;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂俽倛倝値倠倝丂俠倧倣倣倧値丂俥倝倢倕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;丂曄悢堦棗
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;Var(0)  = 嬻拞僟僢僔儏
;Var(1)  = 崅懍僕儍儞僾
;Var(2)  = 帪娫曗惓
;Var(3)  = 僇僂儞僞乕僸僢僩
;Var(4)  = 斈梡
;Var(5)  = 斈梡
;Var(6)  = 斈梡
;Var(7)  = 壒梡
;Var(8)  = 壒梡
;Var(9)  = 
;Var(10) = 楈寕
;Var(11) = 僈乕僪斀寕
;Var(12) = 僗儁儖憹暆
;Var(13) = 懱椡夞暅
;Var(14) = 楈椡夞暅
;Var(15) = SP1
;Var(16) = SP2
;Var(17) = SP3
;Var(18) = SP4
;Var(19) = SP5
;Var(20) = SP6
;Var(21) = SP7
;Var(22) = SP8
;Var(23) = SP9
;Var(24) = 杺濇乽僄乕儗儞償僃儖僋乿
;Var(25) = 敱晞乽僐儞償傿僋僩乿
;Var(26) = 濇庫乽償僃儕僞僥傿僗乿
;Var(27) = 揤濇乽僀儞儔乕僕儊儞僩丒儊僋僗乿
;Var(28) = 杺奅乽僀儞僒僯傾丒傾僎儖乿
;Var(29) = 恄椡乽傾儞僼傿儔僔僆儞乿
;Var(30) = 恄埿乽儊僈丒僌儔償傿僩儞僂僃僀償乿
;Var(31) = 乽僄儞僪丒僽儗僀僇乕乿
;Var(32) = 
;Var(33) = 
;Var(34) = 僇乕僪儔儞僟儉
;Var(35) = 僇乕僪1
;Var(36) = 僇乕僪2
;Var(37) = 僇乕僪3
;Var(38) = 僇乕僪4
;Var(39) = 僇乕僪5
;Var(40) = 僇乕僪帺摦僜乕僩丂惂屼
;Var(41) = 僇乕僪庤摦僜乕僩梡
;Var(42) = 
;Var(45) = 
;Var(46) = 
;Var(47) = 
;Var(48) = 
;Var(49) = 楈椡嶍傝桳柍
;Var(50) = 枴曽敾暿
;Var(51) = 僗乕僷乕傾乕儅乕
;Var(52) = 
;Var(53) = 俠俹倀僗儁儖僇乕僪梡丂巊梡娫妘
;Var(54) = 俙俬僗僩乕儕儌乕僪宍幃僼儔僌
;Var(55) = 僗僩乕儕儌乕僪儗儀儖
;Var(56) = 俙俬儗儀儖
;Var(57) = 俙俬僈乕僪儗儀儖
;Var(58) = 俠俹倀僗儁儖僇乕僪梡庬椶
;Var(59) = 俙俬僼儔僌

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;FVar(0)  = 楈椡僈乕僪梡 X Velocity
;FVar(1)  = 楈椡僈乕僪梡 Y Velocity
;FVar(2)  = 乽懱椡夞暅乿梡
;FVar(3)  = 
;FVar(4)  = 斈梡
;FVar(5)  = 斈梡
;FVar(6)  = 
;FVar(7)  = 
;FVar(8)  = 
;FVar(9)  = 
;FVar(10) = 僗僉儖僇乕僪1
;FVar(11) = 僗僉儖僇乕僪2
;FVar(12) = 僗僉儖僇乕僪3
;FVar(13) = 僗僉儖僇乕僪4
;FVar(14) = 攕杒僼儔僌
;FVar(15) = 俙俬梡
;FVar(16) = 俙俬梡
;FVar(17) = 俙俬梡
;FVar(18) = 俙俬俧倳倎倰倓
;FVar(19) = 俙俬俧倳倎倰倓
;FVar(20) = 俙俬俧倳倎倰倓
;FVar(21) = 俙俬俧倳倎倰倓
;FVar(22) = 俙俬俧倳倎倰倓
;FVar(23) = 俙俬
;FVar(24) = Chain Arts_Chain Spell 敾掕
;FVar(25) = 10000:Rift Attack 80%1000:Smash Attack 80%100:Chain Spell 85%10:Chain Arts 85%1:Border Resist 80%
;FVar(26) = 摿庩曗惓抣
;FVar(27) = ComboLimit抣
;FVar(28) = 俙俬愱梡僨僢僉僼儔僌
;FVar(29) = 僇乕僪僎乕僕憹壛曗惓
;FVar(30) = 楈椡僎乕僕X嵗昗
;FVar(31) = 楈椡僎乕僕Y嵗昗
;FVar(32) = 僇乕僪X嵗昗
;FVar(33) = 僇乕僪Y嵗昗
;FVar(34) = 
;FVar(35) = 楈椡夞暅惂尷
;FVar(36) = 楈椡惵
;FVar(37) = 楈椡愒
;FVar(38) = 僇乕僪僎乕僕
;FVar(39) = 峌寕椡曗惓梡

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;丂棫偪
[Statedef 0]
Type    = S
Physics = S
SprPriority = 0

[State 0, 曄悢]
Type = VarSet
Trigger1 = (var(59) = 1)*(var(5) = 5900)
var(5) = 0

[State 0, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim != 0 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
Value = 0

[State 0, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim != 10000 && var(4) = 3061
Value = 10000

[State 0, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 0, 堏摦懍搙]
Type = VelSet
Trigger1 = Abs(Vel X) < 2
Trigger2 = Time = 4
X = 0

[State 0, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = var(4) = 3061
Value = 0
MoveCamera = 0,0

[State 0, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = var(4) = 3061
Flag = NoBG
Flag2 = NoFG

;**************************************************
[State 0, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = !Alive
Value = 5050
Ctrl = 0

[State 0, 僗僥乕僩曄峏]
Type = ChangeState
Value = 3490+var(58)*10
TriggerAll = (var(59))*(Alive)*(RoundState = 2)
TriggerAll = var(58) = [1,4]
Trigger1 = !var(53)
Trigger1 = (Ctrl)

;**************************************************
[State 0, 僿儖僷乕傪徚偡]
Type = DestroySelf
Trigger1 = IsHelper

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Stand to Crouch
[Statedef 10]
Type    = C
Physics = C
Anim    = 10

[State 10, 1]
Type = VelMul
Trigger1 = Time = 0
X = .75

[State 10, 2]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Crouching
[Statedef 11]
Type    = C
Physics = C
Anim    = 11
SprPriority = 0

[State 11, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 6)*(AnimTime = 0)
Value = 11

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Crouch to Stand
[Statedef 12]
Type    = S
Physics = S
Anim    = 12

[State 12, 1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 嬻拞媄丂拝抧
[Statedef 13]
Type    = C
Physics = C
Anim    = 13
Ctrl    = 0

[State 13, 1]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 13, 2]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 13, 4]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Walk
[Statedef 20]
Type    = S
Physics = S
SprPriority = 0

[State 20, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = var(59)
Value = 0
Ctrl = 1

[State 20, 1]
Type = VelSet
Trigger1 = (Command = "holdfwd")+(Command = "holdback")
X = IfElse(Command="holdfwd",Const(Velocity.Walk.Fwd.X),Const(Velocity.Walk.Back.X))

[State 20, 3]
Type = ChangeAnim
TriggerAll = Vel X > 0
Trigger1 = Anim != 20 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
Value = 20

[State 20, 4]
Type = ChangeAnim
TriggerAll = Vel X < 0
Trigger1 = Anim != 21 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
Value = 21

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; AI WalkFwd
[Statedef 21]
Type    = S
Physics = S
SprPriority = 0

[State 20, 1]
Type = VelSet
Trigger1 = 1
X =Const(Velocity.Walk.Fwd.X)

[State 20, 2]
Type = ChangeAnim
Trigger1 = Anim != 20 && Anim != 5
Trigger2 = Anim = 5 && AnimTime = 0
Value = 20

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Jump Start
[Statedef 40]
Type    = S
Physics = S
Anim    = (!var(59))*40
Ctrl    = 0
SprPriority = 1

[State 40, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = var(59)
Value = 0
Ctrl = 1

[State 40, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(1))*(Time = 2)
Value = Anim
Elem = 2

[State 40, 1]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 40, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)*(Command != "holdz")
var(1) = IfElse(Command="崅懍僕儍儞僾",1,0)

[State 40, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)*(Command = "holdz")
Trigger2 = (PrevStateNo = 100)+(PrevStateNo = [200,1999])+(var(4) = 711)
var(1) = 1

[State 40, 曄悢]
Type = VarSet
TriggerAll = (var(4) != 711)
Trigger1 = Command = "holdfwd"
Trigger2 = Command = "holdback"
sysvar(1) = IfElse(Command="holdfwd",1,-1)

[State 40, 2]
Type = VarSet
TriggerAll = (var(4) = 711)
Trigger1 = Time = 0
sysvar(1) = IfElse(var(5)=2,-1,0)

[State 40, 4]
Type = VelSet
Trigger1 = AnimTime = 0
Trigger2 = (var(1))*(Time = 5)
X = IfElse(sysvar(1)=0, Const(Velocity.Jump.Neu.X), IfElse(sysvar(1)=1, Const(Velocity.Jump.Fwd.X)+var(1)*2.4, Const(Velocity.Jump.Back.X)-var(1)*2.4))
Y = const(Velocity.Jump.Y)-IfElse(sysvar(1)=0,var(1)*4,var(1)*1.4)

[State 40, 柍揋]
Type = NotHitBy
Trigger1 = (Time = 0)*(var(4) != 711)
Value = ,AT
Time = 8

[State 40, 曄悢]
Type = VarRangeSet
Trigger1 = Time = 0
Value = 0
First = 4
Last = 5

[State 40, 僄僼僃僋僩]
Type = Helper
Trigger1 = (var(1))*(Time = 5)
StateNo = 6101
ID = 6101
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = .2

[State 40, 壒]
Type = PlaySnd
Trigger1 = (var(1))*(Time = 5)
Value = s0,2

[State 40, 6]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger2 = (var(1))*(Time = 5)
Value = 50
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; AI Jump Start
[Statedef 41]
Type    = S
Physics = S
Anim    = 40
Ctrl    = 0
SprPriority = 1

[State 41, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(1))*(Time = 2)
Value = Anim
Elem = 2

[State 41, 1]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 41, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(1) = 0

[State 41, 曄悢]
Type = VarSet
Trigger1 = (PrevStateNo = 100)+(PrevStateNo = [200,1999])+(var(4) = 711)
var(1) = 1

[State 41, 曄悢]
Type = VarSet
TriggerAll = (var(4) != 711)
Trigger1 = Time = 0
sysvar(1) = 1

[State 41, 2]
Type = VarSet
TriggerAll = (var(4) = 711)
Trigger1 = Time = 0
sysvar(1) = IfElse(var(5)=2,-1,0)

[State 41, 4]
Type = VelSet
Trigger1 = AnimTime = 0
Trigger2 = (var(1))*(Time = 5)
X = IfElse(sysvar(1)=0, Const(Velocity.Jump.Neu.X), IfElse(sysvar(1)=1, Const(Velocity.Jump.Fwd.X)+var(1)*2.4, Const(Velocity.Jump.Back.X)-var(1)*2.4))
Y = const(Velocity.Jump.Y)-IfElse(sysvar(1)=0,var(1)*4,var(1)*1.4)

[State 41, 柍揋]
Type = NotHitBy
Trigger1 = (Time = 0)*(var(4) != 711)
Value = ,AT
Time = 8

[State 41, 曄悢]
Type = VarRangeSet
Trigger1 = Time = 0
Value = 0
First = 4
Last = 5

[State 41, 僄僼僃僋僩]
Type = Helper
Trigger1 = (var(1))*(Time = 5)
StateNo = 6101
ID = 6101
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = .2

[State 41, 壒]
Type = PlaySnd
Trigger1 = (var(1))*(Time = 5)
Value = s0,2

[State 41, 6]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger2 = (var(1))*(Time = 5)
Value = 50
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; AirJump Start
[Statedef 45]
Type    = A
Physics = N
Ctrl    = 0
VelSet = 0,0

[State 45, 1]
Type = ChangeAnim
Trigger1 = SelfAnimExist(44)
Value = 44

[State 45, 2]
Type = ChangeAnim
Trigger1 = !SelfAnimExist(44)
Value = 41

[State 45, 3]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
Type = VarSet
Trigger1 = ((Command = "holdfwd") || (Command = "holdback"))
sysvar(1) = IfElse(Command="holdfwd",1,-1)

[State 45, 6]
Type = VelSet
Trigger1 = Time = 0
X = IfElse(sysvar(1)=0, Const(Velocity.AirJump.Neu.X),IfElse(sysvar(1)=1, Const(Velocity.AirJump.Fwd.X), Const(Velocity.AirJump.Back.X)))
Y = Const(Velocity.AirJump.Y)

[State 45, 7]
Type = ChangeState
Trigger1 = Time = 2
Value = 50
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Jump Up
[Statedef 50]
Type    = A
Physics = A

[State 50, 1]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
Type = ChangeAnim
Trigger1 = Time = 0
Value = IfElse((Vel X)=0,41,IfElse((Vel X)>0,42,43))

[State 50, 3]
Type = ChangeAnim
Trigger1 = Vel Y > -2
Trigger1 = SelfAnimExist(Anim + 3)
Value = Anim + 3
Persistent = 0

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Jump Down
[Statedef 51]
Type    = A
Physics = A

[State 51, 1]
Type = Null
Trigger1 = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Jump Land
[Statedef 52]
Type    = S
Physics = S
Ctrl    = 0
Anim    = 47
Facep2  = 1

[State 52, 1]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 52, 2]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 52, 壒]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,1

[State 52, 3]
Type = CtrlSet
Trigger1 = Time = 3
Value = 1

[State 52, 4]
Type = ChangeState
Trigger1 = AnimTime = 0 || var(58) = [1,3]
Value = 0
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 慜曽僟僢僔儏
[Statedef 100]
Type    = S
Physics = N
Anim    = 100
Ctrl    = 0
VelSet  = 0,0
SprPriority = 1

[State 100, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 8
X = Const(Velocity.Run.Fwd.X)-(var(5)=711)*2.3

[State 100, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || (Time = 8)
var(5) = IfElse(Time=0,(var(4)=711)*711,0)

[State 100, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(4) = 711)
var(4) = 0

[State 100, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State 100, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time > 7
Anim = 6072
ID = 6072
Pos = 20,-80+Random%60
PosType = P1
Scale = 1,1
Vel = -4.2
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 5

[State 100, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 8
StateNo = 6100
ID = 6100
Name = "Effect"
Pos = 0,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 100, 壒]
Type = PlaySnd
Trigger1 = Time = 8
Value = s0,0

[State 100, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Command = "holdup"
Trigger1 = Time > 7
Value = 40

[State 100, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command != "holdfwd"
Trigger1 = Time > 12
Trigger2 = var(59) = 1
Trigger2 = P2BodyDist X < 80
Trigger2 = Time > 12
Trigger3 = Time > 54
Value = 101

[State 100, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Trigger2 = var(59) = 1
Trigger2 = P2MoveType = A
Trigger2 = InGuardDist
Value = 120

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 慜曽僟僢僔儏掆巭
[Statedef 101]
Type    = S
Physics = N
Anim    = 101
Ctrl    = 0
SprPriority = 1

[State 101, 懍搙忔嶼]
Type = VelMul
Trigger1 = 1
X = .90

[State 101, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State 101, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 101, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Value = 120

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 僶僢僋僟僢僔儏
[Statedef 105]
Type    = S
Physics = S
Anim    = 105
Ctrl    = 0
SprPriority = 1

[State 105, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 6
X = Const(Velocity.Run.Back.X)
Y = Const(Velocity.Run.Back.Y)

[State 105, 堏摦懍搙]
Type = VelAdd
Trigger1 = Time > 6
Y = .2

[State 105, 曄悢]
Type = VarSet
Trigger1 = (Time = 0)
var(4) = 0

[State 105, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = Time = 6
StateType = A
Physics = N

[State 105, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time > 5
Anim = 6072
ID = 6072
Pos = 20,-80+Random%60
PosType = P1
Scale = 1,1
Vel = 4.2
Facing = -1
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 5

[State 105, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 6
StateNo = 6100
ID = 6101
Name = "Effect"
Pos = 0,-40
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 105, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 105, 壒]
Type = PlaySnd
Trigger1 = Time = 6
Value = s0,0

[State 105, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Time > 5
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 106

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 僶僢僋僟僢僔儏拝抧
[Statedef 106]
Type    = S
Physics = S
Anim    = 106
Ctrl    = 0

[State 106, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 106, 幉埵抲]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 106, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 106, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Value = 120

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 慜曽嬻拞僟僢僔儏
[Statedef 110]
Type    = A
Physics = N
Anim    = 110
Ctrl    = 0
VelSet  = 0,0

[State 110, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 8
X = 5.8
Y = -3.3

[State 110, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 0
var(0) = 1

[State 110, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(4) = 711)
var(4) = 0

[State 110, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(6) = 10

[State 110, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time > 0) && (var(6) > 0)
var(6) = -1

[State 110, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = [8,20]
Anim = 6072
ID = 6072
Pos = 20,-80+Random%60
PosType = P1
Scale = 1,1
Vel = -4.2
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 5

[State 110, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 8
StateNo = 6100
ID = 6100
Name = "Effect"
Pos = 0,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 110, 壒]
Type = PlaySnd
Trigger1 = Time = 8
Value = s0,0

[State 110, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Time = 8+(var(5)=711)*10
Value = 1

[State 110, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = Time = 8
Physics = A

[State 110, 怳傝曉傞]
Type = Turn
Trigger1 = Time = 26
Trigger1 = P2Dist X < 0

[State 110, 傾僯儊]
Type = ChangeAnim
Trigger1 =  Time = 23
Value = 111

[State 110, 傾僯儊]
Type = ChangeAnim
Trigger1 = 0;(Anim = 111) && (AnimElem = 2,=0)
Value = 111
Elem = 6

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;旘隳
[Statedef 111]
Type    = A
Physics = N
Anim    = IfElse(Command="holdfwd",112,IfElse(Command="holdback",113,114))
Ctrl    = 0
VelSet  = 0,0

[State 111, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 0
var(0) = 1

[State 111, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(6) = 0

[State 111, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time = 0)
Trigger2 = (Time > 15)
Trigger2 = (Command != "holdz")||(var(4))
Trigger3 = (fvar(36) < 1)
var(4) = IfElse(Time=0,-var(4),1)

[State 111, 曄悢憹尭]
Type = VarAdd
Trigger1 = ((!var(4)) && (Time > 6))
fvar(36) = -20
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 111, 曄悢]
Type = VarSet
Trigger1 = (Command = "holdfwd") || (Command = "holdback")
fvar(4) = (Command="holdup")*IfElse(Command="holdfwd",45,IfElse(fvar(5)>=0,135,-225))+(Command="holddown")*IfElse(Command="holdfwd",-45,IfElse(fvar(5)<=0,-135,225))

[State 111, 曄悢]
Type = VarSet
Trigger1 = ((Command != "holdfwd") && (Command != "holdback")) && ((Command = "holdup") || (Command = "holddown"))
fvar(4) = (Command="holdup")*IfElse((fvar(5)!=[-90,90]),-270,90)-(Command="holddown")*IfElse((fvar(5)!=[-90,90]),-270,90)

[State 111, 曄悢]
Type = VarSet
Trigger1 = (Command = "holdback") && ((Command != "holdup") && (Command != "holddown"))
fvar(4) = IfElse(fvar(5)>0,180,-180)

[State 111, 曄悢]
Type = VarSet
Trigger1 = Time = 0
fvar(5) = fvar(4)

[State 111, 曄悢]
Type = VarSet
TriggerAll = Time > 5
Trigger1 = (fvar(5) = 180) && (Command = "holddown")
Trigger2 = (fvar(5) = -180) && (Command = "holdup")
fvar(5) = IfElse(fvar(5)>=180,-180,180)

[State 111, 曄悢]
Type = VarAdd
Trigger1 = Time > 5
fvar(5) = IfElse(fvar(4)>fvar(5),IfElse(fvar(4)-fvar(5)<2,fvar(4)-fvar(5),2),IfElse(fvar(4)-fvar(5)>-2,fvar(4)-fvar(5),-2))

[State 111, 曄悢]
Type = VarAdd
Trigger1 = fvar(5) > 180 || fvar(5) < -180
fvar(5) = IfElse(fvar(5)>=180,-360,360)

;**************************************************
[State 111, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time > 5) && (var(4) = 0)
X = 5.8*Cos(fvar(5)*(Pi/180.))
Y = -5.8*Sin(fvar(5)*(Pi/180.))

;**************************************************
[State 111, 壒]
Type = PlaySnd
Trigger1 = Time = 6
Value = s0,0

[State 111, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = var(4)
Physics = A

[State 111, 怳傝曉傞]
Type = Turn
Trigger1 = var(4) = 1
Trigger1 = P2Dist X < 0

[State 111, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = var(4)
Value = 1

;**************************************************
[State 111, 傾僯儊]
Type = ChangeAnim
TriggerAll = Time > 5
Trigger1 = (Anim = 112) && ((fvar(5) > 90)||(fvar(5) < -90))
Trigger1 = var(4) = 0
Value = 111

[State 111, 傾僯儊]
Type = ChangeAnim
TriggerAll = Time > 5
TriggerAll = ((fvar(5) > 90) || (fvar(5) < -90))
TriggerAll = var(4) = 0
Trigger1 = ((Anim = 111) || (Anim = 116)) && (AnimElem = 2,>=0)
Trigger2 = (Anim = 114)
Value = 113
Elem = 2

;**************************************************
[State 111, 傾僯儊]
Type = ChangeAnim
TriggerAll = Time > 5
Trigger1 = (Anim = 113) && (fvar(5) = [-89,89])
Trigger1 = var(4) = 0
Value = 116

[State 111, 傾僯儊]
Type = ChangeAnim
TriggerAll = Time > 5
TriggerAll = (fvar(5) = [-89,89])
TriggerAll = var(4) = 0
Trigger1 = ((Anim = 111) || (Anim = 116)) && (AnimElem = 2,>=0)
Trigger2 = (Anim = 114)
Value = 112
Elem = 2

;**************************************************
[State 111, 傾僯儊]
Type = ChangeAnim
TriggerAll = Time > 5
Trigger1 = (Anim = [112,113]) && ((fvar(5) = 90) || (fvar(5) = -90))
Trigger1 = var(4) = 0
Value = (Anim=112)*111+(Anim=113)*116

[State 111, 傾僯儊]
Type = ChangeAnim
TriggerAll = Time > 5
Trigger1 = ((Anim = 111) || (Anim = 116)) && (AnimElem = 2,>=0)
Trigger1 = ((fvar(5) = 90) || (fvar(5) = -90))
Trigger1 = var(4) = 0
Value = 114
Elem = 2

;**************************************************
[State 111, 傾僯儊]
Type = ChangeAnim
TriggerAll = Time > 5
Trigger1 = (Anim = [112,113])
Trigger1 = var(4)
Value = (Anim=112)*111+(Anim=113)*116

[State 111, 傾僯儊]
Type = ChangeAnim
TriggerAll = Time > 5
Trigger1 = (Anim = 111) && (AnimElem = 2,=0)
Trigger1 = var(4)
Value = 111
Elem = 2

;**************************************************
[State 111, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52
Ctrl = 0

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 屻曽嬻拞僟僢僔儏
[Statedef 115]
Type    = A
Physics = N
Anim    = 115
Ctrl    = 0
VelSet  = 0,0

[State 115, 曄悢憹尭]
Type = VarAdd
Trigger1 = Time = 0
var(0) = 1

[State 115, 曄悢]
Type = VarSet
Trigger1 = Time = 0
var(6) = 10

[State 115, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time > 0) && (var(6) > 0)
var(6) = -1

[State 115, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 7
X = -5.7-(var(5)=711)*.8
Y = -3.1

[State 115, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) || (Time = 19)
var(5) = IfElse(Time=0,(var(4)=711)*711,0)

[State 115, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(4) = 711)
var(4) = 0

[State 115, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = [7,20-(var(5)=711)*10]
Anim = 6072
ID = 6072
Pos = 20,-80+Random%60
PosType = P1
Scale = 1,1
Vel = -4.2
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 5

[State 115, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 7
StateNo = 6100
ID = 6101
Name = "Effect"
Pos = 0,-40
PosType = P1
Vel = 4.2
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 115, 壒]
Type = PlaySnd
Trigger1 = Time = 7
Value = s0,0

[State 115, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Time = 7+(var(5)=711)*10
Value = 1

[State 115, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = Time = 7
Physics = A

[State 115, 傾僯儊]
Type = ChangeAnim
Trigger1 =  Time = 28-(var(5)=711)*10
Value = 116

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; RUN_DOWN
[Statedef 115]
Type    = A
Physics = N

[State 115, 8]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; GUARD (start)
[Statedef 120]
Type = U    ;Leave State Type unchanged
Physics = U ;Leave Physics unchanged
SprPriority = 0

[State 120, 1]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 120 + (StateType = C) + (StateType = A)*2+IfElse(var(49)=1,IfElse(var(50)=101,5,0),0)

[State 120, 2]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = S
Physics = S

[State 120, 3]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = C
Physics = C

[State 120, 4]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = A
Physics = A

[State 120, Hi to Lo]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = S && command = "holddown"
Trigger2 = var(59)
Trigger2 = StateType = S && fvar(16) = 1
StateType = C
Physics = C

[State 120, Lo to Hi]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = C && command != "holddown"
Trigger2 = var(59)
Trigger2 = StateType = C && fvar(16) = 0
StateType = S
Physics = S

[State 120, 5]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 130 + (StateType = C) + (StateType = A)*2

[State 120, Stop Guarding]
Type = ChangeState
Trigger1 = Command != "holdback"
Trigger2 = !InGuardDist
Value = 140

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; STAND GUARD (guarding)
[Statedef 130]
Type    = S
Physics = S
SprPriority = 0

[State 130, 1]
Type = ChangeAnim
Trigger1 = Anim != 130+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)
Value = 130+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)

[State 130, Hi to Lo]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command = "holddown"
Value = 131

[State 130, Stop Guarding]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command != "holdback"
Trigger2 = !InGuardDist
Value = 140

[State 130, Stop Guarding]
Type = ChangeState
Trigger1 = var(59) = 1
Trigger1 = !InGuardDist
Trigger1 = (P2StateType = A)*(Abs(P2Dist x)<70)*(P2MoveType = A)
Value = 140

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; CROUCH GUARD (guarding)
[Statedef 131]
Type    = C
Physics = C
SprPriority = 0

[State 131, 1]
Type = ChangeAnim
Trigger1 = Anim != 131+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)
Value = 131+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)

[State 131, Lo to Hi]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command != "holddown"
Value = 130

[State 131, Stop Guarding]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command != "holdback"
Trigger2 = !InGuardDist
Value = 140

[State 131, Stop Guarding]
Type = ChangeState
Trigger1 = var(59) = 1
Trigger1 = !InGuardDist
Trigger1 = (P2StateType = A)*(Abs(P2Dist x)<70)*(P2MoveType = A)
Value = 140

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; AIR GUARD (guarding)
[Statedef 132]
Type    = A
Physics = N
SprPriority = 0

[State 132, 1]
Type = ChangeAnim
Trigger1 = Anim != 132+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)
Value = 132+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)

[State 132, 2]
Type = VelAdd
Trigger1 = 1
Y = Const(MoveMent.YAccel)

[State 132, 3]
Type = VarSet
Trigger1 = 1
sysvar(0) = (Pos Y >= 0) && (Vel Y > 0)

[State 132, 4]
Type = VelSet
Trigger1 = sysvar(0)
Y = 0

[State 132, 5]
Type = PosSet
Trigger1 = sysvar(0)
Y = 0

[State 132, 6]
Type = ChangeState
Trigger1 = sysvar(0)
Trigger1 = Command = "holdback" || var(59) = 1
Trigger1 = InGuardDist
Value = 130

[State 132, 7]
Type = ChangeState
Trigger1 = sysvar(0)
Value = 52

[State 132, Stop Guarding]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command != "holdback"
Trigger2 = !InGuardDist
Value = 140

[State 132, Stop Guarding]
Type = ChangeState
Trigger1 = var(59) = 1
Trigger1 = !InGuardDist
Trigger1 = (P2StateType = A)*(Abs(P2Dist x)<70)*(P2MoveType = A)
Value = 140

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; GUARD (end)
[Statedef 140]
Type = U    ;Leave State Type unchanged
Physics = U ;Leave Physics unchanged
Ctrl = 1
SprPriority = 0

[State 140, 1]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 140 + (StateType = C) + (StateType = A)*2+IfElse(var(49)=1,IfElse(var(50)=101,5,0),0)

[State 140, 2]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = S
Physics = S

[State 140, 3]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = C
Physics = C

[State 140, 4]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = A
Physics = A

[State 140, Hi to Lo]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = S && command = "holddown"
Trigger2 = var(59)
Trigger2 = StateType = S && fvar(16) = 1
StateType = C
Physics = C

[State 140, Lo to Hi]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = C && command != "holddown"
Trigger2 = var(59)
Trigger2 = StateType = C && fvar(16) = 0
StateType = S
Physics = S

[State 140, 傾僯儊]
Type = ChangeAnim
Trigger1 = (Anim = 142+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)) && (AnimTime = 0)
Value = 41
Elem = 6

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; SGUARDHIT (shaking)
[Statedef 150]
Type    = S
MoveType= H
Physics = N
VelSet = 0,0
SprPriority = 0

[State 150, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(49) = 1)
var(5) = GetHitVar(HitShakeTime)

[State 150, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time > 0) && (var(49) = 1)
var(5) = -1

[State 150, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(49) = 1)
var(6) = GetHitVar(HitTime)

[State 150, 曄悢]
Type = VarSet
Trigger1 = (var(49) = 1)
fvar(0) = GetHitVar(XVel)

[State 150, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
fvar(5) = -IfElse((GetHitVar(Damage))=0,.01,IfElse((GetHitVar(Damage))<100,(GetHitVar(Damage))/100.0,1))

[State 150, 曄悢]
Type = VarSet
Trigger1 = (fvar(37) > 999) && (fvar(35) < 11)
fvar(35) = 10
IgnoreHitPause = 1

[State 150, 1]
Type = ChangeAnim
Trigger1 = 1
Value = 150+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)

[State 150, 僄僼僃僋僩]
Type = Explod
TriggerAll = Time = 0
Trigger1 = (var(49) = 0)
Trigger2 = (var(49) = 1) && (fvar(37) > 999)
Anim = 6075
ID = 150
Pos = 0,-45
PosType = P1
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 1

[State 150, 儃乕僟乕僋儔僢僔儏]
Type = Helper
TriggerAll = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (fvar(36) <= 0)
StateNo = 6115
ID = 6115
Name = "BorderCrush"
Pos = 0,Const(Size.Mid.Pos.Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 150, 儃乕僟乕僋儔僢僔儏壒]
Type = PlaySnd
TriggerAll = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (fvar(36) <= 0)
Value = s1,16
Channel = 22
IgnoreHitPause = 1

[State 150, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 0)
MoveType = I

[State 150, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 1)
MoveType = H

[State 150, 2]
Type = ChangeState
Trigger1 = (var(49) = 0) && (HitShakeOver)
Value = 151 + 2*IfElse(var(59)=0,Command="holddown",Ceil(fvar(16)))

[State 150, 2]
Type = ChangeState
TriggerAll = (var(49) = 1)
Trigger1 = (var(5) < 1) && (fvar(37) > 999)
Trigger2 = (fvar(37) < 1000) && (HitShakeOver)
Value = 151 + 2*IfElse(var(59)=0,Command="holddown",Ceil(fvar(16)))

[State 150, Hi to Lo]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = S && command = "holddown"
Trigger2 = var(59)
Trigger2 = StateType = S && fvar(16) = 1
StateType = C
Physics = C

[State 150, Lo to Hi]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = C && command != "holddown"
Trigger2 = var(59)
Trigger2 = StateType = C && fvar(16) = 0
StateType = S
Physics = S

[State 150, 3]
Type = ForceFeedback
Trigger1 = Time = 0
waveform = square
Time = 3

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; SGUARDHIT2 (knocked back)
[Statedef 151]
Type    = S
MoveType= H
Physics = S
Anim = 150+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)
SprPriority = 0

[State 151, 曄悢憹尭]
Type = VarAdd
Trigger1 = (var(49) = 1)
var(6) = -1

[State 151, 1]
Type = HitVelSet
Trigger1 = (Time = 0)
X = 1

[State 151, 堏摦懍搙]
Type = VelSet
Trigger1 = ((var(49) = 1) && (fvar(37) > 999) && (Time = 0))
X = fvar(0)*Facing

[State 151, 2]
Type = VelSet
Trigger1 = Time = GetHitVar(SlideTime)
Trigger2 = (var(49) = 0) && (HitOver)
Trigger3 = ((var(49) = 1) && (fvar(37) > 999) && (var(6) < 1))
Trigger4 = ((var(49) = 1) && (fvar(37) < 999) && (HitOver))
X = 0

[State 151, 3]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

[State 151, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
MoveType = I

[State 151, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 1)
MoveType = H

[State 151, Hi to Lo]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = S && command = "holddown"
Trigger2 = var(59)
Trigger2 = StateType = S && fvar(16) = 1
StateType = C
Physics = C

[State 151, Lo to Hi]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = C && command != "holddown"
Trigger2 = var(59)
Trigger2 = StateType = C && fvar(16) = 0
StateType = S
Physics = S

[State 151, 4]
Type = ChangeState
Trigger1 = (var(49) = 0) && (HitOver)
Value = 130
Ctrl = 1

[State 151, 4]
Type = ChangeState
TriggerAll = (var(49) = 1)
Trigger1 = (var(6) < 1) && (fvar(37) > 999)
Trigger2 = (fvar(37) < 1000) && (HitOver)
Value = 130
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; CGUARDHIT (shaking)
[Statedef 152]
Type    = C
MoveType= H
Physics = N
VelSet = 0,0
SprPriority = 0

[State 152, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(49) = 1)
var(5) = GetHitVar(HitShakeTime)

[State 152, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time > 0) && (var(49) = 1)
var(5) = -1

[State 152, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(49) = 1)
var(6) = GetHitVar(HitTime)

[State 152, 曄悢]
Type = VarSet
Trigger1 = (var(49) = 1)
fvar(0) = GetHitVar(XVel)

[State 152, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
fvar(5) = -IfElse((GetHitVar(Damage))=0,.01,IfElse((GetHitVar(Damage))<100,(GetHitVar(Damage))/100.0,1))

[State 152, 曄悢]
Type = VarSet
Trigger1 = (fvar(37) > 999) && (fvar(35) < 11)
fvar(35) = 10
IgnoreHitPause = 1

[State 152, 1]
Type = ChangeAnim
Trigger1 = 1
Value = 151+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)

[State 152, 僄僼僃僋僩]
Type = Explod
TriggerAll = Time = 0
Trigger1 = (var(49) = 0)
Trigger2 = (var(49) = 1) && (fvar(37) > 999)
Anim = 6075
ID = 150
Pos = 0,-25
PosType = P1
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 1

[State 152, 儃乕僟乕僋儔僢僔儏]
Type = Helper
TriggerAll = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (fvar(36) <= 0)
StateNo = 6115
ID = 6115
Name = "BorderCrush"
Pos = 0,Const(Size.Mid.Pos.Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 152, 儃乕僟乕僋儔僢僔儏壒]
Type = PlaySnd
TriggerAll = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (fvar(36) <= 0)
Value = s1,16
Channel = 22
IgnoreHitPause = 1

[State 152, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 0)
MoveType = I

[State 152, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 1)
MoveType = H

[State 152, 2]
Type = ChangeState
Trigger1 = (var(49) = 0) && (HitShakeOver)
Value = 151 + 2*IfElse(var(59)=0,Command="holddown",Ceil(fvar(16)))

[State 152, 2]
Type = ChangeState
TriggerAll = (var(49) = 1)
Trigger1 = (var(5) < 1) && (fvar(37) > 999)
Trigger2 = (fvar(37) < 1000) && (HitShakeOver)
Value = 151 + 2*IfElse(var(59)=0,Command="holddown",Ceil(fvar(16)))

[State 152, Hi to Lo]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = S && command = "holddown"
Trigger2 = var(59)
Trigger2 = StateType = S && fvar(16) = 1
StateType = C
Physics = C

[State 152, Lo to Hi]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = C && command != "holddown"
Trigger2 = var(59)
Trigger2 = StateType = S && fvar(16) = 0
StateType = S
Physics = S

[State 152, 4]
Type = ForceFeedback
Trigger1 = Time = 0
waveform = square
Time = 4

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; CGUARDHIT2 (knocked back)
[Statedef 153]
Type    = C
MoveType= H
Physics = C
Anim = 151+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)
SprPriority = 0

[State 153, 曄悢憹尭]
Type = VarAdd
Trigger1 = (var(49) = 1)
var(6) = -1

[State 153, 1]
Type = HitVelSet
Trigger1 = (Time = 0)
X = 1

[State 153, 堏摦懍搙]
Type = VelSet
Trigger1 = ((var(49) = 1) && (fvar(37) > 999) && (Time = 0))
X = fvar(0)*Facing

[State 153, 2]
Type = VelSet
Trigger1 = Time = GetHitVar(SlideTime)
Trigger2 = (var(49) = 0) && (HitOver)
Trigger3 = ((var(49) = 1) && (fvar(37) > 999) && (var(6) < 1))
Trigger4 = ((var(49) = 1) && (fvar(37) < 1000) && (HitOver))
X = 0

[State 153, 3]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

[State 153, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 0)
MoveType = I

[State 153, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 1)
MoveType = H

[State 153, Hi to Lo]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = S && command = "holddown"
Trigger2 = var(59)
Trigger2 = StateType = S && fvar(16) = 1
StateType = C
Physics = C

[State 153, Lo to Hi]
Type = StateTypeSet
Trigger1 = !var(59)
Trigger1 = StateType = C && command != "holddown"
Trigger2 = var(59)
Trigger2 = StateType = S && fvar(16) = 0
StateType = S
Physics = S

[State 153, 4]
Type = ChangeState
Trigger1 = (var(49) = 0) && (HitOver)
Value = 131
Ctrl = 1

[State 153, 4]
Type = ChangeState
TriggerAll = (var(49) = 1)
Trigger1 = (var(6) < 1) && (fvar(37) > 999)
Trigger2 = (fvar(37) < 1000) && (HitOver)
Value = 131
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; AGUARDHIT (shaking)
[Statedef 154]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
SprPriority = 0

[State 154, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(49) = 1)
var(5) = GetHitVar(HitShakeTime)

[State 154, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time > 0) && (var(49) = 1)
var(5) = -1

[State 154, 曄悢]
Type = VarSet
Trigger1 = (Time = 0) && (var(49) = 1)
var(6) = GetHitVar(HitTime)

[State 154, 曄悢]
Type = VarSet
Trigger1 = (var(49) = 1)
fvar(0) = GetHitVar(XVel)

[State 154, 曄悢]
Type = VarSet
Trigger1 = (var(49) = 1)
fvar(1) = GetHitVar(YVel)

[State 154, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
fvar(5) = -IfElse((GetHitVar(Damage))=0,.01,IfElse((GetHitVar(Damage))<100,(GetHitVar(Damage))/100.0,1))

[State 154, 曄悢]
Type = VarSet
Trigger1 = (fvar(37) > 999) && (fvar(35) < 11)
fvar(35) = 10
IgnoreHitPause = 1

[State 154, 1]
Type = ChangeAnim
Trigger1 = 1
Value = 152+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)

[State 154, 僄僼僃僋僩]
Type = Explod
TriggerAll = Time = 0
Trigger1 = (var(49) = 0)
Trigger2 = (var(49) = 1) && (fvar(37) > 999)
Anim = 6075
ID = 150
Pos = 0,-45
PosType = P1
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 1

[State 154, 儃乕僟乕僋儔僢僔儏]
Type = Helper
TriggerAll = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (fvar(36) <= 0)
StateNo = 6115
ID = 6115
Name = "BorderCrush"
Pos = 0,Const(Size.Mid.Pos.Y)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 154, 儃乕僟乕僋儔僢僔儏壒]
Type = PlaySnd
TriggerAll = (Time = 0)
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (fvar(36) <= 0)
Value = s1,16
Channel = 22
IgnoreHitPause = 1

[State 154, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
MoveType = I

[State 154, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 1)
MoveType = H

[State 154, 2]
Type = ChangeState
Trigger1 = (var(49) = 0) && (HitShakeOver)
Value = 155

[State 154, 2]
Type = ChangeState
TriggerAll = (var(49) = 1)
Trigger1 = (var(5) < 1) && (fvar(37) > 999)
Trigger2 = (fvar(37) < 1000) && (HitShakeOver)
Value = 155

[State 154, 3]
Type = ForceFeedback
Trigger1 = Time = 0
waveform = square
Time = 4

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; AGUARDHIT2 (knocked away)
[Statedef 155]
Type    = A
MoveType= H
Physics = N
Anim = 152+IfElse(var(49)=1,IfElse(fvar(37)<1000,5,0),0)
SprPriority = 0

[State 155, 曄悢憹尭]
Type = VarAdd
Trigger1 = (var(49) = 1)
var(6) = -1

[State 155, 1]
Type = HitVelSet
Trigger1 = (Time = 0)
X = 1
Y = 1

[State 155, 堏摦懍搙]
Type = VelSet
Trigger1 = ((var(49) = 1) && (fvar(37) > 999) && (Time = 0))
X = fvar(0)*Facing
Y = fvar(1)

[State 155, 2]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.YAccel)

[State 155, 3]
Type = CtrlSet
Trigger1 = Time = GetHitVar(ctrlTime)
Value = 1

[State 155, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
MoveType = I

[State 155, 楈椡僈乕僪]
Type = StateTypeSet
Trigger1 = (var(49) = 1) && (fvar(37) > 999)
Trigger1 = (Time = 1)
MoveType = H

[State 155, 4]
Type = VarSet
Trigger1 = 1
sysvar(0) = (Pos Y >= 0) && (Vel Y > 0)

[State 155, 5]
Type = VelSet
Trigger1 = sysvar(0)
Y = 0

[State 155, 6]
Type = PosSet
Trigger1 = sysvar(0)
Y = 0

[State 155, 6]
Type = ChangeState
Trigger1 = sysvar(0)
Trigger1 = command = "holdback"
Trigger1 = InGuardDist
Value = 130

[State 155, 7]
Type = ChangeState
Trigger1 = sysvar(0)
Value = 52

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 攕杒 (Time Over)
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
[Statedef 170]
Type   = S
Ctrl   = 0
Anim   = 170
VelSet = 0,0

[State 170, 1]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 堷偒暘偗 (Time over)
[Statedef 175]
Type   = S
Anim   = 175
Ctrl   = 0
Velset = 0,0

[State 175, 3]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 彑棙
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
[Statedef 180]
Type   = S
Ctrl   = 0
VelSet = 0,0

[State 180, 傾僯儊]
Type = ChangeAnim
Trigger1 = Anim != 10000 && Time = 0
Value = 180;+Random%2

[State 180, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = Anim != 10000 && Time < 180
Flag = RoundNotOver

[State 180, 僗僋儘乕儖]
Type = ScreenBound
Trigger1 = var(4) = 3061
Value = 0
MoveCamera = 0,0

[State 180, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = var(4) = 3061
Flag = NoBG
Flag2 = NoFG

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 僀儞僩儘
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
[Statedef 190]
Type    = S
Physics = N
Anim    = 190
Ctrl    = 0
VelSet  = 0,0

[State 190, 傾僯儊]
Type = ChangeAnim
Trigger1 = Time = 60
Value = 0

[State 190, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 20
StateNo = 6030
ID = 6030
Name = "Effect"
Pos = 0,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 190, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 20
StateNo = 6030
ID = 6031
Name = "Effect"
Pos = 0,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 190, 摿庩岠壥]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

;**************************************************
[State 190, 壒]
Type = PlaySnd
Trigger1 = Time = 20 || Time = 60
Value = s10,30+(Time=60)
Channel = 1

;**************************************************
[State 190, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Time > 119
Value = 0

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HITG_SHAKE
[Statedef 5000]
Type     = S
MoveType = H
Physics  = N
VelSet   = 0,0

[State 5000, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 1010) && ((AnimElem = 5,>=0) && (AnimElem = 19,<0))
Trigger2 = (Anim = 1011) && ((AnimElem = 5,>=0) && (AnimElem = 36,<0))
Value = 150

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = GetHitVar(AnimType) != [3,5]
Value = IfElse((GetHitVar(GroundType) = 1),5000,5010) + GetHitVar(AnimType)

[State 5000, 2] ;Anim for HIT_BACK
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = GetHitVar(AnimType) = [3,5]
Value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (GetHitVar(AnimType) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(AnimType)))
Value = 5047 + GetHitVar(AnimType) ;5051 - 4 + Type

[State 5000, 4] ;Freeze Anim
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 5000, 5] ;State Type gets set to aerial if getting hit up
Type = StateTypeSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(YVel) != 0 || GetHitVar(Fall)
Trigger2 = Pos Y != 0
StateType = A

[State 5000, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((Alive) && (var(59)) && (RoundState = 2))
TriggerAll = var(54) = 1
Trigger1 = var(58) < 4
Trigger1 = fvar(14) = 1
Trigger1 = (100*Life/LifeMax) <= 1
Value = 790

[State 5000, 6]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = GetHitVar(YVel) = 0 && !GetHitVar(Fall)
Value = 5001 ;HITG_SLIDE

[State 5000, 7]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 5030

[State 5000, FFB Light]
Type = ForceFeedback
Trigger1 = Anim = 5000
Trigger2 = Anim = 5010
Persistent = 0
Time = 6
waveform = square

[State 5000, FFB Medium]
Type = ForceFeedback
Trigger1 = Anim = 5001
Trigger2 = Anim = 5011
Persistent = 0
Time = 8
waveform = sinesquare
Ampl = 110,-1,-.3

[State 5000, FFB Hard]
Type = ForceFeedback
Trigger1 = Anim = 5012
Trigger2 = Anim = 5002
Trigger3 = Anim = 5030
Persistent = 0
Time = 15
waveform = sinesquare
Ampl = 140

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; HITG_SLIDE
[Statedef 5001]
Type     = S
MoveType = H
Physics  = S

[State 5001, 1]
Type = HitVelSet
Trigger1 = Time = 0
X = 1

[State 5001, 2]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 5005 + GetHitVar(AnimType) + (GetHitVar(groundType)=2)*10

[State 5001, 3] ;Stop sliding back
Type = VelMul
Trigger1 = Time >= GetHitVar(SlideTime)
X = .6

[State 5001, 4]
Type = VelSet
Trigger1 = HitOver
X = 0

[State 5001, 5]
Type = DefenceMulSet
Trigger1 = HitOver
Value = 1

[State 5001, 6]
Type = ChangeState
Trigger1 = HitOver
Value = 0
Ctrl = 1

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; HITC_SHAKE
[Statedef 5010]
Type     = C
MoveType = H
Physics  = N
VelSet   = 0,0

[State 5010, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 1010) && ((AnimElem = 5,>=0) && (AnimElem = 19,<0))
Trigger2 = (Anim = 1011) && ((AnimElem = 5,>=0) && (AnimElem = 36,<0))
Value = 152

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = GetHitVar(AnimType) != [3,5]
Value = 5020 + GetHitVar(AnimType)

[State 5010, 2] ;Anim for HIT_BACK
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = GetHitVar(AnimType) = [3,5]
Value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (GetHitVar(AnimType) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(AnimType)))
Value = 5047 + GetHitVar(AnimType) ;5051 - 4 + Type

[State 5010, 4] ;Freeze Anim
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 5010, 5] ;State Type gets set to aerial if getting hit up
Type = StateTypeSet
TriggerAll = Time = 0
Trigger1 = GetHitVar(YVel) != 0 || GetHitVar(Fall)
Trigger2 = Pos Y != 0
StateType = A

[State 5010, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((Alive) && (var(59)) && (RoundState = 2))
TriggerAll = var(54) = 1
Trigger1 = var(58) < 4
Trigger1 = fvar(14) = 1
Trigger1 = (100*Life/LifeMax) <= 1
Value = 790

[State 5010, 6]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = GetHitVar(YVel) = 0 && !GetHitVar(Fall)
Value = 5011 ;HITC_SLIDE

[State 5010, 7]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 5030

[State 5010, FFB Light]
Type = ForceFeedback
Trigger1 = Anim = 5020
Persistent = 0
Time = 6
waveform = square

[State 5010, FFB Medium]
Type = ForceFeedback
Trigger1 = Anim = 5021
Persistent = 0
Time = 8
waveform = sinesquare
Ampl = 110,-1,-.3

[State 5010, FFB Hard]
Type = ForceFeedback
Trigger1 = Anim = 5022
Persistent = 0
Time = 15
waveform = sinesquare
Ampl = 140

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; HITC_SLIDE
[Statedef 5011]
Type     = C
MoveType = H
Physics  = C

[State 5011, 1]
Type = HitVelSet
Trigger1 = Time = 0
X = 1

[State 5011, 2]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 5025 + GetHitVar(AnimType)

[State 5011, 3] ;Stop sliding back
Type = VelMul
Trigger1 = Time >= GetHitVar(SlideTime)
X = .6

[State 5011, 4]
Type = VelSet
Trigger1 = HitOver
X = 0

[State 5011, 5]
Type = DefenceMulSet
Trigger1 = HitOver
Value = 1

[State 5011, 6]
Type = ChangeState
Trigger1 = HitOver
Value = 11
Ctrl = 1

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; HITA_SHAKE
[Statedef 5020]
Type     = A
MoveType = H
Physics  = N
VelSet   = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = GetHitVar(AnimType) != [3,5]
Value = IfElse((GetHitVar(AirType) = 1),5000,5010) + GetHitVar(AnimType)

[State 5020, 2] ;Anim for HIT_BACK
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = GetHitVar(AnimType) = [3,5]
Value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (GetHitVar(AnimType) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(AnimType)))
Value = 5047 + GetHitVar(AnimType) ;5051 - 4 + Type

[State 5020, 4] ;Freeze Anim
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 5020, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((Alive) && (var(59)) && (RoundState = 2))
TriggerAll = var(54) = 1
Trigger1 = var(58) < 4
Trigger1 = fvar(14) = 1
Trigger1 = (100*Life/LifeMax) <= 1
Value = 790

[State 5020, 5]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 5030

[State 5020, FFB Light]
Type = ForceFeedback
Trigger1 = Anim = 5000
Trigger2 = Anim = 5010
Persistent = 0
Time = 6
waveform = square

[State 5020, FFB Medium]
Type = ForceFeedback
Trigger1 = Anim = 5001
Trigger2 = Anim = 5011
Persistent = 0
Time = 8
waveform = sinesquare
Ampl = 110,-1,-.3

[State 5020, FFB Hard]
Type = ForceFeedback
Trigger1 = Anim = 5012
Trigger2 = Anim = 5002
Trigger3 = Anim = 5030
Trigger4 = Anim = [5051,5059]
Persistent = 0
Time = 15
waveform = sinesquare
Ampl = 140

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; HITA_UP (initial going up)
[Statedef 5030]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 5030, 1]
Type = VelAdd;Gravity
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 5030, 2]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 5030, 3]
Type = ChangeState
TriggerAll = !HitFall
Trigger1 = HitOver
Trigger2 = Vel Y > 0    ;Hit ground
Trigger2 = Pos Y >= 10  ;.
Value = 5040 ;HITA_RECOV

[State 5030, 4]
Type = ChangeState
TriggerAll = HitFall
Trigger1 = HitOver
Trigger2 = Vel Y > 0    ;Hit ground
Trigger2 = Pos Y >= 10  ;.
Value = 5050 ;HITA_FALL

[State 5030, 5]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 5035 ;HITA_UP (transition)

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; HITA_UP_T (transition)
[Statedef 5035]
Type     = A
MoveType = H
Physics  = N

[State 5035, 1]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5035)
Trigger1 = Anim != [5051,5059] ;Not if in hit up Anim
Trigger1 = Anim != 5090 ;Not if hit off ground Anim
Value = 5035

[State 5035, 2]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 5035, 3]
Type = ChangeState
TriggerAll = !HitFall
Trigger1 = HitOver  ;Hit is over
Trigger2 = AnimTime = 0 ;Animation over
Trigger3 = Vel Y > 0    ;Hit ground
Trigger3 = Pos Y >= 10  ;.
Trigger4 = Time = 0     ;No transition Anim
Trigger4 = Anim != 5035 ;.
Value = 5040 ;HITA_RECOV

[State 5035, 4]
Type = ChangeState
TriggerAll = HitFall
Trigger1 = HitOver  ;Hit is over
Trigger2 = AnimTime = 0 ;Anim is over
Trigger3 = Vel Y > 0    ;Hit ground
Trigger3 = Pos Y >= 10  ;.
Trigger4 = Time = 0     ;No transition Anim
Trigger4 = Anim != 5035 ;.
Value = 5050 ;HITA_FALL

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; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
Type     = A
MoveType = H
Physics  = N

[State 5040, 1]
Type = ChangeState
Trigger1 = !Alive
Value = 5050

[State 5040, 2]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim != 5040
Trigger2 = Time = 0
Trigger2 = Anim != 5035
Value = 5040

[State 5040, 3]
Type = CtrlSet
Trigger1 = HitOver
Value = 1

[State 5040, 4]
Type = StateTypeSet
Trigger1 = HitOver
MoveType = I

[State 5040, 5]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 5040, 6]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52 ;JUMPLAND

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; HITA_FALL (knocked up, falling)
[Statedef 5050]
Type     = A
MoveType = H
Physics  = N

[State 5050, 1]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Trigger1 = Anim = 5035
Trigger2 = Time = 0
Trigger2 = Anim != 5035
Trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
Trigger2 = Anim != 5090
Value = 5050

[State 5050, 2]
Type = ChangeAnim
Trigger1 = Anim = [5050,5059]
Trigger1 = Vel Y >= IfElse(Anim = 5050, 1, -2)
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10
Persistent = 0

[State 5050, 3]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 5050, 抧忋晅嬤暅婣]
Type = ChangeState
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = Vel Y > 0
Trigger1 = Pos Y >= -20
Trigger1 = Command = "recovery"
Trigger2 = Pos Y < -20
Trigger2 = Command = "recovery"
Trigger2 = (Command = "holdfwd") || (Command = "holdback")
Value = 5210; 5200;HITFALL_RECOVER

[State 5050, 嬻拞暅婣]
Type = ChangeState
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210;HITFALL_AIRRECOVER

[State 5050, 6]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= IfElse((Anim = [5051,5059]) || (Anim = [5061,5069]), 0, 25)
Value = 5100 ;HIT_BOUNCE

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; HIT_TRIP (shaking)
[Statedef 5070]
Type     = A
MoveType = H
Physics  = N
VelSet   = 0,0

[State 5070, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = 1010) && ((AnimElem = 5,>=0) && (AnimElem = 19,<0))
Trigger2 = (Anim = 1011) && ((AnimElem = 5,>=0) && (AnimElem = 36,<0))
Value = 150

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = 1
Value = 5070

[State 5070, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((Alive) && (var(59)) && (RoundState = 2))
TriggerAll = var(54) = 1
Trigger1 = var(58) < 4
Trigger1 = fvar(14) = 1
Trigger1 = (100*Life/LifeMax) <= 1
Value = 790

[State 5070, 2]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 5071

[State 5070, 3]
Type = ForceFeedback
Trigger1 = Time = 0
Time = 12
waveform = sinesquare
Ampl = 140

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; HIT_TRIP2 (fall through air)
[Statedef 5071]
Type     = A
MoveType = H
Physics  = N

[State 5071, 1]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 5071, 2] ;Acceleration
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 5071, 3] ;Hit ground
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 15
Type = ChangeState
Value = 5100

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HITL_SHAKE
[Statedef 5080]
Type     = L
MoveType = H
Physics  = N
VelSet   = 0,0

[State 5080, 1] ;Set default Anim
Type = VarSet
Trigger1 = Time = 0
sysvar(2) = IfElse(GetHitVar(YVel) = 0, 5080, 5090)

[State 5080, 2]
Type = VarAdd
Trigger1 = Time = 0
Trigger1 = (Anim = [5081,5089]) || (Anim = [5111,5119])
Trigger1 = SelfAnimExist(sysvar(2) + (Anim % 10))
sysvar(2) = Anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
Type = VarSet
Trigger1 = Time = 0
Trigger1 = sysvar(2) = 5090
Trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
Type = ChangeAnim
Trigger1 = 1
Value = sysvar(2)

[State 5080, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((Alive) && (var(59)) && (RoundState = 2))
TriggerAll = var(54) = 1
Trigger1 = var(58) < 4
Trigger1 = fvar(14) = 1
Trigger1 = (100*Life/LifeMax) <= 1
Value = 792

[State 5080, 4]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = GetHitVar(YVel) = 0
Value = 5081 ;HITL_SLIDE

[State 5080, 5]
Type = ChangeState
Trigger1 = HitShakeOver
Trigger1 = GetHitVar(YVel) != 0
Value = 5030 ;HITA_UP

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; HITL_SLIDE
[Statedef 5081]
Type    = L
MoveType= H
Physics = C

[State 5081, 1]
Type = HitVelSet
Trigger1 = Time = 0
X = 1

[State 5081, 2]
Type = VelSet
Trigger1 = HitOver
X = 0

[State 5081, 3] ;Don't show hit ground frame
Type = VarSet
Trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
Type = ChangeState
Trigger1 = HitOver
Value = 5110 ;HIT_LIEDOWN

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HIT_BOUNCE (hit ground)
[Statedef 5100]
Type    = L
MoveType= H
Physics = N

[State 5100, 1]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = 0
Trigger1 = Vel X > 1
X = 1

[State 5100, EnvShake]
Type = FallEnvShake
Trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = Floor(Vel Y)

[State 5100, 2] ;Hit ground Anim (normal)
Type = ChangeAnim
TriggerAll = Time = 0
Trigger1 = (Anim != [5051,5059]) && (Anim != [5061,5069]) && (Anim != 5071)
Trigger2 = !SelfAnimExist(5100 + (Anim % 10))
Value = 5100

[State 5100, 3] ;Hit ground Anim (for hit up)
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (Anim = [5051,5059]) || (Anim = [5061,5069]) || (Anim = 5071)
Trigger1 = SelfAnimExist(5100 + (Anim % 10))
Value = 5100 + (Anim % 10)

[State 5100, 4]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 5100, 5]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 5100, 6] ;Reduce speed
Type = VelMul
Trigger1 = Time = 0
X = 0.75

[State 5100, 僄僼僃僋僩]
Type = Helper
Trigger1 = Time = 0
StateNo = 6104
ID = 6104
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 5100, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((Alive) && (var(59)) && (RoundState = 2))
TriggerAll = var(54) = 1
Trigger1 = var(58) < 4
Trigger1 = fvar(14) = 1
Trigger1 = (100*Life/LifeMax) <= 1
Value = 791

[State 5100, 7]
Type = ChangeState
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = 0
Value = 5110 ;HIT_LIEDOWN

[State 5100, 9]
Type = HitFallDamage
Trigger1 = Time = 3

[State 5100, 10]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,3

[State 5100, 11]
Type = PosFreeze
Trigger1 = 1

[State 5100, 12]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 5101

[State 5100, 13]
Type = ForceFeedback
Trigger1 = Time = 0
waveform = sinesquare
Ampl = 128,-3,-.2,.005
Time = 20

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
Type    = L
MoveType= H
Physics = N

[State 5101, 1] ;Coming hit ground Anim (normal)
Type = ChangeAnim
TriggerAll = Time = 0
Trigger1 = Anim != [5101,5109]
Trigger2 = !SelfAnimExist(5160 + (Anim % 10))
Value = 5160

[State 5101, 2] ;Coming hit ground Anim (for hit up)
Type = ChangeAnim
TriggerAll = Time = 0
Trigger1 = Anim = [5101,5109]
Trigger1 = SelfAnimExist(5160 + (Anim % 10))
Value = 5160 + (Anim % 10)

[State 5101, 3]
Type = HitFallVel
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) != -4.5

[State 5101, 4]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = -4.5
Y = -4.0

[State 5101, 5]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 5101, 6] ;Acceleration
Type = VelAdd
Trigger1 = 1
Y = .6

[State 5101, 7] ;Hit ground
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Type = ChangeState
Value = 5110

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HIT_LIEDOWN
[Statedef 5110]
Type    = L
MoveType= H
Physics = N

[State 5110, 曄悢]
Type = VarSet
Trigger1 = 1
var(5) = IfElse(Command="holdfwd",1,IfElse(Command="holdback",-1,0))

[State 5110, EnvShake]
Type = FallEnvShake
Trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag Type (from State 5081)
Type = ChangeAnim
Persistent = 0
Trigger1 = SelfAnimExist(5110 + (Anim % 10))
Trigger1 = Anim = [5081,5089]
Value = 5110 + (Anim % 10)

[State 5110, 2] ;Hit ground Anim (normal)
Type = ChangeAnim
TriggerAll = Time = 0
TriggerAll = Anim != [5110,5119] ;Not already changed Anim
Trigger1 = Anim != [5161,5169]
Trigger2 = !SelfAnimExist(5170 + (Anim % 10))
Value = 5170

[State 5110, 3] ;Hit ground Anim (for hit up)
Type = ChangeAnim
TriggerAll = Time = 0
TriggerAll = Anim != [5110,5119] ;Not already changed Anim
Trigger1 = Anim = [5161,5169]
;Trigger1 = SelfAnimExist(5170 + (Anim % 10))
Value = 5170 + (Anim % 10)

[State 5110, 4]
Type = HitFallDamage
Trigger1 = Time = 0

[State 5110, 5]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 5110, Var] ;Get fall velocity
Type = VarSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) != 0
sysvar(1) = Floor(Vel Y)

[State 5110, 8]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 5110, 9] ;For hit up Type
Type = ChangeAnim
Persistent = 0
TriggerAll = Anim = [5171,5179]
TriggerAll = SelfAnimExist(5110 + (Anim % 10))
Trigger1 = AnimTime = 0
Trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground Anim
Value = 5110 + (Anim % 10)

[State 5110, 10] ;For normal
Type = ChangeAnim
Persistent = 0
TriggerAll = Anim != [5111,5119]
Trigger1 = AnimTime = 0
Trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
Value = 5110

[State 5110, 11] ;If just died
Type = ChangeState
TriggerAll = !Alive
Trigger1 = AnimTime = 0
Trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
Trigger3 = Anim = [5110,5119]
Value = 5150

[State 5110, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((Alive) && (var(59)) && (RoundState = 2))
TriggerAll = var(54) = 1
Trigger1 = var(58) < 4
Trigger1 = fvar(14) = 1
Trigger1 = (100*Life/LifeMax) <= 1
Value = 792

[State 5110, 12]
Type = VarSet
Trigger1 = SysVar(0)
Trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
Type = VelMul
Trigger1 = 1
X = 0.85

[State 5110, 14]
Type = ForceFeedback
Trigger1 = Alive
Trigger1 = Time = 0
Time = 8
Ampl = 240
waveform = sine

[State 5110, 15]
Type = ForceFeedback
Trigger1 = !Alive
Trigger1 = Time = 0
Ampl = 200, 7, -.467
Time = 30
waveform = sine

;**************************************************
[State 5110, 僿儖僷乕傪徚偡]
Type = DestroySelf
Trigger1 = IsHelper

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HIT_GETUP
[Statedef 5120]
Type     = L
MoveType = I
Physics  = N

[State 5120, 傾僯儊];Get Up Anim (Normal)
Type = ChangeAnim
TriggerAll = Time = 0
Trigger1 = (Anim != [5111,5119]) && (Anim != [5171,5179])
Trigger2 = !SelfAnimExist(5120 + (Anim % 10))
Value = 5120

[State 5120, 傾僯儊];Get Up Anim (For Hit Up/Diag-Up)
Type = ChangeAnim
TriggerAll = Time = 0
Trigger1 = (Anim = [5111,5119]) || (Anim = [5171,5179])
Trigger1 = SelfAnimExist(5120 + (Anim % 10))
Value = 5120; + (Anim % 10)

[State 5120, 傾僯儊]
Type = ChangeAnim
Trigger1 = (var(5) != 0) && (Time = 0)
Value = IfElse(var(5)=1,5125,5126)

[State 5120, 傾僯儊]
Type = ChangeAnim
TriggerAll = (Pos Y >= 0 && Vel Y > 0)
Trigger1 = (Anim = 5120) || (Anim = [5125,5126])
Value = IfElse(Anim=5125,5127,5128)

[State 5120, 堏摦懍搙]
Type = VelSet
Trigger1 = (var(5) = 0) && (Time = 10)
Trigger2 = (var(5) != 0) && (Time = 6)
X = IfElse(var(5)=1,6.0,-6.0)*(var(5)!=0)
Y = -5

[State 5120, 堏摦懍搙]
Type = VelSet
Trigger1 = (Time = 0) || (Anim = [5127,5128])
X = 0
Y = 0

[State 5120, 懍搙壛嶼]
Type = VelAdd
Trigger1 = (var(5) = 0) && (Time > 10)
Trigger2 = (var(5) != 0) && (Time > 6)
Y = .5-(var(5)!=0)*.05

[State 5120, 幉埵抲]
Type = PosSet
Trigger1 = (Anim = 47) || (Anim = [5127,5128])
Y = 0

[State 5120, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 5120, 柍揋]
Type = NotHitBy
Trigger1 = AnimTime = 0
Value = , NT,ST,HT
Time = 12

[State 5120, 柍揋]
Type = NotHitBy
Trigger1 = AnimTime = 0
Value2 = SCA
Time = 6

[State 5120, 4]
Type = HitFallSet
Trigger1 = AnimTime = 0
Value = 1

[State 5120, 墴偝側偄]
Type = PlayerPush
Trigger1 = (var(5) != 0)
Value = 0

[State 5120, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (var(5) = 0) && (Time = 10)
Trigger2 = (var(5) != 0) && (Time = 6)
StateType = A
Physics = N

[State 5120, 忬懺曄峏]
Type = StateTypeSet
Trigger1 = (StateType = A) && (Anim = [5127,5128])
StateType = S

[State 5120, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((Alive) && (var(59)) && (RoundState = 2))
TriggerAll = var(54) = 1
Trigger1 = var(58) < 4
Trigger1 = fvar(14) = 1
Trigger1 = (100*Life/LifeMax) <= 1
Value = 792

[State 5120, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = (Anim = [5127,5128]) && (AnimTime = 0)
Value = 0
Ctrl = 1

;**************************************************
[State 5120, 僿儖僷乕傪徚偡]
Type = DestroySelf
Trigger1 = IsHelper

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HIT_LIEDEAD
[Statedef 5150]
Type     = L
MoveType = H
Physics  = N
SprPriority = 0

[State 5150, 傾僯儊] ;Normal Anim
Type = ChangeAnim
TriggerAll = Time = 0
TriggerAll = Anim != 5999 && PrevStateNo != 10058
TriggerAll = SelfAnimExist(5140)
Trigger1 = (Anim != [5111,5119]) && (Anim != [5171,5179])
Trigger2 = !SelfAnimExist(5140 + (Anim % 10))
Value = 5140

[State 5150, 傾僯儊] ;Hit up Type Anim
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = Anim != 5999 && PrevStateNo != 10058
Trigger1 = (Anim = [5111,5119]) || (Anim = [5171,5179])
Trigger1 = SelfAnimExist(5140 + (Anim % 10))
Value = 5140 + (Anim % 10)

[State 5150, 傾僯儊] ;Match over Anim
Type = ChangeAnim
;Trigger1 = Time = 0
Trigger1 = Anim != 5999 && PrevStateNo != 10058
Trigger1 = MatchOver = 1
Trigger1 = Anim = [5140,5149]
Trigger1 = SelfAnimExist(Anim+10)
Value = Anim+10
Persistent = 0

[State 5150, 傾僯儊] ;Switch to 5110 if liedead Anim does not exist
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = Anim != 5999 && PrevStateNo != 10058
Trigger1 = Anim != [5140,5159]
Trigger1 = Anim != [5110,5119]
Value = 5110

[State 5150, 懍搙忔嶼] ;Friction
Type = VelMul
Trigger1 = 1
X = 0.85

[State 5150, 堏摦懍搙] ;Friction
Type = VelSet
Trigger1 = Vel X < .05
X = 0
Persistent = 0

[State 5150, 柍揋]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 5150, 僿儖僷乕傪徚偡]
Type = DestroySelf
Trigger1 = IsHelper

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
Type    = A
MoveType= H
Physics = N

[State 5200, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = 1
Value = 5210

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
Type     = A
MoveType = H
Physics  = A
Anim     = 5200

[State 5201, 1] ;Turn if not facing opponent
Type = Turn
Trigger1 = Time = 0
Trigger1 = P2Dist X < -5

[State 5201, 2]
Type = VelSet
Trigger1 = Time = 0
X = -.15
Y = -3.5

[State 5201, 3]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 5201, 4]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 5201, 5]
Type = PalFX
Trigger1 = Time = 0
Time = 3
Add = 128,128,128

[State 5201, 6]
Type = GameMakeAnim
Trigger1 = Time = 1
Value = 60
Pos = 0, 0
Under = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; 嬻拞僟僂儞暅婣
[Statedef 5210]
Type     = A
MoveType = I
Physics  = N
Anim     = 5210
Ctrl     = 0

[State 5210, 僄僼僃僋僩]
Type = Helper
Trigger1 = (Time = 0)
StateNo = 6103
ID = 6103
Name = "Effect"
Pos = 0,-60
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 5210, 幉埵抲]
Type = PosSet
Trigger1 = Time = 0
Trigger1 = Pos Y > 0
Y = 0

[State 5210, 怓]
Type = PalFX
Trigger1 = Time = 0
Time = 3
Add = 128,128,128

[State 5210, 懍搙忔嶼] 
Type = VelMul
Trigger1 = Time = 0
X = .8
Y = .8

[State 5210, 堏摦懍搙]
Type = VelSet
TriggerAll = Time = 0
Trigger1 = Command = "holdfwd"
Trigger2 = Command != "holdfwd"
Trigger2 = Command != "holdback"
X = 5
Y = -6

[State 5210, 堏摦懍搙]]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Command = "holdback"
X = -5
Y = -6

[State 5210, 怳傝曉傞]
Type = Turn
Trigger1 = Time = 0
Trigger1 = P2Dist X < -20

[State 5210, 柍揋]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA
Time = 15

[State 5210, 僐儞僩儘乕儖]
Type = CtrlSet
Trigger1 = Var(58) != 5
Trigger1 = Time = 15
Value = 1

[State 5210, 廳椡]
Type = Gravity
Trigger1 = Time > 0

[State 5210, 壒]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,2

[State 5210, 僗僥乕僩曄峏]
Type = ChangeState
Trigger1 = Time > 0
Trigger1 = (Pos Y >= 0) && (Vel Y > 0)
Value = 52
Ctrl = 1

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Continue?
[Statedef 5500]
Type   = S
Anim   = 5300
Ctrl   = 0
VelSet = 0,0

[State 5500, 1]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5500)
Value = 5500

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
; Initialize (At The Start Of The Round)
[Statedef 5900]
Type = S

[State 5900, 僆僾僔儑儞愝掕]
Type = Helper
TriggerAll = Time = 0
Trigger1 = RoundSexisted = 0
Trigger2 = (RoundSexisted != 0)*(EnemyNear,RoundSexisted = 0)
StateNo = 8888
ID = 8888+(RoundSexisted != 0)
Name = "Option"
Pos = 0,0
PosType = P1
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 5900, 1]
Type = VarRangeSet
Trigger1 = RoundSexisted = 0
Trigger1 = Time = 0
Value = 0

[State 5900, 2]
Type = VarRangeSet
Trigger1 = RoundSexisted = 0
Trigger1 = Time = 0
fValue = 0

[State 5900, 曄悢]
Type = VarSet
Trigger1 = var(4) = 3061
var(4) = 0

[State 5900, 曄悢]
Type = VarSet
Trigger1 = var(59)
var(5) = 5900

[State 5900, 3]
Type = ChangeState
Trigger1 = RoundNo = 1
Value = 190

[State 5900, 3]
Type = ChangeState
TriggerAll = var(54) = 1
Trigger1 = var(58) = [1,3]
Trigger1 = fvar(14) = 1
Value = 710

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅