;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
; 偙偙偐傜偼挻昁嶦媄偺僗僥乕僩
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;柵嶦崑攇摦
[Statedef 3000]
type    = S
movetype = A
physics = N
anim = 3000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1120-(!var(2))*160
facep2 = 1
sprpriority = 1

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

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

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

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(21)>=0)&&(animelemtime(26)<0))

[State -2, CornerPush]
type = VarSet
trigger1 = fvar(1)
trigger1 = time = 0
fvar(1) = fvar(1)*.6

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

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

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=57,1,0)

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 56+var(22)*3

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 56
movetime = 56
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(-45*const(size.xscale)),ceil(-111*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(103*const(size.xscale)),ceil(-111*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

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

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = 0, -86
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelemtime(7) = 0
anim = 196
pos = 0,0
postype = p1
sprpriority = 3
removeongethit = 1
bindtime = -1
supermove = 1
facing = facing
scale = const(size.xscale),const(size.yscale)

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

[State 4000, PalFX]
type = PalFX
trigger1 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

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

[State -2, AfterImage]
type = AfterImage
trigger1 = AnimElemTime(33) = 1
time = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 0,7
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(20) = 0
value = 0,2
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelemtime(21) = 0
value = 1000, 1
volume = -100

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

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(24*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(10*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(18) < 0
edge = 0,0

[State -2, Width]
type = Width
trigger1 = animelemtime(18) >= 0
trigger1 = animelemtime(19) < 0
edge = 0,ceil(7*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(19) >= 0
trigger1 = animelemtime(21) < 0
edge = 0,ceil(10*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(21) >= 0
trigger1 = animelemtime(22) < 0
edge = 0,ceil(16*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(22) >= 0
trigger1 = animelemtime(31) < 0
edge = 0,ceil(17*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(32) < 0
edge = 0,ceil(13*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 24*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = -14*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = -10*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(18) = 0
x = 7*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(19) = 0
x = 3*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(21) = 0
x = 6*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(22) = 0
x = 1*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(31) = 0
x = -4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(32) = 0
x = -13*const(size.xscale)

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(21) = 0
id = 6300
name = "gouhadou"
pos = ceil(5*const(size.xscale)),ceil(-145*const(size.yscale))
postype = P1
stateno = 6300
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

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

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(33) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(26) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;柵嶦崑攇摦乮旘傃摴嬶乯侾抜栚
[Statedef 6300]
type = A
movetype = A
physics = N
ctrl = 0
anim = ifelse(Ishelper(6400)=1,6400,6300)
velset = 0,0
sprpriority = 2

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

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

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

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

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,const(size.xscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(5) = parent,const(size.yscale)

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

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(27) = parent,fvar(27)

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

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

[State 1000, 7]
type = null;BindToRoot
trigger1 = Ishelper(6300)
trigger1 = time <= 1
pos = ceil(65*1.8*root,const(size.xscale)),ceil(-67*2.1*root,const(size.yscale))

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6300)
trigger1 = time = 0
x = 6.6*fvar(4)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6400)
trigger1 = time = 0
x = 4.8*fvar(4)
y = 4.8*fvar(5)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6310

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)
trigger1 = 1
attr = A, HP
damage = ceil(ifelse(Ishelper(6400)=1,60,55)*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(ifelse(Ishelper(6400)=1,4,3)*fvar(26)*fvar(29))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = -8.0*fvar(4),-8.5*fvar(5)
guard.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-8.5*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6300
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6300)
trigger1 = target(6300),prevstateno = 7500
trigger1 = Target(6300),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6300)
trigger1 = target(6300),prevstateno = 7510
trigger1 = Target(6300),stateno = [5000,5020]
value = 7510

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6300)
trigger1 = target(6300),pos Y = 0
value = 7500+(var(10)=1)*10
ignorehitpause = 1

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

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6300)
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6300)
var(15) = 5

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6300)
var(15) = 5

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6300)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6300)
var(14) = 1

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(10) = 0.55

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

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = ifelse(Ishelper(6400)=1,6410,6310)
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(59) = 0

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

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6310

[State -2, playsnd]
type = playsnd
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = S3,1
persistent = 0

[State 1010, changestate]
type = changestate
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = 6360

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

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;柵嶦崑攇摦乮旘傃摴嬶乯俀抜栚
[Statedef 6310]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

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

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

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

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

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

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

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6320

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(ifelse(Ishelper(6400)=1,60,55)*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(ifelse(Ishelper(6400)=1,4,3)*fvar(26)*fvar(29))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
guard.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-8.5*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6310
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6310)
trigger1 = target(6310),prevstateno = 7500
trigger1 = Target(6310),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6310)
trigger1 = target(6310),prevstateno = 7510
trigger1 = Target(6310),stateno = [5000,5020]
value = 7510

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6310)
trigger1 = target(6310),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6310)
var(15) = 5

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6310)
var(15) = 5

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6310)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6310)
var(14) = 1

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(10) = 0.55

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

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = ifelse(Ishelper(6400)=1,6410,6310)
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

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

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

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

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6320

[State -2, playsnd]
type = playsnd
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = S3,1
persistent = 0

[State 1010, changestate]
type = changestate
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = 6360

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

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;柵嶦崑攇摦乮旘傃摴嬶乯俁抜栚
[Statedef 6320]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

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

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

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

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

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

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

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6330

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(ifelse(Ishelper(6400)=1,60,55)*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(ifelse(Ishelper(6400)=1,4,3)*fvar(26)*fvar(29))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
guard.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-8.5*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6320
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6320)
trigger1 = target(6320),prevstateno = 7500
trigger1 = Target(6320),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6320)
trigger1 = target(6320),prevstateno = 7510
trigger1 = Target(6320),stateno = [5000,5020]
value = 7510

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6320)
trigger1 = target(6320),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6320)
var(15) = 5

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6320)
var(15) = 5

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6320)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6320)
var(14) = 1

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(10) = 0.55

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

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = ifelse(Ishelper(6400)=1,6410,6310)
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

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

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

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

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6330

[State -2, playsnd]
type = playsnd
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = S3,1
persistent = 0

[State 1010, changestate]
type = changestate
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = 6360

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

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;柵嶦崑攇摦乮旘傃摴嬶乯係抜栚
[Statedef 6330]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

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

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

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

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

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

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

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6340

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(ifelse(Ishelper(6400)=1,60,55)*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(ifelse(Ishelper(6400)=1,4,3)*fvar(26)*fvar(29))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
guard.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-8.5*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6330
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6330)
trigger1 = target(6330),prevstateno = 7500
trigger1 = Target(6330),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6330)
trigger1 = target(6330),prevstateno = 7510
trigger1 = Target(6330),stateno = [5000,5020]
value = 7510

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6330)
trigger1 = target(6330),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6330)
var(15) = 5

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6330)
var(15) = 5

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6330)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6330)
var(14) = 1

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(10) = 0.55

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

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = ifelse(Ishelper(6400)=1,6410,6310)
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

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

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

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

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6340

[State -2, playsnd]
type = playsnd
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = S3,1
persistent = 0

[State 1010, changestate]
type = changestate
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = 6360

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

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;柵嶦崑攇摦乮旘傃摴嬶乯俆抜栚
[Statedef 6340]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

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

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

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

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

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

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

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6350

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(ifelse(Ishelper(6400)=1,60,55)*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(ifelse(Ishelper(6400)=1,4,3)*fvar(26)*fvar(29))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
guard.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-8.5*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6340
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6340)
trigger1 = target(6340),prevstateno = 7500
trigger1 = Target(6340),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6340)
trigger1 = target(6340),prevstateno = 7510
trigger1 = Target(6340),stateno = [5000,5020]
value = 7510

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6340)
trigger1 = target(6340),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5020])||(target(6340),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5020])||(target(6340),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6340)
var(15) = 5

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6340)
var(15) = 5

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6340)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6340)
var(14) = 1

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5020])||(target(6340),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5020])||(target(6340),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(10) = 0.55

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

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5020])||(target(6340),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = ifelse(Ishelper(6400)=1,6410,6310)
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

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

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

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

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6350

[State -2, playsnd]
type = playsnd
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = S3,1
persistent = 0

[State 1010, changestate]
type = changestate
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = 6360

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

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;柵嶦崑攇摦乮旘傃摴嬶乯俇抜栚
[Statedef 6350]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

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

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

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

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

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

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

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6360

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(ifelse(Ishelper(6400)=1,60,55)*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(ifelse(Ishelper(6400)=1,4,3)*fvar(26)*fvar(29))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
guard.velocity = ifelse(Ishelper(6400)=1,-15.0,-10.0)*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -8.0*fvar(4),-8.5*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6350
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6350)
trigger1 = target(6350),prevstateno = 7500
trigger1 = Target(6350),stateno = [5000,5020]
value = 7500

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6350)
trigger1 = target(6350),prevstateno = 7510
trigger1 = Target(6350),stateno = [5000,5020]
value = 7510

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

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

[State -2, playsnd]
type = playsnd
trigger1 = Ishelper(6400)
trigger1 = pos Y >= 0
value = S3,1
persistent = 0

[State 1010, changestate]
type = changestate
trigger1 = movecontact
trigger2 = Ishelper(6400)
trigger2 = pos Y >= 0
value = 6360

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

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;柵嶦崑攇摦乮旘傃摴嬶乯乮徚柵乯
[Statedef 6360]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = ifelse(Ishelper(6400)=1,6410,6310)
movehitpersist = 1

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6350)
trigger1 = target(6350),statetype = A
fvar(39) = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6350)
trigger1 = (target(6350),stateno = [5000,5020])||(target(6350),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6350)
trigger1 = (target(6350),stateno = [5000,5020])||(target(6350),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
time = 5
freq = 60
ampl = -3

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6350)
var(14) = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = NumTarget(6350)
var(14) = 1

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6350)
trigger1 = (target(6350),stateno = [5000,5020])||(target(6350),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6350)
trigger1 = (target(6350),stateno = [5000,5020])||(target(6350),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
fvar(10) = 0.55

[State 200, Juggle Check]
type = parentVarAdd
triggerall = MoveHit
trigger1 = numtarget(6350)
trigger1 = (target(6350),stateno = [5000,5020])||(target(6350),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
var(41) = 3

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget(6350)
trigger1 = (target(6350),stateno = [5000,5020])||(target(6350),stateno = [7500,7510])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7500,7510])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

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

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

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

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

;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
;柵嶦崑攇摦(嬻拞)
[Statedef 3100]
type    = A
movetype = A
physics = N
anim = 3100
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1120-(!var(2))*160
sprpriority = 1

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [1600,1620]
trigger1 = var(16)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [1300,1320]
trigger2 = prevstateno = [1520,1530]
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [3200,3400]
trigger1 = var(38)
fvar(27) = 0.70

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(11)>=0)&&(animelemtime(12)<4))

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(14) = 0

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

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

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 57

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

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(117*const(size.xscale)),ceil(-132*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-ceil(126*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

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

[state -2, helper]
type = helper
trigger1 = animelemtime(6) = 0
ID = 3110
pos = ceil(126*const(size.xscale)),ceil(-126*const(size.yscale))
postype = p1
stateno = 3110
helpertype = normal
name = "gouzankuu"
supermove = 1
supermovetime = 999999999999
sprpriority = 0
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State 4000, PalFX]
type = PalFX
trigger1 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 0,7
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(11) = 0
value = 0,8
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(11) = 0
id = 6400
name = "gouhadou"
pos = ceil(30*const(size.xscale)),ceil(-114*const(size.yscale))
postype = P1
stateno = 6300
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1110, Velocity]
type = VelSet
trigger1 = AnimElemTime(11) = 0
x = -1.0*const(size.xscale)
y = -6.5*const(size.yscale)

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(11) >= 0
y = .30*const(size.yscale)

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(13) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;柵嶦崑攇摦(嬻拞)乮拝抧乯
[Statedef 3150]
type    = S
movetype = I
physics = N
anim = 3150
ctrl = 0
velset = 0,0

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

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

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

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

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

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

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

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;柵嶦崑攇摦(嬻拞)墘弌
[Statedef 3110]
type = A
physics = N
velset = 0,0
sprpriority = 0
anim = 3110
ctrl = 0

[State -2, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(5) = 0
trigger3 = animelemtime(9) = 0
trigger4 = animelemtime(11) = 0
trigger5 = animelemtime(15) = 0
trigger6 = animelemtime(17) = 0
trigger7 = animelemtime(21) = 0
trigger8 = animelemtime(23) = 0
trigger9 = animelemtime(27) = 0
trigger10 = animelemtime(29) = 0
trigger11 = animelemtime(33) = 0
trigger12 = animelemtime(35) = 0
value = 2

[State -2, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(10) = 0
trigger4 = animelemtime(12) = 0
trigger5 = animelemtime(16) = 0
trigger6 = animelemtime(18) = 0
trigger7 = animelemtime(22) = 0
trigger8 = animelemtime(24) = 0
trigger9 = animelemtime(28) = 0
trigger10 = animelemtime(30) = 0
trigger11 = animelemtime(34) = 0
trigger12 = animelemtime(36) = 0
value = 0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = anim = 3110
trigger1 = animtime = 0
trigger2 = root,stateno != 3100
trigger3 = root,movetype = H
