) = 0.85

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

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

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾拞僷儞僠(悅捈)
[Statedef 615]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 615
;poweradd = 20
sprpriority = 2

[State 615, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 20

[State 615, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 615
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
attr = A, NA
damage = ceil(90*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit
getpower = 40,40
givepower = 20,0 
animtype  = Medium              
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,9),8
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = 12+var(22)*1
guard.hittime = 12+var(22)*1
guard.slidetime = 6
guard.ctrltime = 12+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 12+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 615

[State 615, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 67,-57
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -60

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [600,605]
trigger2 = prevstateno = [630,635]
fvar(24) = 0.85

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

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

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾戝僷儞僠(幬傔)
[Statedef 620]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 620
;poweradd = 30
sprpriority = 2

[State 620, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

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

[State 620, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 620
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
attr = A, NA
damage = ceil(130*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit
getpower = 40,60
givepower = 40,0  
animtype  = hard             
hitflag = MAF
guardflag = H
pausetime = 10,9
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-90*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = 15+var(22)*1
guard.hittime = 15+var(22)*1
guard.slidetime = 6
guard.ctrltime = 15+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -9.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 15+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
id = 620

[State 620, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 70,-97
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(6) = 0
value = anim
elem = 5
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -90

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [600,605]
trigger2 = prevstateno = [630,635]
fvar(24) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [610,615]
trigger2 = prevstateno = [640,645]
trigger3 = prevstateno = 910
fvar(24) = 0.7

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾戝僷儞僠(悅捈)
[Statedef 625]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 625
;poweradd = 30
sprpriority = 2

[State 620, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

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

[State 620, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 625
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
attr = A, NA
damage = ceil(130*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit
getpower = 40,60
givepower = 40,0 
animtype  = hard              
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,10),9
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = 15+var(22)*1
guard.hittime = 15+var(22)*1
guard.slidetime = 6
guard.ctrltime = 15+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -7.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 15+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 625

[State 625, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 67,-60
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -60

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8190

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [600,605]
trigger2 = prevstateno = [630,635]
fvar(24) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [610,615]
trigger2 = prevstateno = [640,645]
trigger3 = prevstateno = 910
fvar(24) = 0.7

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

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

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾庛僉僢僋(幬傔)
[Statedef 630]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,0

[State 630, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 630
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(8) < 0)
attr = A, NA
damage = ceil(50*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority = 3,Hit
getpower = 20,10
givepower = 0,0 
animtype = Light              
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,8),7
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-44*const(size.yscale))
hitsound = S2,3
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 9+var(22)*1
guard.hittime = 9+var(22)*1
guard.slidetime = 6
guard.ctrltime = 9+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 9+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 630

[State 630, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(8) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 37,-47
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = ifelse(p2dist x>=10,floor(ifelse(10+(abs(enemynear,Pos X-Pos X)/2)<55,10+(abs(enemynear,Pos X-Pos X)/2),55)),0)

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = ifelse(p2dist x>=10,-44,-55)

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

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

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾庛僉僢僋(悅捈)
[Statedef 635]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 635
sprpriority = 2

[State 630, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,0

[State 630, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 635
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(11) < 0)
attr = A, NA
damage = ceil(50*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority = 3,Hit
getpower = 20,10
givepower = 0,0  
animtype = Light             
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,8),7
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-44*const(size.yscale))
hitsound = S2,3
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = 9+var(22)*1
guard.hittime = 9+var(22)*1
guard.slidetime = 6
guard.ctrltime = 9+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 9+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 635

[State 635, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(11) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 37,-47
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = ifelse(p2dist x>=10,floor(ifelse(10+(abs(enemynear,Pos X-Pos X)/2)<55,10+(abs(enemynear,Pos X-Pos X)/2),55)),0)

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = ifelse(p2dist x>=10,-44,-55)

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8000

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

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

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾拞僉僢僋(幬傔)
[Statedef 640]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 640
;poweradd = 20
sprpriority = 2

[State 640, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 20

[State 640, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 640
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
attr = A, NA
damage = ceil(80*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit
getpower = 40,40
givepower = 20,0 
animtype  = Medium              
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,9),8
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-50*const(size.yscale))
hitsound = S2,4
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = 12+(P2dist X<0)+var(22)*1
guard.hittime = 12+var(22)*1
guard.slidetime = 6
guard.ctrltime = 12+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 12+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 640

[State 640, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(7) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 70,-57
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = ifelse(p2dist x>=10,floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85)),0)

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = ifelse(p2dist x>=10,-50,-55)

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [600,605]
trigger2 = prevstateno = [630,635]
fvar(24) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [610,615]
fvar(24) = 0.7

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

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

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾拞僉僢僋(悅捈)
[Statedef 645]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 645
;poweradd = 20
sprpriority = 2

[State 645, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 1,1

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

[State 645, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 645
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(6) < 0)
attr = A, NA
damage = ceil(80*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit
getpower = 40,40
givepower = 20,0 
animtype  = Medium             
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(3)<0,0,9),8
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-57*const(size.yscale))
hitsound = S2,4
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = 12+var(22)*1
guard.hittime = 12+var(22)*1
guard.slidetime = 6
guard.ctrltime = 12+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 12+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 645

[State 645, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(6) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 77,-67
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(4) = 0
value = anim
elem = 3
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<100,30+(abs(enemynear,Pos X-Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -60

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8090

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [600,605]
trigger2 = prevstateno = [630,635]
fvar(24) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [610,615]
fvar(24) = 0.7

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾戝僉僢僋(幬傔)
[Statedef 650]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 650
;poweradd = 30
sprpriority = 2

[State 650, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

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

[State 650, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 650
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
attr = A, NA
damage = ceil(120*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit
getpower = 40,60
givepower = 40,0 
animtype  = hard               
hitflag = MAF
guardflag = H
pausetime = ifelse(animelemtime(4)<0,0,10),9
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-50*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = 15+(P2dist X<0)*2+var(22)*1
guard.hittime = 15+var(22)*1
guard.slidetime = 6
guard.ctrltime = 15+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -6.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 15+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 650

[State 650, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4)))
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 70,-55
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = ifelse(p2dist x>=10,floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85)),0)

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = ifelse(p2dist x>=10,-50,-55)

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

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [600,605]
trigger2 = prevstateno = [630,635]
fvar(24) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [610,615]
trigger2 = prevstateno = [640,645]
trigger3 = prevstateno = 910
fvar(24) = 0.7

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [620,625]
fvar(24) = 0.55

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僕儍儞僾戝僉僢僋(悅捈)
[Statedef 655]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 655
;poweradd = 30
sprpriority = 2

[State 655, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

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

[State 655, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = var(35) != 655
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
attr = A, NA
damage = ceil(120*fvar(0)*fvar(24)*fvar(26)*fvar(28)*fvar(29)),0
priority = 5,Hit
getpower = 40,60
givepower = 40,0
animtype  = hard               
hitflag = MAF
guardflag = H
pausetime = 10,9
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-90*const(size.yscale))
hitsound = S2,5
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 15+var(22)*1
guard.hittime = 15+var(22)*1
guard.slidetime = 6
guard.ctrltime = 15+var(22)*1
ground.velocity = -6.5*const(size.xscale)
air.velocity = -6.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 15+var(22)*1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 655

[State 655, Explod]
type = Explod
triggerall = var(24) = 0
triggerall = (!var(5)||(var(5)&&fvar(4))) 
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 68,-100
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale) 

[State 200, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<85,30+(abs(enemynear,Pos X-Pos X)/2),85))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -90

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8170

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [600,605]
trigger2 = prevstateno = [630,635]
fvar(24) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [610,615]
trigger2 = prevstateno = [640,645]
trigger3 = prevstateno = 910
fvar(24) = 0.7

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = [620,625]
fvar(24) = 0.55

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

[State -2, veladd]
type = veladd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53
