;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 搳偘捦傒儌乕僔儑儞
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
facep2 = 1
sprpriority = 2

[State 800, 壒傪柭傜偡]
type = playsnd
trigger1 = AnimElemtime(1) = 0 
value = 1,0

[State 800, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 2
triggerall = P2MoveType != H
triggerall = P2StateNo != 40
triggerall = P2StateNo != [150,155]
triggerall = numenemy
trigger1 = enemynear,ctrl = 1
trigger1 = var(8):= 1
trigger2 = enemynear,ctrl = 0
trigger2 = var(8):= 2
attr = S, NT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse((!var(50)&&Command="holdback")||(var(50)&&random<500),820,810)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 800

[State 800, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 2
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
trigger1 = var(8):= 2
attr = S, NT
hitflag = M
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse((!var(50)&&Command="holdback")||(var(50)&&random<500),820,810)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 800

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 0
movetype = I 

[State 800, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘偨懁)
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
SprPriority = 1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 811

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 812

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 814

[State 810, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 810, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(22)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(23)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(22)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(23)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State 1200, 9]
type = Width
trigger1 = animelemtime(5) >= 0
edge = ceil(80*const(size.xscale)),0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 0,1
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 7
value = 1,2

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 811
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 811
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 811
pos = ceil(55*const(size.xscale)), ceil(-105*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 811
pos = ceil(50*const(size.xscale)), ceil(-110*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 811
pos = ceil(-40*const(size.xscale)), ceil(-130*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 811
pos = ceil(-20*const(size.xscale)), ceil(-120*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 811
pos = ceil(10*const(size.xscale)), ceil(-120*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 811
pos = ceil(40*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 811
pos = ceil(70*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 812
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 812
pos = ceil(103*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 812
pos = ceil(103*const(size.xscale)), ceil(-113*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 812
pos = ceil(68*const(size.xscale)), ceil(-137*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 812
pos = ceil(-42*const(size.xscale)), ceil(-169*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 812
pos = ceil(-25*const(size.xscale)), ceil(-203*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 812
pos = ceil(1*const(size.xscale)), ceil(-184*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 812
pos = ceil(33*const(size.xscale)), ceil(-192*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0 && P2StateNo = 812
pos = ceil(59*const(size.xscale)), ceil(-169*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) = 1 && P2StateNo = 812
pos = ceil(128*const(size.xscale)), ceil(-35*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 814
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 814
pos = ceil(89*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 814
pos = ceil(76*const(size.xscale)), ceil(-3*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 814
pos = ceil(46*const(size.xscale)), ceil(-44*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 814
pos = ceil(-39*const(size.xscale)), ceil(-48*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 814
pos = ceil(-12*const(size.xscale)), ceil(-54*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 814
pos = ceil(1*const(size.xscale)), ceil(-54*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 814
pos = ceil(30*const(size.xscale)), ceil(-46*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0 && P2StateNo = 814
pos = ceil(47*const(size.xscale)), ceil(-28*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) = 1 && P2StateNo = 814
pos = ceil(47*const(size.xscale)), ceil(-28*const(size.yscale))

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
ID = 6700
anim = 6700
postype = p2
pos = 0,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
anim = 6920
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
anim = 6930
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
stateno = 7700
id = 7700
pos = 0,0
postype = p2
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State -2, hitAdd]
type = hitAdd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
value = 1
persistent = 0

[State -2, poweradd]
type = poweradd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
value = 80
persistent = 0

[State -2, poweradd]
type = targetpoweradd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
value = 20
persistent = 0

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
value = ceil(-120*fvar(0)*fvar(24)*fvar(31)*(const(data.attack)*0.01))
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
fvar(15) = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
fvar(23) = -0.0625
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
fvar(24) = -0.0625
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
value = S2,8
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = P2stateno = 816
trigger2 = P2stateno = 813
trigger3 = P2stateno = 815
value = S5100,0
persistent = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)1
[Statedef 811]
type    = A
movetype= H
physics = N
ctrl = 0
facep2 = 1
SprPriority = 2

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 811+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 811, turn]
type = turn
Trigger1 = animelemtime(5) = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = animelemtime(5) = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 811+(facing=-1)*100000
elem = 5

[State 811, Velset]
type = Velset
trigger1 = animelemtime(9) = 0
x = 10.0
y = 15.0

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= -15 && Vel Y > 0 && animelemtime(9) > 0
x = 1.5

[State 811, changestate]
type = changestate
trigger1 = Pos Y >= -15 && Vel Y > 0 && animelemtime(9) > 0
value = 816

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)2
[Statedef 816]
type    = L
movetype= H
physics = N

[State -2, varadd]
type = varadd
trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
fvar(2) = 6
persistent = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5100+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
var(7) = 0

[State -2, VarSet]
type = VarSet
Triggerall = var(50) = 0
Triggerall = time <= 5
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
Trigger1 = command = "quick"
var(7) = 1

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 12
freq = 120
ampl = -6

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = SelfState
trigger1 = AnimTime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 812]
type    = A
movetype= H
physics = N
ctrl = 0
facep2 = 1
SprPriority = 2

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 812

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, turn]
type = turn
Trigger1 = animelemtime(5) = 0

[State 811, Velset]
type = Velset
trigger1 = animelemtime(10) = 0
x = 5.0
y = 15.0

[State 811, SelfState]
type = Changestate
trigger1 = Pos Y >= 15 && Vel Y > 0 && animelemtime(10) > 0
value = 813

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 813]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, varadd]
type = varadd
trigger1 = time = 0
fvar(2) = 6
persistent = 0

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
var(7) = 0

[State -2, VarSet]
type = VarSet
triggerall = life > 0
triggerall = !loseko
Trigger1 = command = "quick"
var(7) = 1

[State 5100, ChangeState]
type = SelfState
trigger1 = var(7) = 1
trigger1 = animtime = 0
trigger1 = fvar(2) < 72
value = 5400+(p2dist X<0)*10

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 813

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 12
freq = 120
ampl = -6

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

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .60

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5110

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 814]
type    = A
movetype= H
physics = N
ctrl = 0
facep2 = 1
SprPriority = 2

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 814

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, turn]
type = turn
Trigger1 = animelemtime(5) = 0

[State 811, Velset]
type = Velset
trigger1 = animelemtime(10) = 0
x = 10.0
y = 15.0

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= 20 && Vel Y > 0 && animelemtime(10) > 0
x = 1.0

[State 811, Velset]
type = turn
trigger1 = Pos Y >= 20 && Vel Y > 0 && animelemtime(10) > 0

[State 811, SelfState]
type = Changestate
trigger1 = Pos Y >= 20 && Vel Y > 0 && animelemtime(10) > 0
value = 815

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 815]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, varadd]
type = varadd
trigger1 = time = 0
fvar(2) = 6
persistent = 0

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
var(7) = 0

[State -2, VarSet]
type = VarSet
Triggerall = var(50) = 0
Triggerall = time <= 5
Trigger1 = command = "quick"
var(7) = 1

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 815

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 16
freq = 140
ampl = -6

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

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘偨懁)
[Statedef 820]
type    = S
movetype= A
physics = N
anim = 810
SprPriority = 1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 821

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 822

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 824

[State 810, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 810, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(22)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(23)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = Numhelper(30000)
triggerall = helper(30000),var(22)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(23)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State 811, turn]
type = turn
Trigger1 = animelemtime(5) = 0

[State 1200, 9]
type = Width
trigger1 = animelemtime(5) >= 0
edge = ceil(80*const(size.xscale)),0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 0,1
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 7
value = 1,2

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 821
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 821
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 821
pos = ceil(55*const(size.xscale)), ceil(-105*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 821
pos = ceil(50*const(size.xscale)), ceil(-110*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 821
pos = ceil(-40*const(size.xscale)), ceil(-130*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 821
pos = ceil(-20*const(size.xscale)), ceil(-120*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 821
pos = ceil(10*const(size.xscale)), ceil(-120*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 821
pos = ceil(40*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 821
pos = ceil(70*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 822
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 822
pos = ceil(103*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 822
pos = ceil(103*const(size.xscale)), ceil(-113*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 822
pos = ceil(68*const(size.xscale)), ceil(-137*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 822
pos = ceil(-42*const(size.xscale)), ceil(-169*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 822
pos = ceil(-25*const(size.xscale)), ceil(-203*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 822
pos = ceil(1*const(size.xscale)), ceil(-184*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 822
pos = ceil(33*const(size.xscale)), ceil(-192*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0 && P2StateNo = 822
pos = ceil(59*const(size.xscale)), ceil(-169*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) = 1 && P2StateNo = 822
pos = ceil(128*const(size.xscale)), ceil(-35*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 824
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 824
pos = ceil(89*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 824
pos = ceil(76*const(size.xscale)), ceil(-3*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 824
pos = ceil(46*const(size.xscale)), ceil(-44*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 824
pos = ceil(-39*const(size.xscale)), ceil(-48*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 824
pos = ceil(-12*const(size.xscale)), ceil(-54*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 824
pos = ceil(1*const(size.xscale)), ceil(-54*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 824
pos = ceil(30*const(size.xscale)), ceil(-46*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0 && P2StateNo = 824
pos = ceil(47*const(size.xscale)), ceil(-28*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) = 1 && P2StateNo = 824
pos = ceil(47*const(size.xscale)), ceil(-28*const(size.yscale))

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
ID = 6700
anim = 6700
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
anim = 6920
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
anim = 6930
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
stateno = 7700
id = 7700
pos = 0,0
postype = p2
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State -2, hitadd]
type = hitadd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
value = 1
persistent = 0

[State -2, poweradd]
type = poweradd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
value = 80
persistent = 0

[State -2, poweradd]
type = targetpoweradd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
value = 20
persistent = 0

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
value = ceil(-120*fvar(0)*fvar(24)*fvar(31)*(const(data.attack)*0.01))
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
fvar(15) = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
fvar(23) = -0.0625
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
fvar(24) = -0.0625
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
value = S2,8
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = P2stateno = 826
trigger2 = P2stateno = 823
trigger3 = P2stateno = 825
value = S5100,0
persistent = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)
[Statedef 821]
type    = A
movetype= H
physics = N
ctrl = 0
facep2 = 1
SprPriority = 2

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 811+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 811, Velset]
type = Velset
trigger1 = animelemtime(9) = 0
x = 10.0
y = 15.0

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= -15 && Vel Y > 0 && animelemtime(9) > 0
x = 1.5

[State 811, changestate]
type = changestate
trigger1 = Pos Y >= -15 && Vel Y > 0 && animelemtime(9) > 0
value = 826

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)2
[Statedef 826]
type    = L
movetype= H
physics = N

[State -2, varadd]
type = varadd
trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
fvar(2) = 6
persistent = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5100+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
var(7) = 0

[State -2, VarSet]
type = VarSet
Triggerall = var(50) = 0
Triggerall = time <= 5
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
Trigger1 = command = "quick"
var(7) = 1

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 810, Envshake]
type = Envshake
trigger1 = Time = 0
time = 12
freq = 120
ampl = -6

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = SelfState
trigger1 = AnimTime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 822]
type    = A
movetype= H
physics = N
ctrl = 0
facep2 = 1
SprPriority = 2

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 812

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, Velset]
type = Velset
trigger1 = animelemtime(10) = 0
x = 5.0
y = 15.0

[State 811, SelfState]
type = Changestate
trigger1 = Pos Y >= 15 && Vel Y > 0 && animelemtime(10) > 0
value = 823

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 823]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, varadd]
type = varadd
trigger1 = time = 0
fvar(2) = 6
persistent = 0

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
var(7) = 0

[State -2, VarSet]
type = VarSet
triggerall = life > 0
triggerall = !loseko
Trigger1 = command = "quick"
var(7) = 1

[State 5100, ChangeState]
type = SelfState
trigger1 = animtime = 0
trigger1 = var(7) = 1
trigger1 = fvar(2) < 72
value = 5400+(p2dist X<0)*10

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 813

[State 810, Envshake]
type = Envshake
trigger1 = Time = 0
time = 12
freq = 120
ampl = -6

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

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .60

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5110

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 824]
type    = A
movetype= H
physics = N
ctrl = 0
facep2 = 1
SprPriority = 2

[State -2, varadd]
type = varadd
trigger1 = time = 0
fvar(2) = 6
persistent = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 814

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, Velset]
type = Velset
trigger1 = animelemtime(10) = 0
x = 10.0
y = 15.0

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= 20 && Vel Y > 0 && animelemtime(10) > 0
x = 1.0

[State 811, Velset]
type = turn
trigger1 = Pos Y >= 20 && Vel Y > 0 && animelemtime(10) > 0

[State 811, SelfState]
type = Changestate
trigger1 = Pos Y >= 20 && Vel Y > 0 && animelemtime(10) > 0
value = 825

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 825]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
var(7) = 0

[State -2, VarSet]
type = VarSet
Triggerall = var(50) = 0
Triggerall = time <= 5
Trigger1 = command = "quick"
var(7) = 1

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 815

[State 810, Envshake]
type = Envshake
trigger1 = Time = 0
time = 16
freq = 140
ampl = -6

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

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;搳偘幐攕(搳偘偨懁)
[Statedef 830]
type    = S
movetype= I
physics = S
anim = 830
ctrl = 0
velset = 0,0

[STate 3000]
type = NotHitby
trigger1 = animelemtime(3) < 0
value = SAC

[State 830, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 4000, 0

[State 830, explod]
type = explod
trigger1 = time = 0
anim = 8430
pos = 75, -95
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 830, TargetState]
type = TargetState
trigger1 = time = 0
value = 840

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(90*const(size.xscale)), 0

[State 830, velset]
type = velset
trigger1 = animelem = 3
x = -6

[State 830, velset]
type = velset
trigger1 = animelem = 5,=1
x = 0

[State -2, CornerPush]
type = VarSet
trigger1 = animelem = 3
fvar(1) = 10

[State -2, CornerPush]
type = VarSet
triggerall = animelem = 3
triggerall = target,authorname = "GM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"
trigger2 = target,name="Alex"||target,name="Hugo"||target,name="Ibuki"||target,name="Gill"
fvar(1) = 15

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

[State 830, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;搳偘幐攕(搳偘傜傟偨懁)
[Statedef 840]
type    = S
movetype= H
physics = S
ctrl = 0
poweradd = 70
velset = 0,0

[STate 840, NotHitby]
type = NotHitby
trigger1 = time < 20
value = SAC

[State 840, selfstate]
type = selfstate
Triggerall = time = 0
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken"  || name = "Gouki" || name = "Alex" || name = "Hugo" || name = "Ibuki"
trigger2 = name = "Gill"
value = 850

[State 840,ChangeAnim];僋儕僄乕僞乕僘僕儍僷儞巜掕anim
type = ChangeAnim
triggerall = Time = 20
triggerall = SelfAnimExist(5940)
trigger1 = authorname = "H乭" || authorname = "Warusaki3" || authorname = "M.M.R."
trigger2 = authorname = "Mouser" || authorname = "Nyankoro" || authorname = "ryokucha"
trigger3 = authorname = "Bad Darkness" || authorname = "Third" || authorname = "adamskie"
value = 5940

[State 840, ChangeAnim]
type = ChangeAnim
Trigger1 = anim != 5940
value = 130

[State 840, velset]
type = velset
trigger1 = time = 20
x = -10

[State 840, SelfState]
type = SelfState
trigger1 = time = 37
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;傾儗僢僋僗愱梡anim(偦偺侾)
[Statedef 850]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0

[STate 850, NotHitby]
type = NotHitby
trigger1 = animelemtime(3) < 0
value = SAC

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 840

[State 850, velset]
type = posset
Trigger1 = time = 0
y = 0

[State 850, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(3) >= 0
statetype = A
movetype= I

[State 850, velset]
type = velset
Trigger1 = AnimElemtime(3) = 0
x = -4.0
y = -5.1

[State 850, velset]
type = veladd
Trigger1 = AnimElemtime(3) >= 0
y = .60

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(3) > 0
value = 851

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;傾儗僢僋僗愱梡anim(偦偺俀)
[Statedef 851]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s40, 0

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 841

[State 810, posadd]
type = posadd
trigger1 = time = 0
x = -20*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(2) = 0
x = -5*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(3) = 0
x = -7*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(4) = 0
x = -5*const(size.xscale)

[State 850, velset]
type = posset
Trigger1 = time = 0
y = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(3) >= 0
value = 1

[State 850, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 摢撍偒丒僿僢僪儘僢僋(捦傒)
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 900
facep2 = 1
sprpriority = 2

[State 800, 壒傪柭傜偡]
type = playsnd
trigger1 = AnimElemtime(4) = 0 
value = 0,3
channel = 0

[State 800, 壒傪柭傜偡]
type = playsnd
trigger1 = AnimElemtime(4) = 0 
value = 1,2

[State 800, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 4
attr = S, NT
hitflag = M 
guardflag = M
priority = 7, Miss
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1;S8000
guard.sparkno = S8400
sparkxy = -15, ceil(-80*const(size.yscale))
p1facing = 1
p2facing = ifelse(var(13)=1,-1,1)
p1stateno = ifelse(var(13)=1,960,910)
;p2stateno = ifelse(var(13)=1,975,911)
hitsound = S800,0
guardsound = S3,0
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
guard.velocity = -8.8*const(size.xscale)
guard.cornerpush.veloff = 0
numhits = 0
getpower = 0
givepower = 0
ID = 900

[State 800, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 4
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, NT
hitflag = M
guardflag = M
priority = 7, Miss
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1;S8000
guard.sparkno = S8400
sparkxy = -15, ceil(-80*const(size.yscale))
p1facing = 1
p2facing = ifelse(var(13)=0,-1,1)
p1stateno = ifelse(var(13)=0,960,910)
;p2stateno = ifelse(var(13)=0,975,911)
hitsound = S800,0
guardsound = S3,0
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
guard.velocity = -8.8*const(size.xscale)
guard.cornerpush.veloff = 0
numhits = 0
getpower = 0
givepower = 0
ID = 900

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

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

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

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

[State 800, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 摢撍偒(搳偘偨懁)
[Statedef 910]
type    = S
movetype= A
physics = N
anim = 910
SprPriority = -1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 911

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
pos = ceil(80*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 0,2
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 6
value = 1,2

[State 810, posadd]
type = posadd
trigger1 = AnimElem = 2
x = ceil(16*const(size.xscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = ceil(40*const(size.xscale)), 0

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 7      
attr = S, NA
getpower = 70,0
givepower = 40, 0
animtype  = hard
damage = ceil(180*fvar(0)*fvar(23)*fvar(31))                
priority = 5,Hit
hitflag = MAF
guardflag =
pausetime = 15,15
guard.pausetime = 15,15
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-76*const(size.yscale))
hitsound = S2,2
guardsound = S3,1
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -24.0*const(size.xscale),0
ground.cornerpush.veloff = 0
air.type = trip
;air.velocity = -3.0*const(size.xscale),-6.5*const(size.yscale)
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 910
sprpriority = -1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 50

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -76

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, Velocity]
type = VelSet
triggerall = P2Dist X > 0
trigger1 = numtarget(910)
trigger1 = target(910),movetype = H
trigger1 = target(910),stateno = [5000,5099]
trigger1 = target(910),BackEdgeBodyDist = 0
x = floor(ifelse((-15+(p2dist X)/10)>-5,-5,(-15+(p2dist X)/10)))
ignorehitpause = 0
persistent = 0

[State -2, Velocity]
type = VelSet
triggerall = vel X < 0
trigger1 = !numtarget(910)
trigger2 = target(910),gethitvar(hittime) = 0
trigger3 = abs(target(910),Pos X - Pos X) >= 185*const(size.xscale)
x = 0

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

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 摢撍偒(搳偘傜傟偨懁)
[Statedef 911]
type    = S
movetype= H
physics = N
ctrl = 0
facep2 = 1
SprPriority = 0

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 911+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
value = 912

[State 811, StateTypeSet]
type = StateTypeSet
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
Trigger1 = animelem = 4
StateType = C

[State 811, SelfState]
type = selfstate
trigger1 = p2stateno != 910
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 摢撍偒(傗傜傟偨懁)
[Statedef 915]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5100, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 915, changestate]
type = ChangeState
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
trigger1 = time = 0
value = 917
ignorehitpause = 1

[State 915, changestate]
type = changestate
trigger1 = !alive
value = 7600
ignorehitpause = 1

[State 915, changestate]
type = changestate
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
trigger1 = var(45) = 1
value = 7600
ignorehitpause = 1

[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5012+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[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)+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[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, 6]
type = SelfState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = SelfState
trigger1 = HitShakeOver
value = 5030

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摢撍偒(傗傜傟偨懁)Hugo愱梡
[Statedef 917]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5100, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 915, changestate]
type = SelfState
trigger1 = !alive
value = 5190
ignorehitpause = 1

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 15020 + 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, 6]
type = SelfState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = SelfState
trigger1 = HitShakeOver
value = 5030

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僠儑僢僾
[Statedef 920]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 920   
facep2   = 1                
sprpriority = 2
;poweradd = 20

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

[State 215, 僸僢僩掕媊]
type = HitDef     
triggerall = var(24) = 0                               
triggerall = (!fvar(30)||(fvar(30)&&fvar(4)))
triggerall = var(45) != 920
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(9) < 0)                 
attr = S, NA                     
damage = ceil(110*fvar(0)*fvar(21)*fvar(23)*fvar(28)),0
priority = 4,Hit              
animtype = Medium              
guardflag = M                 
hitflag = MAF                    
getpower = 40,30
givepower = 20,0               
pausetime = 9, 9                
guard.pausetime = 9, 9
sparkno = -1                      
guard.sparkno = S8400               
sparkxy = -15,ceil(-74*const(size.yscale)) 
hitsound = S2,1
guardsound = S3,0
ground.type = Low               
ground.slidetime = 10
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
ground.velocity = -8.0*const(size.xscale) 
guard.velocity = -8.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 13
air.velocity = -4.5*const(size.xscale),-7.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*const(size.yscale)
id = 920       

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 15*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = -5*const(size.xscale)
ignorehitpause = 1
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 8*const(size.xscale)
ignorehitpause = 1
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
x = 8*const(size.xscale)
ignorehitpause = 1
persistent = 0

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
x = -20*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = 45
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(7) < 0)
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<95,40+(abs(enemynear,Pos X - Pos X)/2),95))
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(7) >= 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<75,30+(abs(enemynear,Pos X - Pos X)/2),75))
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(5) < 0
var(43) = -105
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(7) < 0)
var(43) = -74
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(7) >= 0
var(43) = -43
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(44) = 8070
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(7) < 0)
var(44) = 8090
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(7) >= 0
var(44) = 8110
ignorehitpause = 1

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(47)
triggerall = time = 0
trigger1 = prevstateno = [200,205]
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(21) = 0.95

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

[State 215, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,1
persistent = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(13) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
movetype = I 

[State 220, VarSet]
type = VarSet
trigger1 = time = 0
var(36) = 0

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儔儕傾僢僩
[Statedef 930]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 930   
facep2   = 1               
sprpriority = 2
;poweradd = 30

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(1) = 0
x = 20*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(2) = 0
x = 10*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(3) = 0
x = 10*const(size.xscale)
persistent = 0

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(4) = 0
x = 10*const(size.xscale)
persistent = 0

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

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = var(24) = 0                               
triggerall = (!fvar(30)||(fvar(30)&&fvar(4)))
triggerall = var(45) != 930
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)                
attr = S, NA                     
damage = ceil(135*fvar(0)*fvar(21)*fvar(23)*fvar(28)*fvar(31)),0
priority = 5,Hit                
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 40,50
givepower = 40,0              
pausetime = 13, 15
guard.pausetime = 13, 15                
sparkno = -1                     
guard.sparkno = S8400               
sparkxy = -15, ceil(-110*const(size.yscale))             
hitsound = S2,2
guardsound = S3,0
ground.type = High               
ground.slidetime = 16             
ground.hittime  = Ifelse(p2statetype = C, 20, 18)             
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -11.0*const(size.xscale)  
guard.velocity = -11.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 18
air.velocity = -6.5*const(size.xscale),-7.5*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*const(size.yscale)
id = 930    

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(6) = 0
x = 10*const(size.xscale)
persistent = 0

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<100,40+(abs(enemynear,Pos X - Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -110

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8260

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(47)
triggerall = time = 0
trigger1 = prevstateno = [200,205]
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(21) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(47)
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = [240,245]
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
trigger5 = prevstateno = 920
fvar(21) = 0.75

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

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 0,0
channel = 0

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

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

[State 220]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僼儔僀儞僌僋儘僗僠儑僢僾
[Statedef 940]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 940
;poweradd = 30
sprpriority = 2

[State 920]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 920]
type = velset
trigger1 = animelemtime(3) = 0
x = 4.4*const(size.xscale)

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0
channel = 0

[State 650, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,2

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

[State 650, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0 
triggerall = (!fvar(30)||(fvar(30)&&fvar(4)))
triggerall = var(45) != 940
trigger1 = AnimElemtime(5) >= 0
attr = A, NA
damage = ceil(120*fvar(0)*fvar(21)*fvar(23)*fvar(28)*fvar(31)),0
priority = 5,Hit
getpower = 40,30
givepower = 30,0 
animtype  = hard               
hitflag = MAF
guardflag = H
pausetime = 15,14
sparkno = -1
guard.sparkno = S8400
sparkxy = -15, ceil(-52*const(size.yscale))
hitsound = S2,6
guardsound = S3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
guard.hittime = 15
guard.slidetime = 10
guard.ctrltime = 15
ground.velocity = -20.0*const(size.xscale)
air.velocity = -8.0*const(size.xscale),-10.0*const(size.yscale)
air.type = Low
air.hittime = 15
fall = 0
fall.xvelocity = -3.0*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*const(size.yscale)
id = 940

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

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -52

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8280

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

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47)
triggerall = time = 0
trigger1 = prevstateno = 600
trigger2 = prevstateno = 630
fvar(21) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = time = 0
trigger1 = prevstateno = 610
trigger2 = prevstateno = 640
fvar(21) = 0.7

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
movetype = I 

[State 610, Gravity]
type = veladd
trigger1 = animelemtime(3) >= 0
y = .35*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 941

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僼儔僀儞僌僋儘僗僠儑僢僾(拝抧)惉岟
[Statedef 941]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 941

[State 941, VelSet]
type = VelSet
trigger1 = Time = 0
x = 6.6*const(size.xscale)
y = 0

[State 941, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 941, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0

[State 941, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(6) >= 1
value = 1

[State 941, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = , NT,ST,HT
time = 1

[State 941, ChangeState]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(6) >= 1
value = 0
ctrl = 1

[State 941, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儕乕僾傾僞僢僋
[Statedef 950]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
velset = 0,0
anim = 950
vel = 0,0
facep2 = 1
sprpriority = 2

[State 920]
type = Posset
trigger1 = time = 0
y = 0

[State 920]
type = velset
trigger1 = animelemtime(2) = 0
x = 2.4*const(size.xscale)
y = -5.2*const(size.yscale)

[State 920]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .50*const(size.yscale)

[State 920, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0
StateType = A

[State 920, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,0

[State 615, 僸僢僩掕媊]
type = HitDef
triggerall = var(24) = 0
triggerall = (!fvar(30)||(fvar(30)&&fvar(4)))
triggerall = var(45) != 950
trigger1 = 1
attr = A, NA
damage = ceil(40*fvar(0)*fvar(23)*fvar(28)*fvar(31)),0
priority = 4,Hit
getpower = 20,10 
givepower = 0,0              
hitflag = MAF
guardflag = H
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1
guard.sparkno = S8400
sparkxy = -15, ceil(-57*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 6
guard.ctrltime = 12
ground.velocity = -10.0*const(size.xscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -4.0*const(size.xscale),-6.5*const(size.yscale)
air.type = Low
air.hittime = 13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*const(size.yscale)
id = 950 

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

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -57

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8110

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(2) > 0
value = 951

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儕乕僾傾僞僢僋(拝抧)
[Statedef 951]
type    = S
physics = S
ctrl = 0
anim = 951

[State -3]
type = AfterImageTime
trigger1 = time = 0
time = 0

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

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

[State 52, 3]
type = CtrlSet
trigger1 = AnimElemTime(2) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(2) >= 1
value = 0
ctrl = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘偨懁)1
[Statedef 960]
type    = S
movetype= A
physics = N
anim = 960
sprpriority = 2

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
pos = ceil(80*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 975

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex" || target,name = "Gill"
value = 970

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 980

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(20) = 0

[State -2, Varadd]
type = Varset
trigger1 = time = 0
var(21) = 0

[State 1200, 9]
type = Width
trigger1 = animelemtime(3) >= 0
value = ceil(60*const(size.xscale)),0

[State 810, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = -10*const(size.xscale)

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 975
pos = ceil(90*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 975
pos = ceil(90*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 975
pos = ceil(90*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 975
pos = ceil(55*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 970
pos = ceil(70*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 970
pos = ceil(68*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 970
pos = ceil(100*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 970
pos = ceil(75*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 980
pos = ceil(70*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 980
pos = ceil(70*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 980
pos = ceil(70*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 980
pos = ceil(40*const(size.xscale)), 0

[State 860, Changestate]
type = ChangeState
trigger1 = animtime = 0
value = 961

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘偨懁)2
[Statedef 961]
type    = S
movetype= A
physics = N
anim = 961
sprpriority = 0

[State 861, targetstate]
type = targetstate
trigger1 = time = 0
value = 976

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 971

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 981

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Gill"
value = 986

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 965
anim = 965
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 810, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(20) = 0
value = 0,4
channel = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) >= 1
trigger2 = random < (600+var(50)*50)
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
var(19) = -1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = time = 0
var(20) = 1

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 860, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 976
pos = ceil(10*const(size.xscale)), ceil(-95*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 976
pos = ceil(10*const(size.xscale)), ceil(-95*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 976
pos = ceil(10*const(size.xscale)), ceil(-95*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 971
pos = ceil(20*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 971
pos = ceil(19*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 971
pos = 0, ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 981
pos = ceil(10*const(size.xscale)), ceil(-90*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 981
pos = ceil(10*const(size.xscale)), ceil(-90*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 981
pos = ceil(10*const(size.xscale)), ceil(-90*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 986
pos = ceil(15*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 986
pos = ceil(15*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 986
pos = ceil(15*const(size.xscale)), ceil(-100*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelemtime(3) = 0
value = ceil(-50*fvar(0)*fvar(24)*fvar(26)*fvar(31)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(3) = 0
fvar(15) = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(23) > 1.0
trigger1 = animelemtime(3) = 1
fvar(23) = -0.0625

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(24) > 1.0
trigger1 = animelemtime(3) = 1
fvar(24) = -0.0625

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelemtime(3) = 0
value = 20

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = animelemtime(3) = 0
value = 10

[State -2, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(3) = 0
value = 1

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 5
freq = 80
ampl = 4

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 8140
pos = ceil(25*const(size.xscale)),ceil(-87*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 960,0

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = winko
value = 963

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) >= 5
trigger1 = var(20) < 8
value = 962

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) >= 1
trigger1 = var(20) < 8
value = 961

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) <= 0
trigger1 = var(20) < 8
trigger2 = var(20) = 8
value = 963

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘偨懁)3
[Statedef 962]
type    = S
movetype= A
physics = N
anim = 962
sprpriority = 0

[State 861, targetstate]
type = targetstate
trigger1 = time = 0
value = 977

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 972

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 982

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Gill"
value = 987

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 966
anim = 966
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) >= 1
trigger2 = random < (300+var(50)*50)*var(31)
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
var(19) = -1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = time = 0
var(20) = 1

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 860, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 977
pos = ceil(10*const(size.xscale)), ceil(-95*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 977
pos = ceil(10*const(size.xscale)), ceil(-95*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 977
pos = ceil(10*const(size.xscale)), ceil(-95*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 972
pos = ceil(20*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 972
pos = ceil(19*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 972
pos = 0, ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 982
pos = ceil(10*const(size.xscale)), ceil(-90*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 982
pos = ceil(10*const(size.xscale)), ceil(-90*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 982
pos = ceil(10*const(size.xscale)), ceil(-90*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 987
pos = ceil(15*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 987
pos = ceil(15*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 987
pos = ceil(15*const(size.xscale)), ceil(-100*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelemtime(3) = 0
value = ceil(-50*fvar(0)*fvar(24)*fvar(26)*fvar(31)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(3) = 0
fvar(15) = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(23) > 1.0
trigger1 = animelemtime(3) = 1
fvar(23) = -0.0625

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(24) > 1.0
trigger1 = animelemtime(3) = 1
fvar(24) = -0.0625

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelemtime(3) = 0
value = 20

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = animelemtime(3) = 0
value = 10

[State -2, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(3) = 0
value = 1

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 5
freq = 80
ampl = 4

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 8140
pos = ceil(25*const(size.xscale)),ceil(-87*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 960,0

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = winko
value = 963

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) >= 5
trigger1 = var(20) < 8
value = 962

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) >= 1
trigger1 = var(20) < 8
value = 961

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) <= 0
trigger1 = var(20) < 8
trigger2 = var(20) = 8
value = 963

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(廔椆)
[Statedef 963]
type    = S
movetype= I
physics = N
anim = 963
sprpriority = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 967
anim = 967
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 863, targetstate]
type = targetstate
trigger1 = time = 0
value = 978

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex" || target,name = "Gill"
value = 973

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 983

[State 860, TargetBind]
type = TargetBind
trigger1 = time = 0 && P2StateNo = 978
pos = ceil(30*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = time = 0 && P2StateNo = 973
pos = ceil(30*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = time = 0 && P2StateNo = 983
pos = ceil(30*const(size.xscale)), 0

[State 863, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Alex愱梡1
[Statedef 970]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 970

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = name = "Gill"
value = 985+(facing=-1)*100000

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Alex愱梡2
[Statedef 971]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 971

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = name = "Gill"
value = 986+(facing=-1)*100000

[State -2, varadd]
type = varadd
trigger1 = animelemtime(3) = 0
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Alex愱梡3
[Statedef 972]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 972

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = name = "Gill"
value = 987+(facing=-1)*100000

[State -2, varadd]
type = varadd
trigger1 = animelemtime(3) = 0
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Alex愱梡4
[Statedef 973]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 973

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = name = "Gill"
value = 988+(facing=-1)*100000

[State -2]
type = PosSet
trigger1 = time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 16.0

[State 5110, 8]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .85

[State 813]
type = SelfState
trigger1 = !alive
value = 5190

[State 813]
type = SelfState
trigger1 = name = "Gill"
trigger1 = var(45) = 1
value = 5191

[State 813]
type = SelfState
trigger1 = fvar(2) = 72
trigger1 = animelemtime(6) = 1
value = 5300

[State 813]
type = SelfState
trigger1 = fvar(2) < 72
trigger1 = animelemtime(6) = 1
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Hugo愱梡1
[Statedef 980]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 980

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Hugo愱梡2
[Statedef 981]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 981

[State -2, varadd]
type = varadd
trigger1 = animelemtime(3) = 0
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Hugo愱梡3
[Statedef 982]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 982

[State -2, varadd]
type = varadd
trigger1 = animelemtime(3) = 0
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Hugo愱梡4
[Statedef 983]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 983

[State -2]
type = PosSet
trigger1 = time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 16.0

[State 5110, 8]
type = VelSet
trigger1 = animelemtime(7) = 0
x = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .85

[State 813]
type = SelfState
trigger1 = !alive
value = 5190

[State 813]
type = SelfState
trigger1 = fvar(2) = 72
trigger1 = animtime = 0
value = 5300

[State 813]
type = SelfState
trigger1 = fvar(2) < 72
trigger1 = animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)1
[Statedef 975]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 975

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)2
[Statedef 976]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 976

[State -2, varadd]
type = varadd
triggerall = animelemtime(3) = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki"
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)3
[Statedef 977]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 977

[State -2, varadd]
type = varadd
triggerall = animelemtime(3) = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki"
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)4
[Statedef 978]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 978

[State -2]
type = PosSet
trigger1 = time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 16.0

[State 5110, 8]
type = VelSet
trigger1 = animelemtime(4) = 0
x = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .85

[State 813]
type = ChangeState
trigger1 = !alive
value = 7650

[State 813]
type = SelfState
trigger1 = animelemtime(4) = 1
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Gill愱梡2
[Statedef 986]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 986+(facing=-1)*100000

[State -2, varadd]
type = varadd
trigger1 = animelemtime(3) = 0
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僿僢僪儘僢僋(搳偘傜傟偨懁)Gill愱梡3
[Statedef 987]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
sprpriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 987+(facing=-1)*100000

[State -2, varadd]
type = varadd
trigger1 = animelemtime(3) = 0
fvar(2) = 3
persistent = 0
