;---------------------------------------------------------------------------
; 寧壺偺寱巑 戞擇枊 奫
;---------------------------------------------------------------------------
;曄悢巊梡昞
;丂1 = 
;丂2 = 寱幙敾暿乮0.椡丂1.媄丂2.嬌)
;丂3 = 婲偒忋偑傝柍揋晅壛敾暿
;丂4 = 僸僢僩悢嶼弌
;丂5 = 僗僥乕僩撪偺帺桼曄悢
;丂6 = 僗僥乕僩撪偺帺桼曄悢俀
;丂7 = 嬻拞庴恎壜擻帪娫嶼弌侾
;丂8 = 僗僥乕僩扗庢妋擣
;丂9 = 彑棙敾掕
; 10 = 僾儗僀儎乕偺岦偒愝掕
; 11 = 楢嶦巃敪摦
; 12 = KO儃僀僗
; 13 = 塱媣杊巭侾
; 14 = 塱媣杊巭俀
; 15 = 彫僕儍儞僾(0.僲乕儅儖丂1.彫)
; 16 = 僗儘乕張棟
; 17 = 憡庤抏偐傟忬懺敾掕
; 18 = 僈乕僪峝捈抁弅敾掕
; 19 = 僈乕僪峝捈抁弅梡HitTime婰壇
; 20 = 
; 21 = 抏偒惉棫僇僂儞僞乕敾掕
; 22 = 姰慡彑棙敾掕
; 23 = 崻惈抣弶寕梡懱椡忢帪娔帇
; 24 = 崻惈抣弶寕梡忬懺娔帇
; 25 = 
; 26 = 
; 27 = 
; 28 = 
; 29 = 
; 30 = 峌寕帪娫婰壇
; 31 = 搳偘妛廗侾
; 32 = 搳偘妛廗俀
; 33 = 拞抜妛廗侾
; 34 = 拞抜妛廗俀
; 35 = 壓抜妛廗侾
; 36 = 壓抜妛廗俀
; 37 = 嬻拞僈乕僪晄擻妛廗侾
; 38 = 嬻拞僈乕僪晄擻妛廗俀
; 39 = 僈乕僪晄擻妛廗
; 40 = 拞抜峌寕帪娫妛廗侾丒俀
; 41 = 壓抜峌寕帪娫妛廗侾丒俀
; 42 = 嬻拞僈乕僪晄擻峌寕帪娫妛廗侾丒俀
; 43 = 棫偪拞抜僈乕僪敾抐
; 44 = 
; 45 = 
; 46 = 僔僗僥儉桳柍愝掕
; 47 = 
; 48 = 
; 49 = 
; 50 = 僞僢僌帪憡庤敾暿
; 51 = 憡庤恑峴曽岦敾暿
; 52 = 
; 53 = 僐儞儃儖乕僩娔帇
; 54 = 抧鋜傔妸傝巊梡愝掕
; 55 = 抏偒巊梡棪愝掕
; 56 = 寱幙懄寛掕僗僀僢僠
; 57 = 棫偪4A塱媣桳柍愝掕
; 58 = 抧鋜傔妸傝儖乕僾夞悢愝掕
; 59 = A.I.僗僀僢僠仌儗儀儖愝掕

; f(1) = 僇僂儞僞乕曗惓
; f(2) = 僐儞儃曗惓
; f(3) = 僟儊乕僕抣丒MUGEN姺嶼
; f(4) = 
; f(5) = 
; f(6) = 夋柺暆娙堈應掕
; f(7) = 

;channel
; 12 = 巃擏姍陮

;---------------------------------------------------------------------------
[Data]
life = 1000
power = 3000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 20
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1            ;Horizontal scaling factor.
yscale = 1            ;Vertical scaling factor.
ground.back = 15      ;Player width (back, ground)
ground.front = 15     ;Player width (front, ground)
air.back = 12         ;Player width (back, air)
air.front = 12        ;Player width (front, air)
height = 60           ;Height of player (for opponent to jump over)
attack.dist = 160     ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0      ;Set to 1 to scale projectiles too
head.pos = -5, -90    ;Approximate position of head
mid.pos = -5, -60     ;Approximate position of midsection
shadowoffset = 0      ;Number of pixels to vertically offset the shadow
draw.offset = 0,0     ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4       ;Walk forward
walk.back = -2.2      ;Walk backward
run.fwd  = 6.5,0      ;Run forward (x, y)
run.back = -5.0,-6.0  ;Hop backward (x, y)
jump.neu = 0,-11.0    ;Neutral jumping velocity (x, y)
jump.back = -2.75     ;Jump back Speed (x, y)
jump.fwd = 3.625      ;Jump forward Speed (x, y)
runjump.back = -4.25  ;Running jump speeds (opt)
runjump.fwd = 5.125   ;.
airjump.neu = 0,-8.1  ;.
airjump.back = -2.55  ;Air jump speeds (opt)
airjump.fwd = 2.5     ;.

[Movement]
airjump.num = 0       ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .53          ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 170, 2];偪偭両
type = PlaySnd
trigger1 = animelem = 3
value = 170,0

[State 170, 3]
type = ScreenBound
triggerall = enemy,stateno = [181,189]
trigger1 = enemy,name = "Genbu no Okina" && enemy,authorname = "HAL"
trigger2 = enemy,name = "Inaba Tewi" && enemy,authorname = "HAL"
trigger3 = enemy,name = "Shinnosuke Kagami" && enemy,authorname = "HAL"
trigger4 = enemy,name = "Mukuro" && enemy,authorname = "HAL"
trigger5 = enemy,name = "Moriya Minakata" && enemy,authorname = "HAL"
trigger6 = enemy,name = "Kojiroh Sanada" && enemy,authorname = "HAL"
trigger7 = enemy,name = "Juzo Kanzaki" && enemy,authorname = "HAL"
value = 0

[State 170, 4]
type = ScreenBound
trigger1 = !(enemy,name = "Genbu no Okina" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Inaba Tewi" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Shinnosuke Kagami" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Mukuro" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Moriya Minakata" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Kojiroh Sanada" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Juzo Kanzaki" && enemy,authorname = "HAL")
value = 0

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, Snd 1];偒偊偊偊偉偉偉偉偉両両
type = PlaySnd
trigger1 = animelem = 1
value = 175,0

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = matchover = 0
triggerall = roundstate >= 3
triggerall = anim != [5140,5149]
triggerall = selfanimexist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !selfanimexist(5140 + (anim % 10))
value = 5140

[State 5150, 2] ;Hit up type anim
type = ChangeAnim
triggerall = matchover = 0
triggerall = roundstate >= 3
triggerall = anim != [5140,5149]
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = selfanimexist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 3] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = time = 0
trigger1 = matchover = 1
trigger1 = anim = [5140,5149]
trigger1 = selfanimexist(anim+10)
value = anim+10

[State 5150, 4] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != [5140,5159]
trigger1 = anim != [5110,5119]
value = 5110

[State 5150, 5] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 6] ;Friction
type = VelSet
trigger1 = vel x < .05
persistent = 0
x = 0

[State 5150, 7]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5150, 8]
type = PlaySnd
trigger1 = anim = 5140 && animelem = 17
trigger2 = anim = 5141 && animelem = 15
trigger3 = anim = 5142 && animelem = 15
value = 5000,0
persistent = 0

[State 5150, 9]
type = PlaySnd
trigger1 = anim = 5140 && animelem = 19
trigger2 = anim = 5141 && animelem = 18
trigger3 = anim = 5142 && animelem = 18
value = 47,0
persistent = 0

[State 5150, 10]
type = Explod
trigger1 = anim = 5140 && animelem = 19
trigger2 = anim = 5141 && animelem = 18
trigger3 = anim = 5142 && animelem = 18
anim = 8130
id = 8130
postype = P1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 5150, 11]
type = Explod
trigger1 = anim = 5140 && animelem = 19
trigger2 = anim = 5141 && animelem = 18
trigger3 = anim = 5142 && animelem = 18
anim = 8130
id = 8130
postype = P1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 5150, 12]
type = ScreenBound
triggerall = enemy,stateno = [181,189]
trigger1 = enemy,name = "Genbu no Okina" && enemy,authorname = "HAL"
trigger2 = enemy,name = "Inaba Tewi" && enemy,authorname = "HAL"
trigger3 = enemy,name = "Shinnosuke Kagami" && enemy,authorname = "HAL"
trigger4 = enemy,name = "Mukuro" && enemy,authorname = "HAL"
trigger5 = enemy,name = "Moriya Minakata" && enemy,authorname = "HAL"
trigger6 = enemy,name = "Kojiroh Sanada" && enemy,authorname = "HAL"
trigger7 = enemy,name = "Juzo Kanzaki" && enemy,authorname = "HAL"
value = 0

[State 5150, 13]
type = ScreenBound
trigger1 = !(enemy,name = "Genbu no Okina" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Inaba Tewi" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Shinnosuke Kagami" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Mukuro" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Moriya Minakata" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Kojiroh Sanada" && enemy,authorname = "HAL")
trigger1 = !(enemy,name = "Juzo Kanzaki" && enemy,authorname = "HAL")
value = 0

;---------------------------------------------------------------------------
; 彑棙暘婒
[Statedef 180]
type = S

[State 180, 1]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 180, 2]
type = ChangeState
triggerall = var(22) > 0
trigger1 = time = 20
trigger1 = matchover || teammode = turns
trigger2 = time = 70
value = 189

[State 180, 3]
type = Helper
triggerall = var(22) = 0
triggerall = numhelper(18000) = 0
trigger1 = time = 70 || matchover
trigger2 = (teammode = turns && time = 60)
trigger2 = matchover = 0
id = 18000
stateno = 18000
pos = 0,0

[State 180, 4]
type = ChangeState
triggerall = var(2) >= 1
trigger1 = matchover = 1 && time = 20
trigger2 = teammode = turns && time = 60
value = 185

[State 180, 5]
type = ChangeState
trigger1 = matchover = 1 && time = 20
trigger2 = teammode = turns && time = 60
value = 182

[State 180, 6]
type = ChangeState
trigger1 = time = 70
trigger1 = matchover = 0
value = 181

;---------------------------------------------------------------------------
; 彑棙乮嫟捠乯
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 2]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[State 181, 3];偔偭傂偭傂偭傂偭傂偭傂偭傂
type = PlaySnd
trigger1 = time = 0
value = 181,0

[State 181, 4]
type = Helper
triggerall = teammode = single || teammode = turns
trigger1 = time = 334
trigger2 = var(59) = 0
trigger2 = command = "a" || command = "b" || command = "c"
trigger3 = var(59) = 0
trigger3 = command = "x" || command = "y" || command = "z"
helpertype = normal
name = "wipe_effect"
stateno = 12001
id = 12001
pos = 0,0
postype = left
keyctrl = 0
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 181, 5]
type = RemoveExplod
trigger1 = NumHelper(12001) > 0
id = 189

;---------------------------------------------------------------------------
; 嵟廔彑棙乮椡乯
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 2]
type = AssertSpecial
trigger1 = time = [0,450]
flag = roundnotover

[State 182, 3];偖偅偅偅偭偅偅偅偅
type = PlaySnd
trigger1 = animelem = 2
value = 182,0

[State 182, 4];偩傑傫偹偉偉偉偉偉両
type = PlaySnd
trigger1 = animelem = 103
value = 182,1

[State 182, 5]
type = PlaySnd
trigger1 = time = 300
value = 186,0

[State 182, 6]
type = Explod
trigger1 = teamside = 1
trigger1 = time = 300
postype = left
anim = 186
id = 186
pos = 60,70
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -1
persistent = 0
removeongethit = 1
ignorehitpause = 1

[State 182, 7]
type = Explod
trigger1 = teamside = 2
trigger1 = time = 300
postype = right
anim = 186
id = 186
pos = -60,70
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -1
persistent = 0
removeongethit = 1
ignorehitpause = 1

[State 182, 8]
type = Helper
triggerall = teammode = single || teammode = turns
trigger1 = time = 434
trigger2 = var(59) = 0
trigger2 = command = "a" || command = "b" || command = "c"
trigger3 = var(59) = 0
trigger3 = command = "x" || command = "y" || command = "z"
helpertype = normal
name = "wipe_effect"
stateno = 12001
id = 12001
pos = 0,0
postype = left
keyctrl = 0
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 182, 9]
type = RemoveExplod
trigger1 = NumHelper(12001) > 0
id = 186

[State 182, 10]
type = RemoveExplod
trigger1 = NumExplod(186) > 0
trigger2 = NumHelper(12001) > 0
id = 189

;---------------------------------------------------------------------------
; 嵟廔彑棙乮媄丒嬌乯
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 185, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 185, 2]
type = AssertSpecial
trigger1 = time = [0,450]
flag = roundnotover

[State 185, 3];敋徫
type = PlaySnd
trigger1 = animelem = 1
value = 185,0

[State 185, 4]
type = PlaySnd
trigger1 = time = 300
value = 186,0

[State 185, 5]
type = Explod
trigger1 = teamside = 1
trigger1 = time = 300
postype = left
anim = 186
id = 186
pos = 60,70
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -1
persistent = 0
removeongethit = 1
ignorehitpause = 1

[State 185, 6]
type = Explod
trigger1 = teamside = 2
trigger1 = time = 300
postype = right
anim = 186
id = 186
pos = -60,70
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -1
persistent = 0
removeongethit = 1
ignorehitpause = 1

[State 185, 7]
type = Helper
triggerall = teammode = single || teammode = turns
trigger1 = time = 434
trigger2 = var(59) = 0
trigger2 = command = "a" || command = "b" || command = "c"
trigger3 = var(59) = 0
trigger3 = command = "x" || command = "y" || command = "z"
helpertype = normal
name = "wipe_effect"
stateno = 12001
id = 12001
pos = 0,0
postype = left
keyctrl = 0
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 185, 8]
type = RemoveExplod
trigger1 = NumHelper(12001) > 0
id = 186

[State 185, 9]
type = RemoveExplod
trigger1 = NumExplod(186) > 0
trigger2 = NumHelper(12001) > 0
id = 189

;---------------------------------------------------------------------------
; 姰慡彑棙
[Statedef 189]
type = S
ctrl = 0
velset = 0,0

[State 189, 1]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 189, 2]
type = Helper
trigger1 = time = 0
id = 18000
stateno = 18000
pos = 0,0

[State 189, 3]
type = Explod
trigger1 = time = 0
trigger1 = var(22) > 0
anim = 189
id = 189
postype = left
pos = 160,80
ontop = 1
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1

[State 189, 4]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(22) > 0
value = 189,0

[State 189, 5]
type = Helper
triggerall = var(59) = 0
triggerall = teammode = single || teammode = turns
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
helpertype = normal
name = "wipe_effect"
stateno = 12001
id = 12001
pos = 0,0
postype = left
keyctrl = 0
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 189, 6]
type = ChangeState
trigger1 = time = 100
trigger1 = var(2) >= 1
trigger1 = matchover = 1
value = 185

[State 189, 7]
type = ChangeState
trigger1 = time = 100
trigger1 = matchover = 1
value = 182

[State 189, 8]
type = ChangeState
trigger1 = time = 100
trigger1 = matchover = 0
value = 181

;---------------------------------------------------------------------------
; 僀儞僩儘
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

;---------------------[寱幙懄寛掕]
[State 190, 2]
type = VarSet
triggerall = var(56) = [1,3]
triggerall = !ishelper
trigger1 = roundstate = 1
v = 2
value = var(56) - 1
ignorehitpause = 1

;---------------------[僿儖僷乕]
[State 190, 3];寱幙慖戰
type = Helper
trigger1 = time = 0
id = 10000
stateno = 10000
helpertype = normal
name = "select"
pos = 0,-120
postype = p1
keyctrl = 1 
ownpal = 1
sprpriority = 4
pausemovetime = 0

;---------------------[岠壥壒]
[State 190, 4];偸偁傇
type = PlaySnd
trigger1 = animelem = 3
value = 190,0

[State 190, 4];偖偭傂偉
type = PlaySnd
trigger1 = animelem = 11
value = 190,1

[State 190, 4];搧偁傢偣
type = PlaySnd
trigger1 = animelem = 12
value = 190,2

;---------------------[僗僥乕僩曄峏]
[State 190, 5];摿庩僀儞僩儘(榟捤)
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "washizuka" || p4name = "washizuka"
trigger2 = p2name = "sanada_ani" || p4name = "sanada_ani"
value = 191

[State 190, 5];摿庩僀儞僩儘(彫師榊)
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "恀揷 彫師榊" || p4name = "恀揷 彫師榊"
trigger2 = p2name = "Kojiroh Sanada" || p4name = "Kojiroh Sanada"
value = 192

[State 190, 5] ;Change to stand state when done
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; 摿庩僀儞僩儘乮榟捤乯
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3];偄偄偮傜偩丒丒偖偭傆偂偭傂
type = PlaySnd
trigger1 = animelem = 17
value = 191,0

[State 191, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; 摿庩僀儞僩儘乮彫師榊乯
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 192, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 3];丒丒丒偍傔偉丒丒丒両
type = PlaySnd
trigger1 = animelem = 7
value = 192,0

[State 192, 4]
type = PlaySnd
trigger1 = animelem = 10
value = 192,1

[State 192, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 挧敪
[Statedef 199]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 199
sprpriority = 1

[State 199, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 199,0

[State 199, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 捠忢媄丄摿庩媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 5A
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = animelem = 8
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,13,ifelse(var(2)=1,8,9))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,2)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3,Hit
pausetime = 4,4
guard.pausetime = ifelse(var(2)=0,0,4),4
sparkno = s7010
sparkxy = -15,-90
hitsound = s202,random%6
guard.sparkno = s7020
guardsound = s120,random%2
guard.hittime = 12
guard.velocity = -3.2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -5.75
airguard.cornerpush.veloff = -5.75
guard.kill = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,200)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 200, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 200,random%4

[State 200, 2];怳傝
type = PlaySnd
trigger1 = animelem = 6
value = 201,0

;---------------------[僄僼僃僋僩]
[State 200, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 200, 3];寱
type = Explod
trigger1 = animelem = 7
anim = 201
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 200, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 200, 4]
type = PosAdd
trigger1 = animelem = 1
x = 8

[State 200, 4]
type = PosAdd
trigger1 = animelem = 20
x = -8

;---------------------[曄悢]
[State 200, 5];楢嶦巃
type = VarSet
trigger1 = var(2) != 0
trigger1 = time = 0
trigger1 = prevstateno != 205
v = 11
value = 1
ignorehitpause = 1

[State 200, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 200, 6]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 200, 6]
type = CtrlSet
trigger1 = animelem = 17
value = 1

[State 200, 6]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = moveguarded
value = 300
ignorehitpause = 1

;A.I.僗僥乕僩
[State 200, AI]
type = ChangeState
triggerall = var(59) = [1,10]
triggerall = var(2) != 0
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
trigger1 = movecontact
trigger1 = animelemtime(8) >= 0 && animelemtime(11) < 0
trigger1 = random < var(59) * 50
value = 280

[State 200, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5AA
[Statedef 280]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 280
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 280, 1]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,13,ifelse(var(2)=1,8,9))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,2)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3,Hit
pausetime = 4,4
guard.pausetime = ifelse(var(2)=0,0,4),4
sparkno = s7010
sparkxy = -20,-90
hitsound = s202,random%6
guard.sparkno = s7020
guardsound = s120,random%2
guard.hittime = 12
guard.velocity = -3.25
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -7.5
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -6.5
airguard.cornerpush.veloff = -6.5
guard.kill = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,280)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 280, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 280, 2];怳傝
type = PlaySnd
trigger1 = animelem = 1
value = 201,0

;---------------------[僄僼僃僋僩]
[State 280, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 280, 3];寱
type = Explod
trigger1 = animelem = 2
anim = 281
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 280, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 280, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 8

[State 280, 4]
type = PosAdd
trigger1 = animelem = 10
trigger2 = animelem = 14
x = -8

;---------------------[曄悢]
[State 280, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 280, 6]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State 280, 6]
type = CtrlSet
trigger1 = animelem = 11
value = 1

[State 280, 6]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = moveguarded
value = 300
ignorehitpause = 1

[State 280, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 4A
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 205
poweradd = 0
facep2 = ifelse(ishelper,0,1)
sprpriority = 1

;---------------------[峌寕]
[State 205, 1]
type = HitDef
trigger1 = animelem = 2
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,13,ifelse(var(2)=1,8,9))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,2)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3,Hit
pausetime = 8,8
sparkno = s7001
sparkxy = -15,-72
hitsound = s207,random%6
guard.sparkno = s7021
guardsound = s121,random%2
guard.hittime = 12
guard.velocity = -3.4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,205)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 205, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 205, 2];怳傝
type = PlaySnd
trigger1 = animelem = 1
value = 206,0

;---------------------[僄僼僃僋僩]
[State 205, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[堏摦]
[State 205, 4]
type = PosAdd
trigger1 = animelem = 1
x = 8

[State 205, 4]
type = PosAdd
trigger1 = animtime = 0
x = -8

;---------------------[曄悢]
[State 205, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 205, 6]
type = StateTypeSet
trigger1 = ishelper
trigger2 = animelem = 3
movetype = I

[State 205, 6]
type = DestroySelf
trigger1 = animtime = 0

[State 205, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(var(11)=1,212,210)
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 210, 1]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,28,ifelse(var(2)=1,16,19))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,0,2))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,3)*fvar(4)),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Mid
guardflag = M
hitflag = MAF
priority = 4,Hit
pausetime = 12,12
guard.pausetime = ifelse(var(2)=0,0,12),12
sparkno = s7009
sparkxy = -12,-85
hitsound = s215,random%6
guard.sparkno = s7020
guardsound = s120,random%2
guard.hittime = 14
guard.velocity = -4.5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -12.25
air.cornerpush.veloff = -10.5
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,210)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 210, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 210, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

;---------------------[僄僼僃僋僩]
[State 210, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 210, 3];寱
type = Explod
trigger1 = animelem = 3
anim = 211
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 210, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7051
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 20
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 210, 3]
type = Explod
trigger1 = animelem = 3
anim = 8130
id = 8130
postype = p1
pos = 50,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[曄悢]
[State 210, 4]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 210, 5]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State 210, 5]
type = CtrlSet
trigger1 = anim = 210
trigger1 = animelem = 14
trigger2 = anim = 212
trigger2 = animelem = 13
value = 1

[State 210, 5]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = moveguarded
value = 300
ignorehitpause = 1

[State 210, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; A丒B丒C
[Statedef 285]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 285
sprpriority = 1

;---------------------[峌寕]
[State 285, 1]
type = HitDef
trigger1 = animelem = 6
attr = A,NA
damage = floor(ceil(ifelse(var(2)=1,28,33)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,4)*fvar(3))
getpower = ceil(4*fvar(4)),ceil(ifelse(var(2)!=2,2,ifelse((var(46)&32),1,0))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 5,Hit
pausetime = 14,14
guard.pausetime = 14,14
sparkno = s7003
sparkxy = -7,-60
hitsound = s215,random%6
guard.sparkno = s7020
guardsound = s120,random%2
guard.hittime = 8
guard.velocity = -2
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -3.25,-10
air.type = High
air.velocity = ifelse(var(8)=0,-3.25,3.25*(facing*enemynear,facing)),-10
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
fall = 1
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.75
id = ifelse(p2statetype=A,42221,285)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 285, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 200,2+random%4

[State 285, 2];怳傝
type = PlaySnd
trigger1 = animelem = 5
value = 201,0

;---------------------[僄僼僃僋僩]
[State 285, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 285, 3];寱
type = Explod
trigger1 = animelem = 5
anim = 611
id = 4000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 285, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 10
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 285, 4]
type = PlayerPush
trigger1 = p2statetype = A
value = 0

[State 285, 4]
type = PosAdd
trigger1 = animelem = 2
y = -10

[State 285, 4]
type = VelSet
trigger1 = animelem = 2
x = 4.25
y = -5.5

[State 285, 4];21F
type = VelAdd
trigger1 = animelem = 2, >= 0
y = 0.56

;---------------------[曄悢]
[State 285, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 285, 6]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A

[State 285, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 286

;---------------------------------------------------------------------------
; A丒B丒C乮拝抧乯
[Statedef 286]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 286

[State 286, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 286, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 286, 1]
type = VarSet
trigger1 = time = 0
v = 15
value = 0

[State 286, 1]
type = PlayerPush
trigger1 = p2statetype = A
value = 0

;---------------------[岠壥壒]
[State 286, 2]
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[僄僼僃僋僩]
[State 286, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 286, 3]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 286, 3]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 286, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 6B
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(var(2)!=0,222,220)
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 220, 1]
type = HitDef
trigger1 = animelem = 7
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,43,ifelse(var(2)=1,16,19))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,5,ifelse(var(2)=1,0,2))*fvar(3))
getpower = ceil(ifelse(var(2)=0,12,3)*fvar(4)),ceil(ifelse(var(2)=0,6,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 6,Hit
pausetime = 6,6
guard.pausetime = ifelse(var(2)=0,0,6),6
sparkno = s7002
sparkxy = 0,-75
hitsound = s220,random%3
guard.sparkno = s7020
guardsound = s120,random%2
guard.hittime = 16
guard.velocity = -5.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8.2
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -13.2
air.cornerpush.veloff = -10.2
guard.cornerpush.veloff = -8.2
airguard.cornerpush.veloff = -8.2
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,220)
nochainid = ifelse(p2statetype=A,42221,-1)

[State 220, 1]
type = HitDef
trigger1 = animelem = 8
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,10,ifelse(var(2)=1,9,11))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,2)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 6,Hit
pausetime = 14,14
guard.pausetime = ifelse(var(2)=0,0,14),14
sparkno = s7000
sparkxy = -36,-66
hitsound = s220,random%3
guard.sparkno = s7020
guardsound = s120,random%2
guard.hittime = 16
guard.velocity = -5.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8.2
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -13.2
air.cornerpush.veloff = -10.2
guard.cornerpush.veloff = -8.2
airguard.cornerpush.veloff = -8.2
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,220)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 220, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,2+random%4

[State 220, 2];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 201,0

;---------------------[僄僼僃僋僩]
[State 220, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 220, 3]
type = RemoveExplod
trigger1 = movehit
trigger1 = animelem = 8, >= 0 && animelem = 9, < 0
ID = 7050
persistent = 0

[State 220, 3];寣
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 7, >= 0 && animelem = 8, < 0
anim = 7052
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 220, 3];寣
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 8, >= 0 && animelem = 9, < 0
anim = 7052
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) - 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 220, 3]
type = Explod
trigger1 = animelem = 6
anim = 8130
id = 8130
postype = p1
pos = -50,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 220, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 7
x = 8

[State 220, 4]
type = PosAdd
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 16

[State 220, 4]
type = PosAdd
trigger1 = animelem = 10
trigger2 = animelem = 12
trigger3 = animelem = 13
trigger4 = animelem = 17
x = -8

[State 220, 4]
type = PosAdd
trigger1 = animelem = 11
x = -24

;---------------------[曄悢]
[State 220, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1 && hitcount = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 220, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1 && hitcount = 2
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 220, 6]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 220, 6]
type = CtrlSet
trigger1 = animelem = 14
value = 1

[State 220, 6]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = moveguarded
value = 300
ignorehitpause = 1

[State 220, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5C
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 230
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 230, 1]
type = HitDef
trigger1 = animelem = 4
trigger1 = p2statetype != L
attr = S,NA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,3)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3,Hit
pausetime = 8,8
sparkno = s7001
sparkxy = -21,-20
hitsound = s207,random%6
guard.sparkno = s7021
guardsound = s121,random%2
guard.hittime = 12
guard.velocity = -3.4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -6.75
air.cornerpush.veloff = -10.5
guard.cornerpush.veloff = -5.2
airguard.cornerpush.veloff = -5.2
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,230)
nochainid = ifelse(p2statetype=A,42221,-1)

[State 230, 1]
type = HitDef
triggerall = !movecontact && !movereversed
triggerall = animelemtime(4) >= 0
triggerall = p2statetype != L
trigger1 = facing * enemynear,facing = 1
trigger1 = p2stateno = 52 && enemy,time = 0
trigger2 = p2stateno = 0 && enemy,anim = 5 && enemy,time = 0
trigger3 = p2stateno = 11 && enemy,anim = 6 && enemy,time = 0
attr = S,NA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,3)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = ;M
hitflag = MAF
priority = 3,Hit
pausetime = 8,8
sparkno = s7001
sparkxy = -21,-20
hitsound = s207,random%6
guard.sparkno = s7021
guardsound = s121,random%2
guard.hittime = 12
guard.velocity = -3.4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -6.75
air.cornerpush.veloff = -10.5
guard.cornerpush.veloff = -5.2
airguard.cornerpush.veloff = -5.2
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,230)
nochainid = ifelse(p2statetype=A,42221,-1)

[State 230, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = animelemtime(4) >= 0
trigger1 = p2statetype = L && enemy,pos y = 0
attr = S,NA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,3)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = 
hitflag = MAFLD
priority = 3,Hit
pausetime = 8,8
sparkno = s7001
sparkxy = -21,-20
hitsound = s207,random%6
guardsound = s121,random%2
guard.sparkno = s7021
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,1
air.velocity = 0,1
air.hittime = 20
down.velocity = 0,0
fall.recover = 0
yaccel = 0.43
id = 231
nochainid = 231

;---------------------[岠壥壒]
[State 230, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 230, 2];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 230,0

;---------------------[僄僼僃僋僩]
[State 230, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[曄悢]
[State 230, 4]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 230, 5]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State 230, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 6C
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 235
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 235, 1]
type = HitDef
trigger1 = animelem = 3
trigger1 = p2statetype != A
attr = S,NA
damage = floor(ceil(ifelse(var(2)=1,16,19)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,2)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,3)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Mid
guardflag = M
hitflag = MAF
priority = 5,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s7007
sparkxy = -16,-85
hitsound = s207,random%6
guard.sparkno = s7021
guardsound = s121,random%2
guard.hittime = 14
guard.velocity = -4.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6,-2
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
guard.kill = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = 236

[State 235, 1]
type = HitDef
trigger1 = animelem = 3
trigger1 = p2statetype = A
attr = S,NA
damage = floor(ceil(ifelse(var(2)=1,16,19)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,2)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,3)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Mid
guardflag = M
hitflag = MAF
priority = 5,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s7007
sparkxy = -16,-85
hitsound = s207,random%6
guard.sparkno = s7021
guardsound = s121,random%2
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2.75,-6.75
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
guard.kill = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,235)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 235, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 235, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230,0

[State 235, 2]
type = PlaySnd
trigger1 = numtarget(236) > 0
trigger1 = time > 0
trigger1 = movehit = 1
value = 235,4
persistent = 0
ignorehitpause = 1

;---------------------[僄僼僃僋僩]
[State 235, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[堏摦]
[State 235, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 3
x = 16

[State 235, 4]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 9
x = -8

[State 235, 4]
type = PosAdd
trigger1 = animelem = 10
x = -16

;---------------------[曄悢]
[State 235, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 235, 6]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State 235, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 6C乮暻柺傑偱悂偭旘傃乯
[Statedef 236]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0

[State 236, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 236, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 236

[State 236, 3]
type = VelSet
trigger1 = time = 0
x = -7.0

[State 236, 4]
type = VelMul
trigger1 = 1
x = 1.035

[State 236, 5]
type = ChangeState
triggerall = time > 2
trigger1 = time > 120
trigger2 = backedgebodydist < 5
trigger3 = frontedgebodydist < 5
value = 237
ctrl = 0

;---------------------------------------------------------------------------
; 6C乮暻柺偵寖撍乯
[Statedef 237]
type     = A
movetype = H
physics  = N
ctrl = 0

[State 237, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 237, 2]
type = VelSet
trigger1 = time = 0
x = 0

[State 237, 3]
type = ChangeAnim2
Trigger1 = time = 0
value = 237

[State 237, 4]
type = EnvShake
Trigger1 = time = 0
time = 15
ampl = -3
freq = 90
phase = 90

[State 237, 5]
type = ChangeState
trigger1 = time = 6
value = 238

;---------------------------------------------------------------------------
; 6C乮憡庤棊壓乯
[Statedef 238]
type     = A
movetype = H
physics  = N
ctrl = 0

[State 238, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 238, 2]
type = PlayerPush
trigger1 = vel y < 2.0
value = 0

[State 238, 3]
type = VelSet
trigger1 = time = 0
y = -10

[State 238, 4]
type = VelSet
trigger1 = time = 0
x = 2

[State 238, 5]
type = VelAdd
trigger1 = time >= 0
y = .75

[State 238, 6]
type = ChangeAnim
trigger1 = time = 0
trigger1 = !selfanimexist(5052)
value = 5050

[State 238, 7]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5052)
value = 5052

[State 238, 8]
type = ChangeAnim2
triggerall = time = 0
trigger1  = name = "sanada_ani" && authorname = "ohgaki"
trigger2  = name = "Shigen_naoe" && authorname = "ohgaki"
trigger3  = name = "kaede" && authorname = "ohgaki"
trigger4  = name = "Setsuna" && authorname = "HSR"
trigger5  = name = "Hibiki Takane" && authorname = "HSR"
trigger6  = name = "Mukuro" && authorname = "ahuron"
trigger7  = name = "Mukuro" && authorname = "HAL"
trigger8  = name = "Shinnosuke Kagami" && authorname = "ahuron"
trigger9  = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger10 = name = "Shinnosuke Kagami" && authorname = "ohgaki"
trigger11 = name = "Ponta" && authorname = "ahuron"
trigger12 = name = "Hyo Amano" && authorname = "abuhachi"
trigger13 = name = "Kouryu" && authorname = "abuhachi"
trigger14 = name = "Musashi Akatsuki" && authorname = "abuhachi"
trigger15 = name = "Lee Rekka" && authorname = "abuhachi"
trigger16 = name = "Genbu no Okina" && authorname = "HAL"
trigger17 = name = "zantetsu" && authorname = "HAL"
trigger18 = name = "Moriya Minakata" && authorname = "HAL"
trigger19 = name = "Kojiroh Sanada" && authorname = "HAL"
trigger20 = name = "Juzo Kanzaki" && authorname = "HAL"
trigger21 = name = "Shikyoh" && authorname = "ohgaki"
trigger22 = name = "Akari Ichijo" && authorname = "ohgaki"
trigger23 = name = "washizuka" && authorname = "ohgaki"
trigger24 = name = "Yuki" && authorname = "ohgaki"
trigger25 = name = "Maede" && authorname = "ohgaki"
trigger26 = name = "Inaba Tewi" && authorname = "HAL"
trigger27 = name = "Kanna" && authorname = "ohgaki"
trigger28 = name = "Nayu" && authorname = "ohgaki"
trigger28 = name = "Chibi Suika" && authorname = "ohgaki"
trigger30 = name = "Unyuho" && authorname = "ohgaki"
value = 238

[State 238, 9]
type = ChangeAnim
trigger1 = vel y > -2
trigger1 = anim = 5050
trigger1 = selfanimexist(5060)
persistent = 0
value = 5060

[State 238, 10]
type = ChangeAnim
trigger1 = vel y > -2
trigger1 = anim = 5052
trigger1 = selfanimexist(5062)
persistent = 0
value = 5062

[State 238, 11]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 239

;---------------------------------------------------------------------------
; 6C乮憡庤僟僂儞乯
[Statedef 239]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0

[State 239, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = !selfanimexist(5110)
trigger1 = !selfanimexist(5170)
value = 239

[State 239, 2]
type = ChangeAnim
triggerall = time = 0
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
value = 5170

[State 239, 3]
type = ChangeAnim
triggerall = time = 0
trigger1  = name = "sanada_ani" && authorname = "ohgaki"
trigger2  = name = "Shigen_naoe" && authorname = "ohgaki"
trigger3  = name = "kaede" && authorname = "ohgaki"
trigger4  = name = "Setsuna" && authorname = "HSR"
trigger5  = name = "Hibiki Takane" && authorname = "HSR"
trigger6  = name = "Mukuro" && authorname = "ahuron"
trigger7  = name = "Mukuro" && authorname = "HAL"
trigger8  = name = "Shinnosuke Kagami" && authorname = "ahuron"
trigger9  = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger10 = name = "Shinnosuke Kagami" && authorname = "ohgaki"
trigger11 = name = "Ponta" && authorname = "ahuron"
trigger12 = name = "Hyo Amano" && authorname = "abuhachi"
trigger13 = name = "Kouryu" && authorname = "abuhachi"
trigger14 = name = "Musashi Akatsuki" && authorname = "abuhachi"
trigger15 = name = "Lee Rekka" && authorname = "abuhachi"
trigger16 = name = "Genbu no Okina" && authorname = "HAL"
trigger17 = name = "zantetsu" && authorname = "HAL"
trigger18 = name = "Moriya Minakata" && authorname = "HAL"
trigger19 = name = "Kojiroh Sanada" && authorname = "HAL"
trigger20 = name = "Juzo Kanzaki" && authorname = "HAL"
trigger21 = name = "Shikyoh" && authorname = "ohgaki"
trigger22 = name = "Akari Ichijo" && authorname = "ohgaki"
trigger23 = name = "washizuka" && authorname = "ohgaki"
trigger24 = name = "Yuki" && authorname = "ohgaki"
trigger25 = name = "Maede" && authorname = "ohgaki"
trigger26 = name = "Inaba Tewi" && authorname = "HAL"
trigger27 = name = "Kanna" && authorname = "ohgaki"
trigger28 = name = "Nayu" && authorname = "ohgaki"
trigger29 = name = "Chibi Suika" && authorname = "ohgaki"
trigger30 = name = "Unyuho" && authorname = "ohgaki" && selfanimexist(5081) && selfanimexist(5111)
value = 5081

[State 239, 4]
type = ChangeAnim
triggerall = anim = 5081
triggerall = time = 20 || animtime = 0
trigger1  = name = "sanada_ani" && authorname = "ohgaki"
trigger2  = name = "Shigen_naoe" && authorname = "ohgaki"
trigger3  = name = "kaede" && authorname = "ohgaki"
trigger4  = name = "Setsuna" && authorname = "HSR"
trigger5  = name = "Hibiki Takane" && authorname = "HSR"
trigger6  = name = "Mukuro" && authorname = "ahuron"
trigger7  = name = "Mukuro" && authorname = "HAL"
trigger8  = name = "Shinnosuke Kagami" && authorname = "ahuron"
trigger9  = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger10 = name = "Shinnosuke Kagami" && authorname = "ohgaki"
trigger11 = name = "Ponta" && authorname = "ahuron"
trigger12 = name = "Hyo Amano" && authorname = "abuhachi"
trigger13 = name = "Kouryu" && authorname = "abuhachi"
trigger14 = name = "Musashi Akatsuki" && authorname = "abuhachi"
trigger15 = name = "Lee Rekka" && authorname = "abuhachi"
trigger16 = name = "Genbu no Okina" && authorname = "HAL"
trigger17 = name = "zantetsu" && authorname = "HAL"
trigger18 = name = "Moriya Minakata" && authorname = "HAL"
trigger19 = name = "Kojiroh Sanada" && authorname = "HAL"
trigger20 = name = "Juzo Kanzaki" && authorname = "HAL"
trigger21 = name = "Shikyoh" && authorname = "ohgaki"
trigger22 = name = "Akari Ichijo" && authorname = "ohgaki"
trigger23 = name = "washizuka" && authorname = "ohgaki"
trigger24 = name = "Yuki" && authorname = "ohgaki"
trigger25 = name = "Maede" && authorname = "ohgaki"
trigger26 = name = "Inaba Tewi" && authorname = "HAL"
trigger27 = name = "Kanna" && authorname = "ohgaki"
trigger28 = name = "Nayu" && authorname = "ohgaki"
trigger29 = name = "Chibi Suika" && authorname = "ohgaki"
trigger30 = name = "Unyuho" && authorname = "ohgaki" && selfanimexist(5081) && selfanimexist(5111)
value = 5111

[State 239, 5]
type = ChangeAnim
trigger1 = anim = 239 || anim = 5170
trigger1 = animtime = 0
value = 5110

[State 239, 6]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 239, 7]
type = PosSet
trigger1 = 1
y = 0

[State 239, 8]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 239, 9]
type = SelfState
trigger1 = time = 5
trigger1 = life = 0 || !alive
value = 5110

[State 239, 10]
type = SelfState
trigger1 = time = 30
value = 5120

;---------------------------------------------------------------------------
; 杊屼晄壜峌寕侾
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 250
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[堏摦]
[State 250, 1]
type = PosAdd
trigger1 = animelem = 1
x = 8

[State 250, 1]
type = PosAdd
trigger1 = animelem = 4
x = -8

;---------------------[岠壥壒]
[State 250, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 200,2+random%4

;---------------------[僄僼僃僋僩]
[State 250, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 250, 3];懌尦侾
type = Explod
trigger1 = time = 0
anim = 254
id = 250
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 42
removetime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 250, 3];懌尦俀
type = Explod
trigger1 = time = 0
anim = 255
id = 250
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 42
removetime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

;---------------------[僗僥乕僩曄峏]
[State 250, 4]
type = ChangeState
triggerall = var(59) = 0
trigger1 = time >= 42
trigger1 = command != "偍偟偭傁側偟a" && command != "偍偟偭傁側偟y" && command != "偍偟偭傁側偟z"
trigger2 = time >= 62
value = 251

[State 250, AI]
type = ChangeState
trigger1 = var(59) = [1,10]
trigger1 = time >= 42
value = 251

;---------------------------------------------------------------------------
; 杊屼晄壜峌寕俀
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 251
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 251, 1]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = floor(ceil(61*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(7*fvar(3))
getpower = ceil(12*fvar(4)),ceil(12*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = N
hitflag = MAF
priority = 7,Hit
pausetime = 16,16
guard.pausetime = 16,16
sparkno = s7011
sparkxy = 0,-80
hitsound = s220,random%3
guard.sparkno = s7020
guardsound = s120,random%2
guard.hittime = 27
guard.velocity = -6.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6.5,-6.5
air.type = High
air.velocity = -6.5,-6.5
airguard.velocity = -6.5,-6.5
air.hittime = 27
ground.cornerpush.veloff = -17
air.cornerpush.veloff = -17
guard.cornerpush.veloff = -17
airguard.cornerpush.veloff = -17
fall = 1
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.7
id = 251
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 251, 2];怳傝
type = PlaySnd
trigger1 = animelem = 1
value = 201,0

;---------------------[僄僼僃僋僩]
[State 251, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 251, 3]
type = RemoveExplod
trigger1 = animelem = 3
ID = 250

[State 251, 3]
type = Explod
trigger1 = animelem = 3
anim = 8130
id = 8130
postype = P1
pos = 115,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 251, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 5,enemy,const(size.mid.pos.y) - 17
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 251, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

[State 251, 4]
type = PosAdd
trigger1 = animelem = 10
trigger2 = animelem = 11
x = -16

[State 251, 4]
type = PosAdd
trigger1 = animelem = 9
trigger2 = animtime = 0
x = -8

;---------------------[曄悢]
[State 251, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 251, 6]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 251, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 杊屼晄壜峌寕乮憡庤悂偒旘傃侾乯
[Statedef 255]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 255, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 258

[State 255, 2]
type = VelSet
trigger1 = time = 0
x = -6.5
y = -6.5

[State 255, 3]
type = VelAdd
trigger1 = time > 0
y = 0.7

[State 255, 4]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 256

;---------------------------------------------------------------------------
; 杊屼晄壜峌寕乮憡庤悂偒旘傃俀乯
[Statedef 256]
type     = L
movetype = H
physics  = N
velset = -9,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 256, 1]
type = ChangeAnim
triggerall = anim != 277
triggerall = time < 6
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
value = 5100

[State 256, 2]
type = ChangeAnim2
triggerall = time = 0
trigger1 = !selfanimexist(5100)
trigger1 = !selfanimexist(5110)
trigger1 = !selfanimexist(5170)
value = 259

[State 256, 3]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Genbu no Okina" && authorname = "HAL"
trigger2 = name = "Moriya Minakata" && authorname = "HAL"
value = 277

[State 256, 4]
type = ChangeAnim
triggerall = anim = 5100
triggerall = time = 6
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
value = 5170

[State 256, 5]
type = ChangeAnim
triggerall = time = 6
trigger1  = name = "Shigen_naoe" && authorname = "ohgaki"
trigger2  = name = "sanada_ani" && authorname = "ohgaki"
trigger3  = name = "kaede" && authorname = "ohgaki"
trigger4  = name = "Shinnosuke Kagami" && authorname = "ohgaki"
trigger5  = name = "Shikyoh" && authorname = "ohgaki"
trigger6  = name = "andrew" && authorname = "ohgaki"
trigger7  = name = "Kyoshiro" && authorname = "ohgaki"
trigger8  = name = "Yoshitora" && authorname = "ohgaki"
trigger9  = name = "Kanna" && authorname = "ohgaki"
trigger10 = name = "rock" && authorname = "ohgaki"
trigger11 = name = "Chibi Suika" && authorname = "ohgaki"
trigger12 = name = "Shiki" && authorname = "ohgaki"
trigger13 = name = "washizuka" && authorname = "ohgaki"
trigger14 = name = "Yuki" && authorname = "ohgaki"
trigger15 = name = "Maede" && authorname = "ohgaki"
value = 5160

[State 256, 6]
type = ChangeAnim
trigger1 = anim = 277 || anim = 5160 || anim = 5170
trigger1 = animtime = 0
value = 5110

[State 256, 7]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 256, 8]
type = PosSet
trigger1 = 1
y = 0

[State 256, 9]
type = VelMul
trigger1 = 1
x = 0.85

[State 256, 10]
type = SelfState
trigger1 = time = 20
trigger1 = life = 0 || !alive
value = 5110

[State 256, 11]
type = SelfState
trigger1 = anim = 266
trigger1 = animtime = 0
trigger2 = time = 55
value = 5120

;---------------------------------------------------------------------------
; 拞抜峌寕
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 260
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 260, 1]
type = HitDef
trigger1 = enemy,statetype = A
trigger1 = animelem = 7
attr = S,NA
damage = floor(ceil(ifelse(var(2)=1,19,22)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,2)*fvar(3))
getpower = ceil(3*fvar(4)),ceil(ifelse(var(2)!=2,1,ifelse((var(46)&32),1,0))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Up
guardflag = M
hitflag = MAF
priority = 5,Hit
pausetime = 8,8
sparkno = s7005
sparkxy = 5,-70
hitsound = s215,random%6
guardsound = -1,0
guard.sparkno = -1
guard.hittime = 8
guard.velocity = -2.4
ground.type = High
ground.slidetime = 28
ground.hittime = 28
ground.velocity = -2,-8
air.type = High
air.velocity = ifelse(var(8)=0,-2,2*(facing*enemynear,facing)),-8
air.hittime = 12
guard.kill = 0
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,260)
nochainid = ifelse(p2statetype=A,42221,-1)

[State 260, 1]
type = HitDef
trigger1 = enemy,statetype = S || (enemy,statetype != A && enemy,stateno != [120,199])
trigger1 = animelem = 7
attr = S,NA
damage = floor(ceil(ifelse(var(2)=1,19,22)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,2)*fvar(3))
getpower = ceil(3*fvar(4)),ceil(ifelse(var(2)!=2,1,ifelse((var(46)&32),1,0))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Up
guardflag = H
hitflag = MAF
priority = 5,Hit
pausetime = 8,8
sparkno = s7005
sparkxy = 5,-70
hitsound = s215,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 8
guard.velocity = -2.4
ground.type = High
ground.slidetime = 28
ground.hittime = 28
ground.velocity = -1.25,-12.5
air.type = High
air.velocity = ifelse(var(8)=0,-1.25,1.25*(facing*enemynear,facing)),-12.5
air.hittime = 12
guard.kill = 0
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.67
id = 261

[State 260, 1]
type = HitDef
trigger1 = enemy,statetype = C && enemy,stateno = [120,199]
trigger1 = animelem = 7
attr = S,NA
damage = floor(ceil(ifelse(var(2)=1,19,22)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,2)*fvar(3))
getpower = ceil(3*fvar(4)),ceil(ifelse(var(2)!=2,1,ifelse((var(46)&32),1,0))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Medium
guardflag = N
hitflag = MAF
priority = 5,Hit
pausetime = 8,8
sparkno = s7005
sparkxy = 5,-70
hitsound = s215,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 8
guard.velocity = -2.4
ground.type = High
ground.slidetime = 28
ground.hittime = 28
ground.velocity = -1.25,-12.5
air.type = High
air.velocity = ifelse(var(8)=0,-1.25,1.25*(facing*enemynear,facing)),-12.5
air.hittime = 20
guard.kill = 0
fall = 0
fall.recover = 0
p2facing = 1
yaccel = 0.67
id = 262

;---------------------[岠壥壒]
[State 260, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 5
value = 200,random%4

[State 260, 2];怳傝
type = PlaySnd
trigger1 = animelem = 5
value = 260,0

;---------------------[僄僼僃僋僩]
[State 260, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 260, 3];寱
type = Explod
trigger1 = animelem = 6
anim = 261
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 260, 3]
type = Explod
trigger1 = animelem = 6
anim = 8130
id = 8130
postype = P1
pos = 15,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 260, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 5,enemy,const(size.head.pos.y) + 12
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[曄悢]
[State 260, 4]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 260, 5]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 260, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 拞抜峌寕乮憡庤傛傠偗乯
[Statedef 265]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 265, 1]
type = ChangeState
Trigger1 = time = 0
trigger1 = life = 0 || !alive
value = 2951

[State 265, 2]
type = Width
trigger1 = 1
edge = 0,0

[State 265, 3]
type = ChangeAnim2
Trigger1 = time = 0
value = 265

[State 265, 4]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5975)
value = 5975

[State 265, 5]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger2 = name = "Mukuro" && authorname = "Ahuron"
trigger3 = name = "Ponta" && authorname = "Ahuron"
value = 266
elem = 9

[State 265, 6]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Genbu no Okina" && authorname = "HAL"
trigger2 = name = "Moriya Minakata" && authorname = "HAL"
trigger3 = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger4 = name = "Mukuro" && authorname = "HAL"
trigger5 = name = "Kojiroh Sanada" && authorname = "HAL"
trigger6 = name = "Juzo Kanzaki" && authorname = "HAL"
value = 5976

[State 265, 7]
type = VelSet
trigger1 = time >= 0
x = -1.3

[State 265, 8]
type = VelSet
trigger1 = time >= 58
x = 0

[State 265, 9]
type = SelfState
trigger1 = time >= 50
trigger1 = animtime = 0
trigger2 = time >= 62
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 拞抜峌寕乮憡庤懪偪忋偘乯
[Statedef 268]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 268, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = selfanimexist(5035)
value = 5035

[State 268, 2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5051)
value = 5051

[State 268, 3]
type = ChangeAnim
trigger1 = time = 4
trigger1 = anim != 5051
trigger1 = !selfanimexist(5061)
trigger2 = anim = 5035
trigger2 = animtime = 0
value = 5050

[State 268, 4]
type = ChangeAnim
triggerall = (anim = 5030) || (anim = 5051)
triggerall = selfanimexist(5061)
trigger1 = vel y != 0
trigger1 = vel y > -3.0
value = 5061

[State 268, 7]
type = VelAdd
trigger1 = time = 0
x = -1.25
y = -12.5

[State 268, 8]
type = VelAdd
trigger1 = time > 0
y = .67

[State 268, 9]
type = LifeSet
triggerall = time > 0
triggerall = life < 4
trigger1 = enemy,name = "Mukuro" && enemy,authorname = "HAL"
trigger1 = enemy,stateno = 2006 && enemy,animelemtime(2) >= 0
value = 0

[State 268, 10]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 269

;---------------------------------------------------------------------------
; 拞抜峌寕乮憡庤僟僂儞乯
[Statedef 269]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 269, 1]
type = ChangeAnim
triggerall = anim != 5101
triggerall = anim != 5161
triggerall = anim != 5111
triggerall = time < 6
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
value = 5100

[State 269, 2]
type = ChangeAnim
triggerall = anim = 5100
triggerall = time = 6
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
value = 5170

[State 269, 3]
type = ChangeAnim
triggerall = time = 0
triggerall = !(name = "Shigen_Naoe" && authorname = "ohgaki")
trigger1 = selfanimexist(5101)
trigger1 = selfanimexist(5111)
value = 5101

[State 269, 4]
type = ChangeAnim
trigger1 = anim = 5170
trigger1 = animtime = 0
value = 5110

[State 269, 5]
type = ChangeAnim
trigger1 = selfanimexist(5161)
trigger1 = anim = 5101
trigger1 = animtime = 0
value = 5161

[State 269, 6]
type = ChangeAnim
trigger1 = !selfanimexist(5161)
trigger1 = anim = 5101
trigger1 = animtime = 0
trigger2 = anim = 5161
trigger2 = animtime = 0
trigger3 = anim = 5101 || anim = 5161
trigger3 = animtime > 0
trigger3 = animelemtime(animelemno(0)+1) = 0
trigger3 = animelemtime(animelemno(0)) >= 5
value = 5111

[State 269, 7]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 269, 8]
type = PosSet
trigger1 = 1
y = 0

[State 269, 9]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 269, 10]
type = SelfState
trigger1 = alive
trigger1 = time = [1,10]
trigger1 = selfanimexist(5200)
trigger1 = command = "recovery"
value = 5200

[State 269, 11]
type = SelfState
trigger1 = life = 0 || !alive
trigger1 = anim = 5110 || anim = 5111
value = 5110

[State 269, 12]
type = SelfState
trigger1 = time = 50
value = 5120

;---------------------------------------------------------------------------
; 僟僢僔儏棫偪峌寕
[Statedef 270]
type    = S
movetype= A
physics = N
juggle  = 1
;velset = 0,0
ctrl = 0
anim = 270
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 270, 1]
type = HitDef
trigger1 = animelem = 2
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,26,ifelse(var(2)=1,19,22))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,0,2))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,3)*fvar(4)),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Mid
guardflag = M
hitflag = MAF
priority = 4,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = s7001
sparkxy = -20,-73
hitsound = s207,random%7
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 14
guard.velocity = -6
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 12
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,270)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 270, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 270, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230, 0

;---------------------[僄僼僃僋僩]
[State 270, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 270, 3];寱
type = Explod
trigger1 = animelem = 3
anim = 271
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 270, 3]
type = Explod
trigger1 = animelem = 2
anim = 8130
id = 8130
postype = P1
pos = -25,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 270, 4]
type = VelMul
trigger1 = 1
x = 0.875

[State 270, 4]
type = Width
trigger1 = 1
edge = 10,0

;---------------------[曄悢]
[State 270, 5]
type = VarSet
trigger1 = time = 0
v = 5
value = 0
ignorehitpause = 1

[State 270, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 270, 6]
type = StateTypeSet
trigger1 = animelem = 3
movetype = I

[State 270, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 晲婍峌寕僈乕僪抏偐傟
[Statedef 300]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 300
poweradd = 0
sprpriority = 1

;---------------------[傾僯儊乕僔儑儞]
[State 300, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = prevstateno = 210
value = 301

[State 300, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = prevstateno = 220
value = 302

[State 300, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = prevstateno = 400
value = 310

[State 300, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = prevstateno = 410
value = 311

;---------------------[堏摦]
[State 300, 2]
type = PosAdd
triggerall = time = 0
trigger1 = anim = 300
trigger2 = anim = 310
x = -8

[State 300, 2]
type = PosAdd
triggerall = time = 0
trigger1 = anim = 302
x = -60

;---------------------[僄僼僃僋僩]
[State 300, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[僗僥乕僩曄峏]
[State 300, 4]
type = StateTypeSet
trigger1 = anim = 310
trigger2 = anim = 311
statetype = C

[State 300, 4]
type = CtrlSet
trigger1 = anim = 310
trigger1 = animelem = 8
value = 1

[State 300, 4]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype != C
value = 0
ctrl = 1

[State 300, 4]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = C
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 400
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 400, 1]
type = HitDef
trigger1 = animelem = 7
attr = C,NA
damage = floor(ceil(ifelse(var(2)=0,7,ifelse(var(2)=1,5,6))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),0
getpower = ceil(ifelse(var(2)=0,4,2)*fvar(4)),ceil(ifelse(var(2)=0,2,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3,Hit
pausetime = 4,4
guard.pausetime = ifelse(var(2)=0,0,4),4
sparkno = s7006
sparkxy = 15,-24
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.25
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 12
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
guard.kill = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,400)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 400, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 400, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

;---------------------[僄僼僃僋僩]
[State 400, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 400, 3];寱
type = Explod
trigger1 = animelem = 5
anim = 401
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 400, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 400, 4]
type = PosAdd
trigger1 = time = 0
x = 8

[State 400, 4]
type = PosAdd
trigger1 = animtime = 0
x = -8

;---------------------[曄悢]
[State 400, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 400, 6]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 400, 6]
type = CtrlSet
trigger1 = animelem = 14
value = 1

[State 400, 6]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = moveguarded
value = 300

[State 400, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2A乮楢嶦巃拞乯
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 405
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 401, 1]
type = HitDef
trigger1 = animelem = 7
attr = C,NA
damage = floor(ceil(ifelse(var(2)=0,7,ifelse(var(2)=1,5,6))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),0
getpower = ceil(ifelse(var(2)=0,4,2)*fvar(4)),ceil(ifelse(var(2)=0,2,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3,Hit
pausetime = 4,4
guard.pausetime = ifelse(var(2)=0,0,4),4
sparkno = s7006
sparkxy = 15,-24
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.25
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 12
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
guard.kill = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,400)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 401, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 401, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

;---------------------[僄僼僃僋僩]
[State 401, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 401, 3];寱
type = Explod
trigger1 = animelem = 5
anim = 401
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 401, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 401, 4]
type = PosAdd
trigger1 = time = 0
x = 8

[State 401, 4]
type = PosAdd
trigger1 = animtime = 0
x = -8

;---------------------[曄悢]
[State 401, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 401, 6]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State 401, 6]
type = CtrlSet
trigger1 = animelem = 14
value = 1

[State 401, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2AA
[Statedef 480]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 480
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 480, 1]
type = HitDef
trigger1 = animelem = 4
attr = C,NA
damage = floor(ceil(ifelse(var(2)=0,7,ifelse(var(2)=1,5,6))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),0
getpower = ceil(ifelse(var(2)=0,4,2)*fvar(4)),ceil(ifelse(var(2)=0,2,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3,Hit
pausetime = 4,4
guard.pausetime = ifelse(var(2)=0,0,4),4
sparkno = s7006
sparkxy = 15,-30
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.25
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 12
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
guard.kill = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,400)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 480, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 480, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

;---------------------[僄僼僃僋僩]
[State 480, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 480, 3];寱
type = Explod
trigger1 = animelem = 2
anim = 481
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 480, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 480, 4]
type = PosAdd
trigger1 = time = 0
x = 8

[State 480, 4]
type = PosAdd
trigger1 = animtime = 0
x = -8

;---------------------[曄悢]
[State 480, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 480, 6]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State 480, 6]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = moveguarded
value = 300
ignorehitpause = 1

[State 480, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2B
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 410
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 410, 1]
type = HitDef
trigger1 = animelem = 5
attr = C,NA
damage = floor(ceil(ifelse(var(2)=1,7,8)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,4,2)*fvar(4)),ceil(ifelse(var(2)=0,2,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 4,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = s7002
sparkxy = 20,-13
hitsound = s210,random%4
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.3
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.75
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 12
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,410)
nochainid = ifelse(p2statetype=A,42221,-1)

[State 410, 1]
type = HitDef
trigger1 = animelem = 8
attr = C,NA
damage = floor(ceil(ifelse(var(2)=0,24,ifelse(var(2)=1,19,22))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,0,2))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,3)*fvar(4)),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4,Hit
pausetime = 8,8
guard.pausetime = ifelse(var(2)=0,0,8),8
sparkno = s7003
sparkxy = -8,-68
hitsound = s215,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.3
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.75
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 12
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,411)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 410, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,2+random%4

[State 410, 2];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 201,0

;---------------------[僄僼僃僋僩]
[State 410, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 410, 3];寱
type = Explod
trigger1 = animelem = 8
anim = 411
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 410, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 5, >= 0 && animelem = 6, < 0
anim = 7053
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 7
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 410, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 7, >= 0
anim = 7053
id = 7050
postype = p2
pos = 3,enemy,const(size.mid.pos.y) + 7
scale = const(size.xscale),const(size.yscale)
facing = -1
bindtime = 1
supermove = 0
under = 0
ownpal = 1
sprpriority = 4
persistent = 0
ignorehitpause = 1

[State 410, 3]
type = Explod
trigger1 = animelem = 6
anim = 8130
id = 8130
postype = P1
pos = 70,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[曄悢]
[State 410, 4]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 5, >= 0 && animelem = 6, < 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 410, 4]
type = VarAdd
trigger1 = time > 0 && movehit = 1
trigger1 = animelem = 7, >= 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 410, 5]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 410, 5]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = animelem = 8, >= 0
trigger1 = moveguarded = 1
value = 300
ignorehitpause = 1

[State 410, 5]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2C
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 420
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 420, 1]
type = HitDef
trigger1 = animelem = 3
attr = C,NA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,3)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = L
hitflag = MAF
priority = 4,Hit
pausetime = 8,8
sparkno = s7001
sparkxy = -20,-13
hitsound = s207,random%6
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 12
guard.velocity = -3.2
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 8
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,420)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 420, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 420, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230,0

;---------------------[僄僼僃僋僩]
[State 420, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[曄悢]
[State 420, 4]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 420, 5]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State 420, 5]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 3C
[Statedef 430]
type    = C
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 430
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[峌寕]
[State 430, 1]
type = HitDef
trigger1 = animelem = 3
attr = C,NA
damage = floor(ceil(ifelse(var(2)=0,24,ifelse(var(2)=1,19,22))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,0,2))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,3)*fvar(4)),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Back
guardflag = L
hitflag = MAF
priority = 5,Hit
pausetime = 10,10
sparkno = s7007
sparkxy = -27,-13
hitsound = s207,random%6
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 13
guard.velocity = -4.75
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,-1
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
guard.kill = 0
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,430)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 430, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,2+random%4

[State 430, 2];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 230,0

;---------------------[僄僼僃僋僩]
[State 430, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 430, 3]
type = Explod
trigger1 = animelem = 3
anim = 8130
id = 8130
postype = P1
pos = -10,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 430, 4]
type = VelSet
trigger1 = animelem = 3
x = 15

[State 430, 4]
type = VelMul
trigger1 = 1
x = 0.8

;---------------------[曄悢]
[State 430, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 430, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 3C乮憡庤棊壓乯
[Statedef 435]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 435, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 435

[State 435, 2]
type = ChangeState
trigger1 = time > 10
trigger1 = pos y >= 0
value = 436

;---------------------------------------------------------------------------
; 3C乮憡庤僟僂儞乯
[Statedef 436]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 436, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = !selfanimexist(5100)
trigger1 = !selfanimexist(5110)
trigger1 = !selfanimexist(5170)
value = 436

[State 436, 2]
type = ChangeAnim
triggerall = time < 6
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
value = 5100

[State 436, 3]
type = ChangeAnim
triggerall = anim = 5100
triggerall = time = 6
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
value = 5170

[State 436, 4]
type = ChangeAnim
trigger1 = anim = 436 || anim = 5170
trigger1 = animtime = 0
value = 5110

[State 436, 5]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 436, 6]
type = PosSet
trigger1 = 1
y = 0

[State 436, 7]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 436, 8]
type = SelfState
trigger1 = time = 5
trigger1 = life = 0 || !alive
value = 5110

[State 436, 9]
type = SelfState
trigger1 = time = 30
value = 5120

;---------------------------------------------------------------------------
; 嫢峴丒憻暔巋偟乮捛偄摙偪丒堏摦乯
[Statedef 440]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 440
poweradd = 0
facep2 = 1
sprpriority = 1

;---------------------[僄僼僃僋僩]
[State 440, 1]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[岠壥壒]
[State 440, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 40,0

;---------------------[堏摦]
[State 440, 3]
type = VelSet
trigger1 = animelem = 2
x = p2bodydist x * 0.04
y = -21

[State 440, 3]
type = VelSet
trigger1 = time = 21
x = p2bodydist x * 0.1

[State 440, 3];25僼儗
type = veladd
trigger1 = animelem = 2, >= 0
y = 2.0

[State 440, 3];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 60,0

;---------------------[僗僥乕僩曄峏]
[State 440, 4]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 441

;---------------------------------------------------------------------------
; 嫢峴丒憻暔巋偟乮捛偄摙偪丒峌寕乯
[Statedef 441]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 441
sprpriority = -3

[State 441, 1]
type = SprPriority
trigger1 = 1
value = -3
ignorehitpause = 1

;---------------------[峌寕]
[State 441, 2]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = animelemtime(2) >= 0
trigger1 = p2statetype = L && enemy,pos y = 0
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,21,ifelse(var(2)=1,19,22))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,21,ifelse(var(2)=1,19,22))*fvar(3))
getpower = ceil(ifelse(var(2)=0,2,1)*fvar(4)),ceil(ifelse(var(2)=0,2,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Mid
guardflag = N
hitflag = FLD
priority = 6,Hit
pausetime = 8,8
sparkno = s7003
sparkxy = -22,-25
hitsound = s202,random%3
guardsound = s120,random%2
guard.sparkno = s7020
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.43
id = 440
nochainid = 440

;---------------------[岠壥壒]
[State 441, 3]
type = PlaySnd
trigger1 = time = 0
value = 47,0

[State 441, 3]
type = PlaySnd
trigger1 = time = 0
value = 201,0

[State 441, 3]
type = PlaySnd
trigger1 = time = 0
value = 200,2+random%4

;---------------------[僄僼僃僋僩]
[State 441, 4];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7053
id = 7050
postype = p1
pos = 55,-15
scale = const(size.xscale),const(size.yscale)
facing = 1
bindtime = 1
supermove = 0
under = 0
ownpal = 1
sprpriority = 4
persistent = 0
ignorehitpause = 1

[State 441, 4]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = -2
ignorehitpause = 1

[State 441, 4]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = -2
ignorehitpause = 1

;---------------------[堏摦]
[State 441, 5]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 441, 5]
type = PosSet
trigger1 = time = 0
y = 0

[State 441, 5]
type = VelSet
trigger1 = animelem = 6
x = -4
y = -5

[State 441, 5];14僼儗
type = VelAdd
trigger1 = animelem = 6, >= 0
y = 0.67

;---------------------[曄悢]
[State 441, 6]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 441, 6]
type = VarSet
trigger1 = time = 0
v = 5
value = 0
ignorehitpause = 1

[State 441, 6]
type = VarSet
trigger1 = time = 0
v = 6
value = 0
ignorehitpause = 1

[State 441, 6]
type = VarAdd
triggerall = var(59) = 0
triggerall = var(6) = 0
trigger1 = var(5)%10 < 2
trigger1 = command = "fwd"
v = 5
value = 1
ignorehitpause = 1

[State 441, 6]
type = VarAdd
triggerall = var(59) = 0
triggerall = var(6) = 0
trigger1 = var(5)/10%10 < 2
trigger1 = command = "back"
v = 5
value = 10
ignorehitpause = 1

[State 441, 6]
type = VarAdd
triggerall = var(59) = 0
triggerall = var(6) = 0
trigger1 = var(5)/100%10 < 2
trigger1 = command = "up"
v = 5
value = 100
ignorehitpause = 1

[State 441, 6]
type = VarAdd
triggerall = var(59) = 0
triggerall = var(6) = 0
trigger1 = var(5)/1000%10 < 2
trigger1 = command = "down"
v = 5
value = 1000
ignorehitpause = 1

[State 441, AI];柺搢側偺偱彮偟僘儖
type = VarSet
triggerall = var(59) = [1,10]
triggerall = var(6) = 0
triggerall = var(5) = 0
trigger1 = animelem = 4
trigger1 = random <= var(59) * 100 || var(59) >= 8
v = 5
value = 1111
ignorehitpause = 1

[State 441, 6]
type = VarSet
trigger1 = (var(5)%10)+(var(5)/10%10)+(var(5)/100%10)+(var(5)/1000%10) >= 4
v = 6
value = 12
ignorehitpause = 1

[State 441, 6]
type = VarSet
trigger1 = (var(5)%10)+(var(5)/10%10)+(var(5)/100%10)+(var(5)/1000%10) >= 4
v = 5
value = 0
ignorehitpause = 1

[State 441, 6]
type = VarAdd
trigger1 = var(6) > 0
v = 6
value = -1
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 441, 7]
type = StateTypeSet
trigger1 = animelem = 3
movetype = I

[State 441, 7]
type = StateTypeSet
trigger1 = animelem = 6
statetype = A

[State 441, 7];嫢峴丒憻暔扵傝
type = ChangeState
trigger1 = var(6) > 0
trigger1 = animelem = 5
trigger1 = movehit
value = 443

[State 441, 7]
type = ChangeState
triggerall = time > 0
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 442

;---------------------------------------------------------------------------
; 嫢峴丒憻暔巋偟乮拝抧乯
[Statedef 442]
type    = S
movetype= I
physics = N
anim = 442
ctrl = 0
sprpriority = 1

;---------------------[岠壥壒]
[State 442, 1]
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[僄僼僃僋僩]
[State 442, 2]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = -2
ignorehitpause = 1

[State 442, 2]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = -2
ignorehitpause = 1

;---------------------[堏摦]
[State 442, 3]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 442, 3]
type = PosSet
trigger1 = time = 0
y = 0

[State 442, 3]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------[僗僥乕僩曄峏]
[State 442, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫢峴丒憻暔扵傝
[Statedef 443]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 443
sprpriority = -3

[State 443, 1]
type = SprPriority
trigger1 = 1
value = -3
ignorehitpause = 1

;---------------------[岠壥壒]
[State 443, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 800,1

[State 443, 2]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 10
trigger4 = animelem = 16
trigger5 = animelem = 22
trigger6 = animelem = 28
trigger7 = animelem = 34
value = 202,1+random%5

;---------------------[僄僼僃僋僩]
[State 443, 3]
type = RemoveExplod
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 10
trigger4 = animelem = 16
trigger5 = animelem = 22
trigger6 = animelem = 28
trigger7 = animelem = 34
ID = 7050

[State 443, 3]
type = Explod
trigger1 = animelem = 1
anim = 7012
id = 4000
sprpriority = 4
postype = p1
pos = 62,-10
facing = 1
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 443, 3]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
trigger5 = animelem = 28
trigger6 = animelem = 34
anim = 7010
id = 4000
sprpriority = 4
postype = p1
pos = 62,-10
facing = 1
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 443, 3];寣
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 10
trigger4 = animelem = 16
trigger5 = animelem = 22
trigger6 = animelem = 28
trigger7 = animelem = 34
anim = 7053
id = 7050
sprpriority = 3
postype = p1
facing = 1
pos = 55,-15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 443, 3];夋柺僼儔僢僔儏
type = null;EnvColor
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 7
trigger4 = animelem = 10
trigger5 = animelem = 16
trigger6 = animelem = 22
trigger7 = animelem = 28
trigger8 = animelem = 34
trigger9 = animelem = 40
;persistent = 0
ignorehitpause = 1
time = 1
value = 255,0,0
under = 1

;---------------------[堏摦]
[State 443, 4]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 443, 4]
type = PosSet
trigger1 = time = 0
y = 0

[State 443, 4]
type = VelSet
trigger1 = animelem = 42
x = -8.5
y = -5

[State 443, 4];14僼儗
type = VelAdd
trigger1 = animelem = 42, >= 0
y = 0.67

;---------------------[僟儊乕僕丒僎乕僕]
[State 443, 5]
type = VarAdd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 10
trigger4 = animelem = 16
trigger5 = animelem = 22
trigger6 = animelem = 28
trigger7 = animelem = 34
v = 4
value = 1
ignorehitpause = 1

[State 443, 5]
type = HitAdd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 10
trigger4 = animelem = 16
trigger5 = animelem = 22
trigger6 = animelem = 28
trigger7 = animelem = 34
value = 1
ignorehitpause = 1

[State 443, 5]
type = PowerAdd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
trigger5 = animelem = 28
trigger6 = animelem = 34
value = ceil(ifelse(var(2)=0,2,1)*fvar(4))

[State 443, 5]
type = TargetLifeAdd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
trigger5 = animelem = 28
value = -ceil(ceil(ifelse(var(2)=0,4,2.01)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)
kill = 0

[State 443, 5]
type = TargetLifeAdd
trigger1 = animelem = 34
value = -ceil(ceil(ifelse(var(2)=0,4,2.01)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)
kill = 1

;---------------------[憡庤惂屼]
[State 443, 6]
type = TargetBind
trigger1 = time = 0
pos = 60,0;80,0

[State 443, 6]
type = TargetState
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 10
trigger4 = animelem = 16
trigger5 = animelem = 22
trigger6 = animelem = 28
trigger7 = animelem = 34
value = 446

;---------------------[曄悢]
[State 443, 7]
type = VarSet
trigger1 = time = 0
v = 5
value = 0
ignorehitpause = 1

[State 443, 7]
type = VarSet
trigger1 = time = 0
v = 6
value = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 443, 8]
type = StateTypeSet
trigger1 = animelem = 41
movetype = I

[State 443, 8]
type = StateTypeSet
trigger1 = animelem = 42
statetype = A

[State 443, 8]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 442

;---------------------------------------------------------------------------
; 嫢峴丒憻暔巋偟乮憡庤偔傜偄乯
[Statedef 445]
type    = L
movetype= H
physics = N
velset = 0,0

[State 445, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 445, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 445, 3]
type = ChangeAnim
trigger1 = animtime = 0
value = 5110+(anim%10)

[State 445, 4]
type = SelfState
trigger1 = time = 10
trigger1 = life = 0 || !alive
value = 5150

[State 445, 5]
type = SelfState
trigger1 = time >= 50
value = 5120

;---------------------------------------------------------------------------
; 嫢峴丒憻暔扵傝乮憡庤偔傜偄乯
[Statedef 446]
type    = L
movetype= H
physics = N
;velset = 0,0
sprpriority = -1

[State 446, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 446, 1]
type = Width
trigger1 = 1
edge = 0,0

[State 446, 2]
type = PosFreeze
trigger1 = 1
value = 1

[State 446, 3]
type = VelSet
trigger1 = time = 0
y = 0

[State 446, 4]
type = PosSet
trigger1 = time = 0
y = 0

[State 446, 5]
type = ChangeAnim
trigger1 = time = 0
value = 5080+(anim%10)

[State 446, 6]
type = ChangeAnim
trigger1 = anim = [5080,5081]
trigger1 = animtime = 0
value = 5110+(anim%10)

[State 446, 7]
type = SelfState
trigger1 = time = 10
trigger1 = life = 0 || !alive
value = 5150

[State 446, 8]
type = SelfState
trigger1 = time >= 50
value = 5120

;---------------------------------------------------------------------------
; 僟僢僔儏偟傖偑傒峌寕
[Statedef 450]
type    = C
movetype= A
physics = N
juggle  = 1
;velset = 7.5,0
ctrl = 0
anim = 450
poweradd = 0
sprpriority = 1

;---------------------[峌寕]
[State 450, 1]
type = HitDef
trigger1 = animelem = 3
attr = C,NA
damage = floor(ceil(ifelse(var(2)=0,26,ifelse(var(2)=1,19,22))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,0,2))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,3)*fvar(4)),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Back
guardflag = L
hitflag = MAF
priority = 4,Hit
pausetime = 14,14
sparkno = s7007
sparkxy = -27,-13
hitsound = s207,random%6
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 13
guard.velocity = -6.5
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0,-1
air.type = Low
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -9
airguard.cornerpush.veloff = -9
guard.kill = 0
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,450)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 450, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 450, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230,0

;---------------------[僄僼僃僋僩]
[State 450, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 450, 3]
type = Explod
trigger1 = animelem = 3
anim = 8130
id = 8130
postype = P1
pos = -5,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 450, 4]
type = VelSet
trigger1 = time = 0
x = 7.5

[State 450, 4]
type = VelMul
trigger1 = 1
x = 0.875

;---------------------[曄悢]
[State 450, 5]
type = VarSet
trigger1 = time = 0
v = 5
value = 0
ignorehitpause = 1

[State 450, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 450, 6]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State 450, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; JA
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 1

;---------------------[峌寕]
[State 600, 1]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,3)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3,Hit
pausetime = 4,4
sparkno = s7012
sparkxy = -20,-38
hitsound = s202,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
air.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.45*vel y)
airguard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.45*vel y)
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,600)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 600, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%4

[State 600, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

;---------------------[僄僼僃僋僩]
[State 600, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 600, 3];寱
type = Explod
trigger1 = animelem = 2
anim = 601
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 600, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = -5,enemy,const(size.head.pos.y) + 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[state 600, 4]
type = PosAdd
trigger1 = animelem = 7
y = -4

;---------------------[曄悢]
[State 600, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; JB
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 1

;---------------------[峌寕]
[State 610, 1]
type = HitDef
trigger1 = animelem = 5
attr = A,NA
damage = floor(ceil(ifelse(var(2)=0,24,ifelse(var(2)=1,13,15))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,0,1))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,3)*fvar(4)),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 5,Hit
pausetime = 12,12
sparkno = s7012
sparkxy = -15,-15
hitsound = s220,random%3
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 12
guard.velocity = -3.3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4.1
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
air.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.45*vel y)
airguard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.45*vel y)
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,610)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 610, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,2+random%4

[State 610, 2];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 201,0

;---------------------[僄僼僃僋僩]
[State 610, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 610, 3];寱
type = Explod
trigger1 = animelem = 4
anim = 611
id = 4000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 610, 3];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = -5,enemy,const(size.head.pos.y) + 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 610, 4]
type = PosAdd
trigger1 = animelem = 6
y = -8

;---------------------[曄悢]
[State 610, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; JC
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 620
sprpriority = 2

;---------------------[峌寕]
[State 620, 1]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = floor(ceil(ifelse(var(2)=1,11,13)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=1,0,1)*fvar(3))
getpower = ceil(ifelse(var(2)=0,6,3)*fvar(4)),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,1,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Mid
guardflag = HA
hitflag = MAF
priority = 4,Hit
pausetime = 10,10
sparkno = s7007
sparkxy = -10,-50
hitsound = s207,random%6
guardsound = s121,random%2
guard.sparkno = s7021
guard.hittime = 12
guard.velocity = -3.3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.75*vel y)
air.cornerpush.veloff = ifelse(vel y <= 0,0,-0.75*vel y)
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
airguard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
guard.kill = 0
air.fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,620)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[岠壥壒]
[State 620, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 620, 2];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 810,0

;---------------------[僄僼僃僋僩]
[State 620, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[曄悢]
[State 620, 4]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; 嬻拞暅婣
[Statedef 700]
type    = A
movetype= I
physics = N
velset = -0.5,-8
ctrl = 0
anim = 700

[State 700, 1]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 1

;---------------------[僄僼僃僋僩]
[State 700, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 700, 2]
type = Explod
trigger1 = time = 0
anim = 7040
id = 7040
sprpriority = 3
postype = p1
pos = 0,-80
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 700, 2]
type = PalFX
trigger1 = time = 0
time = 12
add = 200,200,200;98,68,178
mul = 110,109,209
color = 0

[State 700, 2] ;Turn if not facing opponent
type = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

;---------------------[岠壥壒]
[State 700, 3];儃僀僗
type = PlaySnd
trigger1 = time = 0
value = 200, random%4

;---------------------[堏摦]
[State 700, 4]
type = Gravity
trigger1 = 1

[State 700, 4]
type = CtrlSet
trigger1 = time = 2
value = 1

;---------------------[僗僥乕僩曄峏]
[State 700, 5] ;Land on ground
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
; 僟僂儞夞旔
[Statedef 710]
type    = A
movetype= I
physics = N
velset = -4,-3.6
ctrl = 0
anim = 710
sprpriority = 1

[State 710, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------[僄僼僃僋僩]
[State 710, 2]
type = PalFX
trigger1 = 1
time = 1
add = 200,200,200;98,68,178
mul = 110,109,209
color = 1

[State 710, 2]
type = Explod
trigger1 = time = 0
anim = 7040
id = 7040
sprpriority = 3
postype = p1
pos = 0,-40
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

;---------------------[堏摦]
[State 710, 3]
type = VelAdd
trigger1 = 1
y = 0.47

;---------------------[僗僥乕僩曄峏]
[State 710, 4]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 711

;---------------------------------------------------------------------------
; 僟僂儞夞旔丒拝抧
[Statedef 711]
type    = C
physics = N
velset = 0,0
ctrl = 0
anim = 711

[State 711, 1]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 1

;---------------------[堏摦]
[State 711, 2]
type = PosSet
trigger1 = time = 0
y = 0

;---------------------[岠壥壒]
[State 711, 3];儃僀僗
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[僗僥乕僩曄峏]
[State 711, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 堏摦婲偒忋偑傝
[Statedef 720]
type    = L
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 720, 1]
type = NotHitBy
trigger1 = var(3) = 1
value = SCA
time = 2

[State 720, 1]
type = NotHitBy
trigger1 = var(3) = 0
value = SCA
time = 4

[State 720, 1]
type = PosSet
trigger1 = time = 0
y = 0

;---------------------[傾僯儊乕僔儑儞]
[State 720, 2]
type = ChangeAnim
triggerall = var(59) = 0
trigger1 = anim = 5120
trigger1 = time = 0
trigger1 = command = "holdfwd"
value = 720

[State 720, AI]
type = ChangeAnim
value = 720
triggerall = var(59) = [1,10]
triggerall = anim = 5120
triggerall = time = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = backedgebodydist < 60
trigger1 = p2bodydist x - (enemynear(var(50)),vel x * 5) != [70,170]
trigger2 = p2bodydist x - (enemynear(var(50)),vel x * 5) != [90,200]

[State 720, 2]
type = ChangeAnim
triggerall = var(59) = 0
trigger1 = anim = 5121 || anim = 5122
trigger1 = time = 0
trigger1 = command = "holdfwd"
value = 722

[State 720, AI]
type = ChangeAnim
value = 722
triggerall = var(59) = [1,10]
triggerall = anim = 5121 || anim = 5122
triggerall = time = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
trigger1 = p2bodydist x - (enemynear(var(50)),vel x * 5) != [70,170]
trigger2 = p2bodydist x - (enemynear(var(50)),vel x * 5) != [90,200]

[State 720, 2]
type = ChangeAnim
triggerall = var(59) = 0
trigger1 = anim = 5120
trigger1 = time = 0
trigger1 = command = "holdback"
value = 721

[State 720, AI]
type = ChangeAnim
value = 721
triggerall = var(59) = [1,10]
triggerall = anim = 5120
triggerall = time = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
trigger1 = backedgebodydist > 60 || enemynear(var(50)),backedgebodydist < 60

[State 720, 2]
type = ChangeAnim
triggerall = var(59) = 0
trigger1 = anim = 5121 || anim = 5122
trigger1 = time = 0
trigger1 = command = "holdback"
value = 723

[State 720, AI]
type = ChangeAnim
value = 723
triggerall = var(59) = [1,10]
triggerall = anim = 5121 || anim = 5122
triggerall = time = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
trigger1 = backedgebodydist > 60 || enemynear(var(50)),backedgebodydist < 60

;---------------------[堏摦]
[State 720, 3]
type = VelSet
trigger1 = animelem = 3
trigger1 = anim = 720 || anim = 722
x = 6
y = -5

[State 720, 3]
type = VelSet
trigger1 = animelem = 3
trigger1 = anim = 721 || anim = 723
x = -6
y = -5

[State 720, 3]
type = VelAdd
trigger1 = animelem = 3, >= 0
y = 0.5

;---------------------[僗僥乕僩曄峏]
[State 720, 4]
type = ChangeState
trigger1 = animtime = 0
value = 725

;---------------------------------------------------------------------------
; 堏摦婲偒忋偑傝乮拝抧乯
[Statedef 725]
type    = L
physics = N
ctrl = 0
anim = 725
velset = 0,0

[State 725, 1]
type = NotHitBy
trigger1 = var(3) = 1
value = SCA
time = 2

[State 725, 1]
type = NotHitBy
trigger1 = var(3) = 0
value = SCA
time = 4

[State 725, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 725, 1]
type = Turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 725, 1]
type = CtrlSet
trigger1 = time = 0
value = 1

;---------------------[岠壥壒]
[State 725, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 47,0

;---------------------[僄僼僃僋僩]
[State 725, 3]
type = Explod
trigger1 = animelem = 2
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 725, 3]
type = Explod
trigger1 = animelem = 2
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 725, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 搳偘
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 嫢峴丒撆傪嬺傜傢偽
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

;---------------------[岠壥壒]
[State 800, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 800,0

[State 800, 1];峌寕儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 810,0

;---------------------[堏摦]
[State 800, 2]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 16

[State 800, 2]
type = PosAdd
trigger1 = animelem = 8
trigger2 = animtime = 0
x = -16

;---------------------[峌寕]
[State 800, 3]
type = HitDef
trigger1 = time = 0
trigger1 = var(17) = 0
trigger1 = p2bodydist x = [-39,9]
attr = S,NT
hitflag = M-
priority = 1,hit
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1
p1stateno = 810
p2stateno = 815       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
;hitsound = S800,0
numhits = 0
guard.dist = 0
fall = 1
fall.recover = 0
fall.recovertime = 9999
id = 800
nochainid = 0,99999

[State 800, 3]
type = HitDef
trigger1 = time = 0
trigger1 = var(17) != 0
trigger1 = p2stateno != [120,159]
trigger1 = p2bodydist x = [-39,9]
attr = S,NT
hitflag = M
priority = 1,hit
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1
p1stateno = 810
p2stateno = 815       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
;hitsound = S800,0
numhits = 0
guard.dist = 0
fall = 1
fall.recover = 0
fall.recovertime = 9999
id = 800
nochainid = 1,99999

;---------------------[僗僥乕僩僠僃儞僕]
[State 800, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫢峴丒撆傪怘傜傢偽乮惉岟侾乯
[Statedef 810]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 810
sprpriority = 5

;---------------------[岠壥壒]
[State 810, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 800,1

[State 810, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 810,1

[State 810, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = 202,1+random%5
channel = 20

[State 810, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = 215,0+random%6
channel = 30

;---------------------[憡庤惂屼]
[State 810, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 20,0

[State 810, 2];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 40,0

[State 810, 2]
type = PowerAdd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = ceil(ifelse(var(2)=0,2,1)*fvar(4))

[State 810, 2]
type = TargetLifeAdd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = -floor(floor(2.01*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)
kill = 1

;---------------------[僄僼僃僋僩]
[State 810, 3];寣
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 7
anim = 7050
id = 7050
sprpriority = 6
postype = p1
pos = 32,-82
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 810, 4]
type = ChangeState
trigger1 = time = 84
value = 811

;---------------------------------------------------------------------------
; 嫢峴丒撆傪怘傜傢偽乮惉岟俀乯
[Statedef 811]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 811
sprpriority = 5

;---------------------[岠壥壒]
[State 811, 1]
type = PlaySnd
trigger1 = time = 13
value = 800,2

[State 811, 1]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 13
trigger4 = time = 21
value = 202,1+random%5
channel = 20

[State 811, 1]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 13
trigger4 = time = 21
value = 215,0+random%6
channel = 30

;---------------------[憡庤惂屼]
[State 811, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 20,0

[State 811, 2]
type = TargetState
trigger1 = animelem = 1
value = 816

[State 811, 2];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 40,0

;---------------------[僟儊乕僕丒僎乕僕]
[State 811, 3]
type = PowerAdd
triggerall = enemy,alive
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 13
trigger4 = time = 21
value = ceil(ifelse(var(2)=0,2,1)*fvar(4))

[State 811, 3]
type = TargetLifeAdd
triggerall = var(2) != [1,2]
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 13
value = -ceil(ceil(8*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 811, 3]
type = TargetLifeAdd
triggerall = var(2) != [1,2]
trigger1 = time = 21
value = -ceil(ceil(10*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 811, 3]
type = TargetLifeAdd
triggerall = var(2) = 1
trigger1 = time = 0
trigger2 = time = 5
value = -ceil(ceil(7*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 811, 3]
type = TargetLifeAdd
triggerall = var(2) = 1
trigger1 = time = 13
value = -ceil(ceil(5*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 811, 3]
type = TargetLifeAdd
triggerall = var(2) = 1
trigger1 = time = 21
value = -ceil(ceil(9*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 811, 3]
type = TargetLifeAdd
triggerall = var(2) = 2
trigger1 = time = 0
trigger2 = time = 5
value = -ceil(ceil(8*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 811, 3]
type = TargetLifeAdd
triggerall = var(2) = 2
trigger1 = time = 13
value = -ceil(ceil(6*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 811, 3]
type = TargetLifeAdd
triggerall = var(2) = 2
trigger1 = time = 21
value = -ceil(ceil(11*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

;---------------------[僄僼僃僋僩]
[State 811, 4];寣
type = Explod
trigger1 = animelemtime(2) = 0
anim = 7050
id = 7050
sprpriority = 6
postype = p1
pos = 32,-98
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 811, 4];寣
type = Explod
trigger1 = animelemtime(2) = 8
anim = 7050
id = 7050
sprpriority = 6
postype = p1
pos = 16,-104
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 811, 4];寣
type = Explod
trigger1 = animelemtime(2) = 16
anim = 7050
id = 7050
sprpriority = 6
postype = p1
pos = 0,-116
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

;---------------------[堏摦]
[State 811, 5]
type = VelSet
trigger1 = animelem = 4
x = -6.5
y = -5

[State 811, 5]
type = VelAdd
trigger1 = animelem = 4, >= 0
y = 0.55

;---------------------[僗僥乕僩曄峏]
[State 811, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 812

;---------------------------------------------------------------------------
; 嫢峴丒撆傪怘傜傢偽乮拝抧乯
[Statedef 812]
type    = S
physics = N
ctrl = 0
anim = 812
velset = 0,0

[State 812, 1]
type = PosSet
trigger1 = time = 0
y = 0

;---------------------[岠壥壒]
[State 812, 2];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 47,0

;---------------------[僄僼僃僋僩]
[State 812, 3]
type = Explod
trigger1 = animelem = 2
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 812, 3]
type = Explod
trigger1 = animelem = 2
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 812, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫢峴丒撆傪怘傜傢偽乮憡庤搳偘傜傟侾乯
[Statedef 815]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 815, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 815, 2]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing

[State 815, 3]
type = ChangeAnim2
Trigger1 = time = 0
value = 815

[State 815, 4];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 0,0

[State 815, 5]
type = ChangeState
trigger1 = time > 90
value = 816

;---------------------------------------------------------------------------
; 嫢峴丒撆傪怘傜傢偽乮憡庤搳偘傜傟俀乯
[Statedef 816]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 816, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 816, 2]
type = ChangeAnim2
Trigger1 = time = 0
value = 816

[State 816, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5400

;---------------------------------------------------------------------------
; 嫢峴丒撆傪怘傜傢偽乮憡庤曵傟僟僂儞侾乯
[Statedef 5400]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 5400, 1]
type = NotHitBy
trigger1 = animtime < 0
value = SCA
time = 1

[State 5400, 2]
type = ChangeAnim2
Trigger1 = time = 0
value = 5401

[State 5400, 3]
type = ChangeAnim
trigger1 = selfanimexist(5950)
trigger1 = time = 0
value = 5950

[State 5400, 4]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Hyo Amano" && authorname = "abuhachi"
trigger2 = name = "Kouryu" && authorname = "abuhachi"
trigger3 = name = "Musashi Akatsuki" && authorname = "abuhachi"
trigger4 = name = "Lee Rekka" && authorname = "abuhachi"
value = 5600

[State 5400, 5]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger2 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger3 = name = "Mukuro" && authorname = "HAL"
trigger4 = name = "Mukuro" && authorname = "Ahuron"
trigger5 = name = "Ponta" && authorname = "Ahuron"
value = 5400

[State 5400, 6]
type = PosAdd
triggerall = anim = 5400
triggerall = animelem = 1
trigger1 = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger2 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
x = 8

[State 5400, 7]
type = PosAdd
triggerall = anim = 5400
triggerall = name = "Shinnosuke Kagami" && (authorname = "Ahuron" || authorname = "HAL")
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animtime = 0
x = 16

[State 5400, 8]
type = PosAdd
triggerall = anim = 5400
triggerall = name = "Mukuro" && (authorname = "Ahuron" || authorname = "HAL")
trigger1 = animelem = 4
trigger2 = animelem = 6
x = 4

[State 5400, 9]
type = PosAdd
triggerall = anim = 5400
triggerall = name = "Mukuro" && (authorname = "Ahuron" || authorname = "HAL")
trigger1 = animelem = 7
trigger2 = animtime = 0
x = 16

[State 5400, 10]
type = PosAdd
triggerall = anim = 5400
triggerall = name = "Ponta" && authorname = "Ahuron"
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
trigger4 = animelem = 9
x = 8

[State 5400, 11]
type = PosAdd
triggerall = anim = 5950
triggerall = name = "Genbu no Okina" && authorname = "HAL"
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 10

[State 5400, 12]
type = PosAdd
triggerall = anim = 5950
triggerall = name = "Moriya Minakata" && authorname = "HAL"
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 8
x = 6

[State 5400, 13]
type = PosAdd
triggerall = anim = 5950
triggerall = name = "Moriya Minakata" && authorname = "HAL"
trigger1 = animelem = 7
x = 12

[State 5400, 14]
type = PosAdd
triggerall = anim = 5950
triggerall = name = "Inaba Tewi" && authorname = "HAL"
trigger1 = animelem = 2
trigger2 = animelem = 5
x = 10

[State 5400, 15]
type = PosAdd
triggerall = anim = 5600
triggerall = name = "Hyo Amano" && authorname = "abuhachi"
trigger1 = animelem = 7
trigger2 = animelem = 8
x = 16

[State 5400, 16]
type = PosAdd
triggerall = anim = 5600
triggerall = name = "Lee Rekka" && authorname = "abuhachi"
trigger1 = animelem = 7
trigger2 = animelem = 8
x = 12

[State 5400, 17]
type = PosAdd
triggerall = anim = 5600
triggerall = name = "Lee Rekka" && authorname = "abuhachi"
trigger1 = animelem = 9
x = 22

[State 5400, 15];僇儊儔屌掕
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 5400, 16]
type = ChangeState
trigger1 = animtime = 0
trigger2 = animtime > 0
trigger2 = animelemtime(animelemno(0)+1) = 0
trigger2 = animelemtime(animelemno(0)) >= 5
value = 5401

;---------------------------------------------------------------------------
; 嫢峴丒撆傪怘傜傢偽乮憡庤曵傟僟僂儞俀乯
[Statedef 5401]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 5401, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5111)
value = 5111

[State 5401, 2]
type = ChangeAnim
Triggerall = time = 0
trigger1 = !selfanimexist(5111)
trigger2 = authorname = "嘓"
value = 5110

[State 5401, 3]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "HAL"
trigger2 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger3 = name = "Mukuro" && authorname = "HAL"
trigger4 = name = "Mukuro" && authorname = "Ahuron"
trigger5 = name = "Ponta" && authorname = "Ahuron"
value = 5111

[State 5401, 4];僇儊儔屌掕
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 5401, 5]
type = SelfState
trigger1 = time = 10
trigger1 = life = 0 || !alive
value = 5150

[State 5401, 6]
type = SelfState
trigger1 = time >= 25
value = 5120

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 抏偒
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 抏偒乮棫偪乯
[Statedef 900]
type    = S
movetype= A
physics = N
velset  = 0,0
ctrl = 0
anim = 900
poweradd = 0
sprpriority = 1

[State 900, 1]
type = AttackDist
trigger1 = 1
value = 0

;---------------------[僄僼僃僋僩]
[State 900, 2]
type = PalFX
trigger1 = time = 0
add = 60,60,60
time = 6
ignorehitpause = 1

[State 900, 2]
type = AfterImage
trigger1 = time = 0
time = 32
palcolor = 32
palcontrast = 128,96,256
paladd = 3,3,3
palmul = 1,1,1
length = 7
framegap = 2
trans = add1

;---------------------[摉恎敾掕]
[State 900, 3];棫偪丄嬻拞偺墱媊丒捠忢丒摿庩媄
type = ReversalDef
trigger1 = time = [0,5]
attr = S, NT
reversal.attr = SA, NA, SA, HA
numhits = 0
sparkno = -1
hitsound = -1,0
p1facing = 1
p1stateno = 905
p2stateno = 930

[State 900, 3];棫偪丄嬻拞偺捠忢丒摿庩媄
type = ReversalDef
trigger1 = time = [6,9]
attr = S, NT
reversal.attr = SA, NA
numhits = 0
sparkno = -1
hitsound = -1,0
p1facing = 1
p1stateno = 905
p2stateno = 930

[State 900, 3];棫偪偺捠忢丒摿庩媄
type = ReversalDef
trigger1 = time = [10,19]
attr = S, NT
reversal.attr = S, NA
numhits = 0
sparkno = -1
hitsound = -1,0
p1facing = 1
p1stateno = 905
p2stateno = 930

;---------------------[僗僥乕僩曄峏]
[State 900, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 抏偒乮棫偪丒惉岟乯
[Statedef 905]
type    = S
movetype= A
physics = N
velset  = 0,0
ctrl = 0
anim = 905
poweradd = 0
sprpriority = 2

[State 905, 1]
type = PalFX
trigger1 = time = 0
add = 0,0,0
time = 0
ignorehitpause = 1

[State 905, 1]
type = AfterImageTime
trigger1 = time = 0
time = 0

;---------------------[岠壥壒]
[State 905, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S200,2+(random%4)

[State 905, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S201,0

[State 905, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S120,0+(random%2)

;---------------------[僄僼僃僋僩]
[State 905, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 905, 3]
type = Explod
trigger1 = animelem = 1
anim = 8130
id = 8130
postype = p1
pos = 80,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 905, 3]
type = BGPalFX
trigger1 = time = 4
trigger2 = time = 8
add = -256,-256,256
time = 1
ignorehitpause = 1

[State 905, 3]
type = BGPalFX
trigger1 = time = 6
trigger2 = time = 10
add = 256,256,256
time = 1
ignorehitpause = 1

[State 905, 3]
type = Explod
trigger1 = time = 5
postype = p1
pos = 45,-100
ownpal = 1
bindtime = 1
sprpriority = 1
anim = 7008
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 905, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 抏偒乮偟傖偑傒乯
[Statedef 910]
type    = C
movetype= A
physics = N
velset  = 0,0
ctrl = 0
anim = 910
poweradd = 0
sprpriority = 1

[State 910, 1]
type = AttackDist
trigger1 = 1
value = 0

;---------------------[僄僼僃僋僩]
[State 910, 2]
type = PalFX
trigger1 = time = 0
add = 60,60,60
time = 4
ignorehitpause = 1

[State 910, 2]
type = AfterImage
trigger1 = time = 0
time = 32
palcolor = 32
palcontrast = 128,96,256
paladd = 3,3,3
palmul = 1,1,1
length = 7
framegap = 2
trans = add1

;---------------------[摉恎敾掕]
[State 910, 3];嬻拞埲奜偺墱媊丒捠忢丒摿庩媄
type = ReversalDef
trigger1 = time = [0,3]
attr = S, NT
reversal.attr = SC, NA, SA, HA
numhits = 0
sparkno = -1
hitsound = -1,0
p1facing = 1
p1stateno = 915
p2stateno = 930

[State 910, 3];嬻拞埲奜偺捠忢丒摿庩媄
type = ReversalDef
trigger1 = time = [4,11]
attr = S, NT
reversal.attr = SC, NA
numhits = 0
sparkno = -1
hitsound = -1,0
p1facing = 1
p1stateno = 915
p2stateno = 930

;---------------------[僗僥乕僩曄峏]
[State 910, 4]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 抏偒乮偟傖偑傒丒惉岟乯
[Statedef 915]
type    = C
movetype= A
physics = N
velset  = 0,0
ctrl = 0
anim = 915
poweradd = 0
sprpriority = 2

[State 915, 1]
type = PalFX
trigger1 = time = 0
add = 0,0,0
time = 0
ignorehitpause = 1

[State 915, 1]
type = AfterImageTime
trigger1 = time = 0
time = 0

;---------------------[岠壥壒]
[State 915, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S200,2+(random%4)

[State 915, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S201,0

[State 915, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S120,0+(random%2)

;---------------------[僄僼僃僋僩]
[State 915, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 915, 3]
type = Explod
trigger1 = animelem = 1
anim = 8130
id = 8130
postype = p1
pos = 80,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 915, 3]
type = BGPalFX
trigger1 = time = 4
trigger2 = time = 8
add = -256,-256,256
time = 1
ignorehitpause = 1

[State 915, 3]
type = BGPalFX
trigger1 = time = 6
trigger2 = time = 10
add = 256,256,256
time = 1
ignorehitpause = 1

[State 915, 3]
type = Explod
trigger1 = time = 5
postype = P1
pos = 45,-100
ownpal = 1
bindtime = 1
sprpriority = 1
anim = 7008
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 915, 4]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 抏偒乮嬻拞乯
[Statedef 920]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 920
poweradd = 0
sprpriority = 1

[State 920, 1]
type = Gravity
trigger1 = 1

[State 920, 1]
type = AttackDist
trigger1 = 1
value = 0

;---------------------[僄僼僃僋僩]
[State 920, 2]
type = PalFX
trigger1 = time = 0
add = 60,60,60
time = 4
ignorehitpause = 1

[State 920, 2]
type = AfterImage
trigger1 = time = 0
time = 32
palcolor = 32
palcontrast = 128,96,256
paladd = 3,3,3
palmul = 1,1,1
length = 7
framegap = 2
trans = add1

;---------------------[摉恎敾掕]
[State 920, 3];墱媊丒捠忢丒摿庩媄
type = ReversalDef
trigger1 = time = [0,3]
attr = S, NT
reversal.attr = SCA, NA, SA, HA
numhits = 0
sparkno = -1
hitsound = -1,0
p1facing = 1
p1stateno = 925
p2stateno = 930

[State 920, 3];捠忢丒摿庩媄
type = ReversalDef
trigger1 = time = [4,7]
attr = S, NT
reversal.attr = SCA, NA
numhits = 0
sparkno = -1
hitsound = -1,0
p1facing = 1
p1stateno = 925
p2stateno = 930

;---------------------[僗僥乕僩曄峏]
[State 920, 4]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 921

;---------------------------------------------------------------------------
; 抏偒乮嬻拞丒拝抧傛傠偗乯
[Statedef 921]
type    = S
movetype= I
physics = N
velset  = 0,0
ctrl = 0
anim = 921
poweradd = 0
sprpriority = 1

[State 921, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 921, 1]
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[巆憸]
[State 921, 2]
type = AfterImageTime
trigger1 = time = 0
time = 0

;---------------------[僄僼僃僋僩]
[State 921, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 921, 3]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 921, 3]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 921, 4]
type = CtrlSet
trigger1 = time = 10
value = 1

[State 921, 4]
type = ChangeState
trigger1 = animtime = 0
trigger2 = p2dist x < 0 && ctrl
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 抏偒乮嬻拞丒惉岟乯
[Statedef 925]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 925
poweradd = 0
sprpriority = 2

[State 925, 1]
type = PalFX
trigger1 = time = 0
add = 0,0,0
time = 0
ignorehitpause = 1

[State 925, 1]
type = AfterImageTime
trigger1 = time = 0
time = 0

;---------------------[堏摦]
[State 925, 2]
type = VelSet
trigger1 = animelemtime(6) < 1
x = 0
y = 0

[State 925, 2]
type = VelSet
trigger1 = animelemtime(6) = 0
x = 1
y = -5

[State 925, 2]
type = Gravity
trigger1 = animelemtime(6) >= 0

;---------------------[岠壥壒]
[State 925, 3]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S200,2+(random%4)

[State 925, 3]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S201,0

[State 925, 3]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S120,0+(random%2)

;---------------------[僄僼僃僋僩]
[State 925, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 925, 4]
type = BGPalFX
trigger1 = time = 4
trigger2 = time = 8
add = -256,-256,256
time = 1
ignorehitpause = 1

[State 925, 4]
type = BGPalFX
trigger1 = time = 6
trigger2 = time = 10
add = 256,256,256
time = 1
ignorehitpause = 1

[State 925, 4]
type = Explod
trigger1 = time = 5
postype = p1
pos = 50,-90
ownpal = 1
bindtime = 1
sprpriority = 3
anim = 7008
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 925, 5]
type = CtrlSet
trigger1 = time = 18
value = 1

[State 925, 5]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; 抏偐傟傞憡庤侾
[Statedef 930]
type     = U
movetype = H
physics  = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 930, 1]
type = ChangeAnim
trigger1 = time < 6
value = anim
elem = animelemno(0)

[State 930, 2]
type = ChangeState
trigger1 = time >= 6
value = 931

;---------------------------------------------------------------------------
; 抏偐傟傞憡庤俀
[Statedef 931]
type     = U
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 931, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 931, 1]
type = AttackDist
trigger1 = 1
value = 0

;---------------------[岠壥壒]
[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "HAL"
value = 5005,0

[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "ohgaki"
value = 5910,0

[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Lee Rekka" && authorname = "abuhachi"
value = 0,14

[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Hyo Amano" && authorname = "abuhachi"
value = 0,16

[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Musashi Akatsuki" && authorname = "abuhachi"
value = 5000,4

[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Kouryu" && authorname = "abuhachi"
value = 0,22

[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Setsuna" && authorname = "HSR"
value = 10,10

[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Hibiki Takane" && authorname = "HSR"
value = 10,37

[State 931, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "NewAkari" && authorname = "Roque & Nanashi"
value = 800,1

;---------------------[傾僯儊乕僔儑儞]
[State 931, 3]
type = ChangeAnim2
trigger1 = statetype = S
trigger1 = time = 0
value = 930

[State 931, 3]
type = ChangeAnim2
trigger1 = statetype = C
trigger1 = time = 0
value = 931

[State 931, 3]
type = ChangeAnim2
trigger1 = statetype = A
trigger1 = time = 0
value = 932

[State 931, 3]
type = ChangeAnim
triggerall = statetype = S
triggerall = time = 0
trigger1 = name = "Mukuro" && authorname = "HAL"
trigger2 = name = "Shinnosuke Kagami" && authorname = "HAL"
value = 935

[State 931, 3]
type = ChangeAnim
triggerall = statetype = C
triggerall = time = 0
trigger1 = name = "Mukuro" && authorname = "HAL"
trigger2 = name = "Shinnosuke Kagami" && authorname = "HAL"
value = 936

[State 931, 3]
type = ChangeAnim
triggerall = var(1) = 0
triggerall = statetype = S
triggerall = time = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger2 = name = "Mukuro" && authorname = "Ahuron"
trigger3 = name = "Ponta" && authorname = "Ahuron"
value = 902

[State 931, 3]
type = ChangeAnim
triggerall = var(1) = 0
triggerall = statetype = C
triggerall = time = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger2 = name = "Mukuro" && authorname = "Ahuron"
trigger3 = name = "Ponta" && authorname = "Ahuron"
value = 912

[State 931, 3]
type = ChangeAnim
triggerall = var(1) = 1
triggerall = time = 0
triggerall = statetype != A
trigger1 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
value = 3905

[State 931, 3]
type = StateTypeSet
trigger1 = anim = 930
statetype = S

[State 931, 3]
type = StateTypeSet
trigger1 = anim = 931
statetype = C

[State 931, 3]
type = StateTypeSet
trigger1 = anim = 932
statetype = A

[State 931, 3]
type = ChangeAnim
trigger1 = anim = 932
trigger1 = animtime = 0
value = 5040

[State 931, 3]
type = VelSet
trigger1 = anim = 932
trigger1 = animelem = 2
x = -1
y = -6

[State 931, 3]
type = VelAdd
trigger1 = anim = 932
trigger1 = animelemtime(2) > 0
trigger2 = anim = 5040
y = 0.35

;---------------------[僗僥乕僩曄峏]
[State 931, 4]
type = NotHitBy
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger1 = p2dist x >= 0 || (facing * enemynear,facing = 1)
value = SCA, AA, AT, AP
time = 1

[State 931, 4]
type = SelfState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52

[State 931, 4]
type = SelfState
trigger1 = statetype != A
trigger1 = animtime = 0
;trigger1 = anim = 930
;trigger2 = anim = 931
;trigger3 = anim = 935
;trigger4 = anim = 936
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 抏偒捛壛峌寕
[Statedef 940]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 11,0
ctrl = 0
anim = 940
poweradd = 0
sprpriority = 1

[State 940, 1]
type = NotHitBy
trigger1 = animtime < 0
value = SCA
time = 1

;---------------------[峌寕]
[State 940, 2]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = floor(ceil(ifelse(var(2)=0,28,ifelse(var(2)=1,23,27))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,28,ifelse(var(2)=1,23,27))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,4)*fvar(4)),ceil(ifelse(var(2)=0,8,ifelse(var(2)=1,4,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Mid
guardflag = 
hitflag = MAF
priority = 7,Hit
pausetime = 14,14
sparkno = s7009
sparkxy = -10,-80
hitsound = s210,random%4
guardsound = s120,random%2
guard.sparkno = s7020
ground.type = High
ground.slidetime = 28
ground.hittime = 28
ground.velocity = -6.5,-6
air.type = High
air.velocity = ifelse(var(8)=0,-6.5,6.5*(facing*enemynear,facing)),-6
air.hittime = 20
fall = 1
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.67
id = 940

;---------------------[岠壥壒]
[State 940, 3];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,random%4

[State 940, 3];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

;---------------------[僄僼僃僋僩]
[State 940, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 940, 4];寱
type = Explod
trigger1 = animelem = 3
anim = 941
id = 4000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
ignorehitpause = 0

[State 940, 4];寣
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7050
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

[State 940, 4]
type = Explod
trigger1 = animelem = 3
anim = 8130
id = 8130
postype = p1
pos = 65,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[堏摦]
[State 940, 5]
type = VelMul
trigger1 = 1
x = 0.825

;---------------------[曄悢]
[State 940, 6]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 940, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僈乕僪僉儍儞僙儖抏偒
[Statedef 945]
type    = S
movetype= A
physics = N
juggle  = 1
velset  = 0,0
ctrl = 0
anim = 945
poweradd = 0
sprpriority = 2

[State 945, 1]
type = PowerAdd
trigger1 = time = 0
value = -1000

[State 945, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------[岠壥壒]
[State 945, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S200,2+(random%4)

;---------------------[峌寕]
[State 945, 3]
type = HitDef
trigger1 = animelem = 2
attr = S,ST
animtype = Hard
guardflag = 
hitflag = MAFD
damage = 0,0
getpower = 0,0
givepower = 0,0
priority = 7,Hit
pausetime = 0,0
sparkno = s7008
sparkxy = -25,-80
hitsound = -1
p2facing = 1
p2stateno = 946
kill = 0

;---------------------[僄僼僃僋僩]
[State 945, 4]
type = BGPalFX
trigger1 = movehit = 1
trigger2 = movehit = 5
add = -256,-256,256
time = 1

[State 945, 4]
type = BGPalFX
trigger1 = movehit = 3
trigger2 = movehit = 7
add = 256,256,256
time = 1

;---------------------[曄悢]
[State 945, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[僗僥乕僩曄峏]
[State 945, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僈乕僪僉儍儞僙儖抏偒丒憡庤
[Statedef 946]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 946, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 946, 1]
type = AttackDist
trigger1 = 1
value = 0

;---------------------[岠壥壒]
[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "HAL"
value = 5005,0

[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "ohgaki"
value = 5910,0

[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Lee Rekka" && authorname = "abuhachi"
value = 0,14

[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Hyo Amano" && authorname = "abuhachi"
value = 0,16

[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Musashi Akatsuki" && authorname = "abuhachi"
value = 5000,4

[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Kouryu" && authorname = "abuhachi"
value = 0,22

[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Setsuna" && authorname = "HSR"
value = 10,10

[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "Hibiki Takane" && authorname = "HSR"
value = 10,37

[State 946, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = name = "NewAkari" && authorname = "Roque & Nanashi"
value = 800,1

;---------------------[傾僯儊乕僔儑儞]
[State 946, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 933

[State 946, 3]
type = ChangeAnim
trigger1 = anim = 933
trigger1 = animtime = 0
value = 5040

[State 946, 3]
type = VelSet
trigger1 = anim = 933
trigger1 = animelem = 2
x = -1.25
y = -6

[State 946, 3]
type = VelAdd
trigger1 = anim = 933
trigger1 = animelemtime(2) > 0
trigger2 = anim = 5040
y = 0.45

;---------------------[僗僥乕僩曄峏]
[State 946, 4]
type = NotHitBy
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger1 = p2dist x >= 0 || (facing * enemynear,facing = 1)
value = SCA, AA, AT, AP
time = 1

[State 946, 4]
type = SelfState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52
