;Var(0)  = 憡庤敾暿
;Var(1)  = 1P,2P懁敾掕
;Var(2)  = 俽俙慖戰
;Var(3)  = 僴僀僕儍儞僾
;Var(4)  = 懳嬻僈乕僪
;Var(5)  = 嬻拞僉儍儞僙儖
;Var(6)  = 憡庤嬻拞暅婣
;Var(7)  = 僋僀僢僋僗僞儞僨傿儞僌
;Var(8)  = 搳偘敳偗
;Var(9)  = 僼傽乕僗僩傾僞僢僋
;Var(10) = 庛拞嫮敾暿
;Var(11) = 僸僢僩妋擣(movehit)
;Var(12) = 僸僢僩妋擣(moveguarded)
;Var(13) = 憡庤岦偒敾暿
;Var(14) = movecontact帩懕帪娫
;Var(15) = 儅僔儞僈儞僿僢僪僶僢僩婥愨
;Var(16) = 儅僔儞僈儞僿僢僪僶僢僩憡庤嬺傜偄忬懺
;Var(17) = hitpausetime
;Var(18) = 斀揮嬄偗斀傝屻搳偘柍揋帪娫
;Var(19) = 僿僢僪儘僢僋儃僞儞楢懪夞悢
;Var(20) = 僿僢僪儘僢僋夞悢惂尷
;Var(21) = 僿僢僪儘僢僋僟儊乕僕曗惓
;Var(22) = 廲棴傔暘妱(棴傔僉儍僷)
;Var(23) = 廲棴傔暘妱(棴傔埲奜僉儍僷)
;Var(24) = 捛偄摙偪晄壜
;Var(25) = SA埫揮帪娫
;Var(26) = 廲棴傔暘妱(嵞搙棴傔庴晅帪娫)
;Var(27) = 廲棴傔暘妱(昁嶦媄僐儅儞僪曽岦庴晅帪娫)
;Var(28) = 廲棴傔暘妱(昁嶦媄僐儅儞僪儃僞儞庴晅帪娫)
;Var(29) = 僽儘昞帵
;Var(30) = 棫偪丒嬻拞僽儘僐儅儞僪擣幆
;Var(31) = 孅僽儘僐儅儞僪擣幆丂
;Var(32) = 僈乕僪僽儘擣幆
;Var(33) = 僯儏乕僩儔儖栠偟妋擣(棫偪丒嬻拞)
;var(34) = 僯儏乕僩儔儖栠偟妋擣(孅)
;var(35) = HitShakeTime
;var(36) = 僞乕僎僢僩僐儞儃
;var(37) = 愭峴擖椡(嬻拞)
;var(38) = 愭峴擖椡夝彍(嬻拞)
;Var(39) = 愭峴擖椡擣幆(嬻拞)
;Var(40) = 偟傖偑傒彫僷儞僠楢懪僉儍儞僙儖
;Var(41) = juggle
;Var(42) = 僸僢僩僗僷乕僋x
;Var(43) = 僸僢僩僗僷乕僋y
;Var(44) = sparkno
;Var(45) = Hit妋擣
;var(46) = 僗僞儞忬懺
;Var(47) = movecontact
;Var(48) = 彑棙敾掕
;Var(49) = stateno
;Var(50) = AI
;var(51) = AI儔儞僟儉
;Var(52) = 儔僀僼敾暿
;var(53) = 儔僀僼忣曬
;var(54) = 彑棙帪
;var(55) = 愭峴擖椡(儕僶乕僒儖梡)
;var(56) = 愭峴擖椡夝彍
;var(57) = 愭峴擖椡擣幆
;Var(58) = 愭峴擖椡(僉儍儞僙儖梡)
;Var(59) = SA僼傿僯僢僔儏

;fvar(0) = 僐儞儃僟儊乕僕曗惓
;fvar(1) = 僸僢僩僶僢僋
;fvar(2) = 僗僞儞僎乕僕
;fvar(3) = 楢懕僈乕僪
;fvar(4) = 捛偄摙偪敾掕
;fvar(5) = 嫮惂廔椆媄僸僢僩
;fvar(6) = 彑棙superpausetime
;fvar(7) = 巰朣妋擣
;fvar(8) = perfect敾掕
;fvar(9) = 僗僞儞娭楢
;fvar(10) = 嬻拞僐儞儃惂尷抣
;fvar(11) = PA擣幆
;fvar(12) = 帺摦僽儘敾掕
;fvar(13) = power
;fvar(14) = 嬻拞峌寕HIT
;fvar(15) = 僐儞儃悢
;fvar(16) = 棫偪戝僉僢僋HIT
;fvar(17) = 俙俬曕偒惂屼
;fvar(18) = 巊梡嵪傒
;fvar(19) = 巊梡嵪傒
;fvar(20) = 僗僞儞帪娫儔儞僟儉
;fvar(21) = 僠僃乕儞僐儞儃僟儊乕僕曗惓
;fvar(22) = 儗僶僈僠儍
;fvar(23) = 僷乕僜僫儖傾僋僔儑儞(懪寕椡倀俹)俇抜奒
;fvar(24) = 僷乕僜僫儖傾僋僔儑儞(搳偘埿椡倀俹)俉抜奒
;fvar(25) = 懡抜HIT媄僟儊乕僕曗惓
;fvar(26) = 僗儔僢僔儏僠儑僢僾楢懕媄曗惓
;fvar(27) = 僗乕僷乕僉儍儞僙儖曗惓
;fvar(28) = 偟傖偑傒僇僂儞僞乕
;fvar(29) = 僉儍儔敾暿
;fvar(30) = 捛偄摙偪晄壜
;fvar(31) = 崻惈抣曗惓
;fvar(32) = 墶棴傔暘妱(棴傔僉儍僷)
;fvar(33) = 墶棴傔暘妱(棴傔埲奜僉儍僷)
;fvar(33) = 墶棴傔暘妱(嵞搙棴傔庴晅帪娫)
;fvar(34) = 墶棴傔暘妱(昁嶦媄僐儅儞僪曽岦庴晅帪娫)
;fvar(35) = 墶棴傔暘妱(昁嶦媄僐儅儞僪儃僞儞庴晅帪娫)
;fvar(36) = 墶棴傔暘妱(棴傔暘妱枹巊梡)
;fvar(37) = 墶棴傔暘妱(悅捈僕儍儞僾屻晻報帪娫)
;fvar(39) = AI憡庤婲偒忋偑傝擣幆

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;婎杮僨乕僞晹暘
[Data]
life              = 1050    ;懱椡僎乕僕偺嵟戝抣傪寛傔傑偡
power             = 3000    ;僷儚乕僎乕僕嵟戝抣乮僨僼僅儖僩偼 3000 = Lv.3 偵側傝傑偡丒僆僾僔儑儞乯
attack            = 80     ;峌寕椡僷乕僙儞僥乕僕乮僨僼僅儖僩偼 100% 偵側傝傑偡乯
defence           = 100     ;杊屼椡僷乕僙儞僥乕僕乮僨僼僅儖僩偼 100% 偵側傝傑偡乯
fall.defence_up   = 50      ;堦帪揑偵忋徃偡傞僟僂儞帪偺杊屼椡僷乕僙儞僥乕僕
liedown.time      = 60      ;搢傟偰偐傜婲偒忋偑傞傑偱偺帪娫
airjuggle         = 15      ;僕儍僌儖億僀儞僩尷奅抣丂仛侾
sparkno           = 2       ;僨僼僅儖僩偺僸僢僩僗僷乕僋斣崋乮fightfx.air偐丄僉儍儔偺air偐傜屇傃弌偡乯
guard.sparkno     = 35      ;僨僼僅儖僩偺僈乕僪僗僷乕僋斣崋乮fightfx.air偐丄僉儍儔偺air偐傜屇傃弌偡乯
KO.echo           = 0       ;俲俷帪偺惡偵僄僐乕傪妡偗傞偐偳偆偐乮0=偟側偄丒1=偡傞乯
volume            = 100     ;僉儍儔偺壒検丂255偑嵟崅
IntPersistIndex   = 0       ;Var傪師偺儔僂儞僪傊帩偪墇偟偑壜擻 (嵟彫=0, 嵟戝=59)
;FloatPersistIndex = 40      ;FVar傪師偺儔僂儞僪傊帩偪墇偟偑壜擻 (嵟彫=0, 嵟戝=39)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僒僀僘愝掕
[Size]
xscale           = 0.90     ;僉儍儔夋憸偺墶偺僗働乕儖
yscale           = 1.05     ;僉儍儔夋憸偺廲偺僗働乕儖
ground.back      = 25       ;僉儍儔偺暆乮抧忋屻曽乯
ground.front     = 25       ;僉儍儔偺暆乮抧忋慜曽乯
air.back         = 22       ;僉儍儔偺暆乮嬻拞屻曽乯
air.front        = 22       ;僉儍儔偺暆乮嬻拞慜曽乯
height           = 50       ;挼傃墇偡憡庤偺偨傔偺僉儍儔偺崅偝
attack.dist      = 160      ;峌寕傪弌偟偨帪偵憡庤偑僈乕僪懱惃偵擖傞嵟掅偺嫍棧
proj.attack.dist = 90       ;憡庤偑僈乕僪懱惃偵擖傞敪幩暔偲偺嵟掅偺嫍棧
proj.doscale     = 1       ;xscale偲yscale偑敪幩暔偺僗働乕儖偵傕塭嬁偡傞偐偳偆偐乮0=偟側偄丒1=偡傞乯
head.pos         = 15,-100  ;BindToTarget偺帪偵昁梫側摢偺嵗昗
mid.pos          = 0,-60    ;BindToTarget偺帪偵昁梫側懱拞怱偺嵗昗
shadowoffset     = 0        ;塭偺悅捈曽岦偺埵抲
draw.offset      = 0,0      ;僉儍儔昤夋昞帵埵抲乮倃幉,倄幉乯

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;堏摦懍搙愝掕
[Velocity]
walk.fwd     = 2.4          ;慜恑曕峴懍搙
walk.back    = -2.0         ;屻戅曕峴懍搙
;run.fwd      = 4.6, 0      ;慜偵憱傞帪偺懍搙乮倃幉,倄幉乯
;run.back     = -4.5,-3.8   ;屻傠偵憱傞帪偺懍搙乮倃幉,倄幉乯
jump.neu     = 0,-9.6       ;悅捈僕儍儞僾懍搙乮倃幉,倄幉乯
jump.back    = -3.2         ;屻僕儍儞僾懍搙
jump.fwd     = 3.8          ;慜僕儍儞僾懍搙
;runjump.back = -2.55,-8.1  ;屻傠偵憱傝側偑傜偺僕儍儞僾懍搙乮僆僾僔儑儞乯
;runjump.fwd  = 4,-8.1      ;慜偵憱傝側偑傜偺僕儍儞僾懍搙乮僆僾僔儑儞乯
;airjump.neu  = 0,-8.1      ;嬻拞悅捈僕儍儞僾懍搙乮僆僾僔儑儞乯
;airjump.back = -2.55       ;嬻拞屻僕儍儞僾懍搙乮僆僾僔儑儞乯
;airjump.fwd  = 2.5         ;嬻拞慜僕儍儞僾懍搙乮僆僾僔儑儞乯

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摦嶌愝掕
[Movement]
airjump.num     = 0      ;嬻拞僕儍儞僾偑弌棃傞夞悢乮僆僾僔儑儞乯
airjump.height  = 35     ;嬻拞僕儍儞僾偡傞偨傔偵昁梫側嵟掅尷偺崅偝乮僆僾僔儑儞乯
yaccel          = .60    ;廳椡乮悅捈壓崀壛懍搙乯
stand.friction  = .85    ;棫偪忬懺偺杸嶤學悢
crouch.friction = .82    ;偟傖偑傒忬懺偺杸嶤學悢



;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 慜僟僢僔儏
[Statedef 100]
type = S
physics = N
ctrl = 0
anim = 100
facep2 = 1
sprpriority = 1

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

[State 100, Playsnd]
type = Playsnd
trigger1 = Animelemtime(2) = 0
value = 100,0
channel = 6

[State 100, posset]
type = posset
trigger1 = time = 0
y = 0

[State 100, VelSet]
type = VelSet
trigger1 = Animelemtime(2) = 0
x = 9.5*const(size.xscale)

[State 100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = var(50) = 0
trigger2 = command ="back"
trigger3 = var(50) >= 1
trigger3 = P2BodyDist X < 30*const(size.xscale) || p2movetype = A
value = 101

[Statedef 101]
type = S
physics = N
ctrl = 0
anim = 101
sprpriority = 1

[State 100, Playsnd]
type = Playsnd
trigger1 = Animelemtime(1) = 0
value = 52,0

[State 100, posset]
type = posset
trigger1 = time = 0
y = 0

[State 100, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimelemTime(3) < 0
flag = NoWalk

[State -1, ChangeState]
type = ChangeState
value = 3000 + (power >= 2000 && enemynear,life >= 100)*300
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = power >= 1000
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(65*const(size.xscale))]
trigger1 = enemynear,life < 100 + (power >= 2000)*70
trigger1 = AnimelemTime(3) = 0
trigger1 = (enemynear,stateno = 7500) || (enemynear,stateno = [5300,5301])
ignorehitpause = 0

[State -1, ChangeState]
type = ChangeState
value = 1020
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(60*const(size.xscale))]
triggerall = AnimelemTime(3) = 0
triggerall = (enemynear,stateno = 7500) || (enemynear,stateno = [5300,5301])
trigger1 = random < 500
trigger1 = enemynear,life < 60
trigger2 = var(50) < 4
ignorehitpause = 0

[State -1, ChangeState]
type = ChangeState
triggerall = roundstate = 2
trigger1 = var(50) >= 4
trigger1 = AnimelemTime(3) = 0
trigger1 = StateType != A
trigger1 = P2BodyDist X <= ceil(30*const(size.xscale))
trigger1 = (enemynear,stateno = 7500) || (enemynear,stateno = [5300,5301])
value = 1220

[State -1, ChangeState]
type = ChangeState
triggerall = roundstate = 2
trigger1 = var(50) >= 1
trigger1 = AnimelemTime(3) = 0
trigger1 = StateType != A
trigger1 = P2BodyDist X > ceil(30*const(size.xscale))
trigger1 = (enemynear,stateno = 7500) || (enemynear,stateno = [5300,5301])
value = 100

[State 100, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(3) >= 0
value = 1

[State 100, 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
; 屻僟僢僔儏
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
facep2 = 1
sprpriority = 1

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

[State 105, Playsnd]
type = Playsnd
trigger1 = Animelemtime(2) = 0
value = 100,0

[State 105, posset]
type = posset
trigger1 = time = 0
y = 0

[State 105, VelSet]
type = VelSet
trigger1 = AnimelemTime(2) = 0
x = -6.5*const(size.yscale)
y = -2.8*const(size.yscale)

[State 105, Veladd]
type = Veladd
trigger1 = AnimelemTime(2) >= 0
y = .40*const(size.yscale)

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(2) >= 0
statetype = A

[State 105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 106

[Statedef 106]
type    = S
physics = N
ctrl = 0
anim = 106
sprpriority = 1

[State 105, posset]
type = posset
trigger1 = time = 0
y = 0

[State 105, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimelemTime(5) < 0
flag = NoWalk

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(5) >= 0
value = 1

[State 105, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 僞僀儉僆乕僶乕帪
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 柍揋]
type = NotHitBy
trigger1 = 1 ;1偵偡傞偲偄偐側傞忦審偱傕桳岠偱丄0偵偡傞偲偄偐側傞忦審偱傕柍岠
value = SCA
time = 1

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 彑棙億乕僘暘婒
[Statedef 180]
type = S

[State 180]
type = varrandom
trigger1 = time = 0
v = 54
range = 0,2

[State 180]
type = ChangeState
trigger1 = var(54) = 0
value = 181

[State 180]
type = ChangeState
trigger1 = var(54) = 1
value = 182

[State 180]
type = ChangeState
trigger1 = var(54) = 2
value = 183

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 彑棙億乕僘侾
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 182, playsnd]
type = playsnd
trigger1 = AnimElem = 1
value = 180,1
channel = 0

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

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 彑棙億乕僘俀
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, playsnd]
type = playsnd
trigger1 = AnimElem = 3 
value = 180, 2
channel = 0

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

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 彑棙億乕僘俁
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 182, playsnd]
type = playsnd
trigger1 = AnimElem = 1
value = 180, 0
channel = 0

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

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 僀儞僩儘乮帋崌奐巒捈慜偺傾僋僔儑儞乯
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, ChangeState]
type = ChangeState
triggerall = Time = 0
triggerall = numenemy
trigger1 = enemy,authorname = "GM"
trigger1 = enemy,name = "Hugo"
value = 194

[State 190, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191+random%2

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;捠忢僀儞僩儘侾
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 192, playsnd]
type = playsnd
trigger1 = AnimElem = 32
value = 190, 0
channel = 0

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = Intro

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 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
;捠忢僀儞僩儘俀
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[state -2, helper]
type = helper
trigger1 = AnimElemTime(29) = 0
ID = 193
pos = 0,0
postype = p1
stateno = 193
helpertype = normal
name = "暈傗傇傝"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
Size.ShadowOffset = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 192, playsnd]
type = playsnd
trigger1 = AnimElem = 16 
value = 190, 1
channel = 0

[State 192, playsnd]
type = playsnd
trigger1 = AnimElem = 18
value = 190, 2

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = Intro

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 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
;暈
[Statedef 193]
type = S
velset = 0,0
anim = 193
ctrl = 0

[State 8550, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = roundstate = 2

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摿庩僀儞僩儘(懳僸儏乕僑乕)
[Statedef 194]
type = S
ctrl = 0
anim = 20190
velset = 0,0
SprPriority = 1

[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 20190

[state -2, helper]
type = helper
trigger1 = numhelper(20000) = 0
trigger1 = time = 0
ID = 20000
pos = 0,0
postype = p1
stateno = 20000
helpertype = normal
bindtime = -1
name = "toumei"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = Intro

[State 901,1]
type = posset
trigger1 = AnimElem = 1
x = ifelse(teamside=1,-20,20)

[State -2, Explod]
type = Explod
trigger1 = anim = 20190
trigger1 = animelem = 46
anim = 8400
pos = 0,ceil(-90*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
persistent = 0
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
triggerall = anim = 20191
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(5) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-20*const(size.xscale)), 0
random = 0, 5
velocity = -0.1, -0.2
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = anim = 20190
trigger1 = AnimElem = 45,>=0
value = 0

[State 192, playsnd]
type = playsnd
trigger1 = anim = 20190
trigger1 = animelem = 46
value = 3, 0

[State 20, 2]
type = VelSet
trigger1 = anim = 20190
trigger1 = animelemtime(53) = 0
x = -4.0

[State 20, 2]
type = VelMul
trigger1 = anim = 20190
trigger1 = animelemtime(53) >= 0
x = .99

[State 20, 4]
type = VelSet
triggerall = anim = 20190
trigger1 = teamside = 1
trigger1 = pos X <= helper(20000),pos X
trigger2 = teamside = 2
trigger2 = pos X >= helper(20000),pos X
x = 0

[State 20, 4]
type = ChangeAnim
triggerall = anim = 20190
trigger1 = teamside = 1
trigger1 = pos X <= helper(20000),pos X
trigger2 = teamside = 2
trigger2 = pos X >= helper(20000),pos X
value = 20191

[State 20, 4]
type = PosSet
trigger1 = numhelper(20000)
trigger1 = anim = 20191
x = helper(20000),pos X

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = anim = 20191
trigger1 = AnimTime = 0
value = 0

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 挧敪
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 1

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = -18*const(size.xscale)

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

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

[State 195, playsnd]
type = playsnd
trigger1 = AnimElem = 5 
trigger2 = AnimElem = 14
value = 1, 2

[State 195, Poweradd]
type = Poweradd
trigger1 = time >= 0
value = 3

[State 195, Lifeadd]
type = Lifeadd
triggerall = PalNo = 12
trigger1 = time >= 0
value = 3

[State -2, VarAdd]
type = VarAdd
triggerall = PalNo != 12
trigger1 = fvar(23) < 1.375
trigger1 = AnimTime = 0
fvar(23) = ifelse(fvar(23)=1.0,0.094,0.063)

[State -2, VarAdd]
type = VarAdd
triggerall = PalNo != 12
trigger1 = fvar(24) < 1.50
trigger1 = AnimTime = 0
fvar(24) = 0.063

[State -2, VarAdd]
type = VarAdd
triggerall = PalNo = 12
trigger1 = fvar(23) < 1.375
trigger1 = AnimTime = 0
fvar(23) = 0.375

[State -2, VarAdd]
type = VarAdd
triggerall = PalNo = 12
trigger1 = fvar(24) < 1.50
trigger1 = AnimTime = 0
fvar(24) = 0.5

[State -2, VarSet]
type = VarSet
trigger1 = AnimTime = 0
fvar(11) = 1

[State 195, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(50) = 0
triggerall = AnimTime = 0
trigger1 = command = "holdz" && command = "holdc"
trigger2 = command = "holds"
value = 196

[State 195, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(50) = 0
triggerall = AnimTime = 0
trigger1 = command != "holdz" || command != "holdc" || command != "holds"
value = 197

[State 195, 僗僥乕僩曄峏]
type = ChangeState
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = AnimTime = 0
triggerall = enemy, numproj = 0
trigger1 = power < 3000
trigger1 = p2bodydist X > 200
trigger1 = p2statetype = L
trigger1 = p2stateno = [5100,5110]
trigger2 = fvar(24) < 1.50
trigger2 = p2bodydist X > 120
trigger2 = p2stateno = 195
trigger3 = NumEnemy = 1
trigger3 = p2name = "S-Len" && enemy,authorname = "pprn"
trigger3 = p2stateno = 195
value = 196

[State 195, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(50) >= 1
triggerall = AnimTime = 0
trigger1 = roundstate != 2
trigger2 = power >= 3000
trigger3 = fvar(24) >= 1.50
trigger4 = p2stateno != [5100,5110]
trigger5 = p2stateno != 195
value = 197

[Statedef 196]
type = S
movetype = I
physics = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 1

[State 195, playsnd]
type = playsnd
trigger1 = AnimElem = 4 
value = 1, 2

[State 195, Poweradd]
type = Poweradd
trigger1 = time >= 0
value = 3

[State 195, Lifeadd]
type = Lifeadd
triggerall = PalNo = 12
trigger1 = time >= 0
value = 3

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(23) < 1.375
trigger1 = AnimTime = 0
fvar(23) = ifelse(fvar(23)=1.0,0.094,0.063)

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(24) < 1.50
trigger1 = AnimTime = 0
fvar(24) = 0.063

[State 195, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(50) = 0
triggerall = AnimTime = 0
trigger1 = command = "holdz" && command = "holdc"
trigger2 = command = "holds"
value = 196

[State 195, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(50) = 0
triggerall = AnimTime = 0
trigger1 = command != "holdz" || command != "holdc" || command != "holds"
value = 197

[State 195, 僗僥乕僩曄峏]
type = ChangeState
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = AnimTime = 0
triggerall = enemy, numproj = 0
trigger1 = power < 3000
trigger1 = p2bodydist X > 200
trigger1 = p2statetype = L
trigger1 = p2stateno = [5100,5110]
trigger2 = fvar(24) < 1.50
trigger2 = p2bodydist X > 120
trigger2 = p2stateno = 195
trigger3 = NumEnemy = 1
trigger3 = p2name = "S-Len" && enemy,authorname = "pprn"
trigger3 = p2stateno = 195
value = 196

[State 195, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(50) >= 1
triggerall = AnimTime = 0
trigger1 = roundstate != 2
trigger2 = power >= 3000
trigger3 = fvar(24) >= 1.50
trigger4 = p2stateno != [5100,5110]
trigger5 = p2stateno != 195
value = 197

[Statedef 197]
type = S
movetype = I
physics = S
ctrl = 0
anim = 197
velset = 0,0
sprpriority = 1

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 28*const(size.xscale)

[State 195, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;棫偪僽儘
[Statedef 4000]
type = S
movetype = I
physics = S
anim = 4000
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = (animelemtime(5)<0)

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,3
channel = 0

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4000, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(64*const(size.xscale)),ceil(-83*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4000, Pause]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State -2, ChangeState]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(4) = 9
value = 120

[State 4000, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(5) >= 0
value = 1

[State 4000, sprpriority]
type = sprpriority
trigger1 = animelemtime(5) >= 0
value = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;棫偪僽儘
[Statedef 4010]
type = S
movetype = I
physics = S
anim = 4000
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = (animelemtime(5)<0)

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,3
channel = 0

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4000, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(64*const(size.xscale)),ceil(-83*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4000, Pause]
type = Pause
trigger1 = !var(0)
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State -2, ChangeState]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(4) = 9
value = 120

[State 4000, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(5) >= 0
value = 1

[State 4000, sprpriority]
type = sprpriority
trigger1 = animelemtime(5) >= 0
value = 0

[State 4000, 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
;孅僽儘
[Statedef 4100]
type = C
movetype = I
physics = C
anim = 4100
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = (animelemtime(3)<0)

[State 4100, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,3
channel = 0

[State 4100, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4100, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(50*const(size.xscale)),ceil(-43*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4100, Pause]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State -2, ChangeState]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(2) = 12
value = 120

[State 4100, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(3) = 0
value = 1

[State 4000, sprpriority]
type = sprpriority
trigger1 = animelemtime(3) >= 0
value = 0

[State 4100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;孅僽儘
[Statedef 4110]
type = C
movetype = I
physics = C
anim = 4100
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = (animelemtime(3)<0)

[State 4100, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,3
channel = 0

[State 4100, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4100, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(50*const(size.xscale)),ceil(-43*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4100, Pause]
type = Pause
trigger1 = !var(0)
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State -2, ChangeState]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(2) = 12
value = 120

[State 4100, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(3) = 0
value = 1

[State 4000, sprpriority]
type = sprpriority
trigger1 = animelemtime(3) >= 0
value = 0

[State 4100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞僽儘
[Statedef 4200]
type = A
movetype = I
physics = N
anim = 4200
velset = (vel X)*ifelse(p2dist X < 0,-1,1),ifelse(vel Y<-2.0,vel Y,-2.0)*const(size.yscale)
sprpriority = 0
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = 2

[State 4200, turn]
type = posfreeze
trigger1 = 1

[State 4200, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,3
channel = 0

[State 4200, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4200, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(55*const(size.xscale)),ceil(-64*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4200, Pause]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State 4200, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞僽儘
[Statedef 4205]
type = A
movetype = I
physics = N
anim = 4200
velset = (vel X)*ifelse(p2dist X < 0,-1,1),ifelse(vel Y<-2.0,vel Y,-2.0)*const(size.yscale)
sprpriority = 0
facep2 = 1
ctrl = 0

[State -2, 僽儘僢僉儞僌]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = 1

[State 4200, turn]
type = posfreeze
trigger1 = 1

[State 4200, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,3
channel = 0

[State 4200, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 0
ampl = 0
freq = 0

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4200, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = ceil(55*const(size.xscale)),ceil(-64*const(size.yscale))
postype = p1
facing = 1
sprpriority = 10
bindtime = 1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4200, Pause]
type = Pause
trigger1 = !var(0)
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State 4200, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞僽儘(懕偒)
[Statedef 4250]
type = A
movetype = I
physics = N
anim = 4250
;velset = fvar(29)*var(6),ifelse(fvar(30)<-1.0,fvar(30),-1.0)*const(size.yscale)
sprpriority = 0
ctrl = 1

[State 4250, VelAdd]
type = VelAdd
trigger1 = 1
y = .50

[State 4250, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 
trigger1 = Vel Y > 0
trigger1 = Anim != 52
value = 52


;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; GUARD (end)
[Statedef 6140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 6140, 1]
type = ChangeAnim
trigger1 = Time = 0 && statetype = S
value = ifelse(var(4) = 1,9140,140)

[State 6140, 1]
type = ChangeAnim
trigger1 = Time = 0 && statetype = C
value = 141

[State 6140, 1]
type = ChangeAnim
trigger1 = Time = 0 && statetype = A
value = 142

[State 6140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 6140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 6140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 6140, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6140, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) >= 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State 6140, 5] ;Implemented within engine
type = ChangeState
trigger1 = AnimTime = 0
value = (statetype = C)*11 + (statetype = A)*51

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; SGUARDHIT (shaking)
[Statedef 6150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 6150, 1]
type = ChangeAnim
trigger1 = 1
value = anim

[State 6150, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) >= 1
trigger2 = random <= (360+var(50)*60)*fvar(31)
value = 150

[State 6150, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = hitshakeover
value = 6151 + 2*(command = "holddown")

[State 6150, 2]
type = ChangeState
trigger1 = var(50) >= 1
trigger1 = hitshakeover
value = 6151 + 2*(p2statetype=C)

[State 6150, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6150, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) >= 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State 6150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; SGUARDHIT2 (knocked back)
[Statedef 6151]
type    = S
movetype= H
physics = S

[State 6151, VarSet]
type = VarSet
trigger1 = enemy,statetype = A
trigger1 = enemynear,Pos Y > -50
var(4) = 0

[State 151, 1]
type = HitVelSet
trigger1 = prevstateno = 6150 || prevstateno = 6152
trigger1 = time = 0
x = 1

[State 6151, 2]
type = VelSet
trigger1 = fvar(3) = GetHitvar(slidetime)
trigger2 = GetHitvar(hittime) = 0
x = 0

[State 6151, 3]
type = CtrlSet
trigger1 = fvar(3) = GetHitvar(ctrltime)
value = 1

[State 6151, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6151, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) >= 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State 6151, NotHitBy]
type = NotHitBy
trigger1 = GetHitvar(hittime) = 0
value = , NT,ST,HT
time = 6

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State 6151, 4]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) >= 1
trigger2 = random <= (360+var(50)*60)*fvar(31)
value = 151

[State 6151, 4]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = GetHitvar(hittime) = 0
value = 6140
ctrl = 1

[State 6151, 4]
type = ChangeState
trigger1 = var(50) >= 1
trigger1 = GetHitvar(hittime) = 0
value = 6140
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
; CGUARDHIT (shaking)
[Statedef 6152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 6152, 1]
type = ChangeAnim
trigger1 = 1
value = anim

[State 6152, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) >= 1
trigger2 = random <= (360+var(50)*60)*fvar(31)
value = 152

[State 6150, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = hitshakeover
value = 6151 + 2*(command = "holddown")

[State 6150, 2]
type = ChangeState
trigger1 = var(50) >= 1
trigger1 = hitshakeover
value = 6151 + 2*(p2statetype=C)

[State 6152, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6152, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) >= 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State 6152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; CGUARDHIT2 (knocked back)
[Statedef 6153]
type    = C
movetype= H
physics = C
anim = 151

[State 6153, 1]
type = HitVelSet
trigger1 = prevstateno = 6150 || prevstateno = 6152
trigger1 = Time = 0
x = 1

[State 6153, 2]
type = VelSet
trigger1 = fvar(3) = GetHitvar(slidetime)
trigger2 = GetHitvar(hittime) = 0
x = 0

[State 6153, 3]
type = CtrlSet
trigger1 = fvar(3) = GetHitVar(ctrltime)
value = 1

[State 6153, CPU梡娷傓HtoL]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 6153, CPU梡娷傓LtoH]
type = StateTypeSet
trigger1 = Var(50) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(50) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(50) >= 1
trigger3 = statetype = C && p2statetype = S
trigger3 = Var(51) = [0,19]
statetype = S
physics = S

[State 6153, NotHitBy]
type = NotHitBy
trigger1 = GetHitvar(hittime) = 0
value = , NT,ST,HT
time = 6

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State 6153, 4]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) >= 1
trigger2 = random <= (360+var(50)*60)*fvar(31)
value = 153

[State 6153, 4]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = GetHitvar(hittime) = 0
value = 6140
ctrl = 1

[State 6153, 4]
type = ChangeState
trigger1 = var(50) >= 1
trigger1 = GetHitvar(hittime) = 0
value = 6140
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
; AGUARDHIT (shaking)
[Statedef 6154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 6154, 1]
type = ChangeAnim
trigger1 = 1
value = anim

[State 154, 2]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) >= 1
trigger2 = random <= (360+var(50)*60)*fvar(31)
value = 154

[State 6154, 2]
type = ChangeState
trigger1 = hitshakeover
value = 6155

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = noairguard

[State 6154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; AGUARDHIT2 (knocked away)
[Statedef 6155]
type    = A
movetype= H
physics = N
anim = 152

[State 6155, 1]
type = HitVelSet
trigger1 = prevstateno = 6154
trigger1 = Time = 0
x = 1
y = 1

[State 6155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 6155, 3]
type = CtrlSet
trigger1 = fvar(3) = GetHitVar(ctrltime)
value = 1

[State 6155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 6155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 6155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State -2, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = noairguard

[State 6155, 6]
type = ChangeState
triggerall = !sysvar(0)
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) >= 1
trigger2 = random <= (360+var(50)*60)*fvar(31)
value = 155

[State 6155, 6]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = ifelse(command="holddown",131,130)

[State 6155, 6]
type = ChangeState
trigger1 = var(50) >= 1
trigger1 = sysvar(0)
trigger1 = random <= (360+var(50)*60)*fvar(31)
trigger1 = inguarddist
value = ifelse(p2statetype=C,131,130)

[State 6155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 憡庤嬻拞暅婣
[Statedef 7000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 7000, 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 7000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 7000, 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 7000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)+(facing=-1)*100000

[State 7000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030+(facing=-1)*100000

[State 7000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)+(facing=-1)*100000

[State 7000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 7000, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 7010

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; HITA_UP (initial going up)
[Statedef 7010]
type    = A
movetype= H
physics = N
ctrl = 0

[State 7010, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 5030
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
value = 5030

[State 7010, 1]
type = ChangeAnim
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = Time = 0
trigger1 = Anim != 5030
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 105030
trigger1 = Anim != [105051,105059]
value = 5030+(facing=-1)*100000

[State 7010, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 7010, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 7010, 3]
type = SelfState
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 7010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 7020

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; HITA_UP_T (transition)
[Statedef 7020]
type    = A
movetype= H
physics = N

[State 7020, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
value = 5035

[State 7020, 1]
type = ChangeAnim
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != [105051,105059] ;Not if in hit up anim
value = 5035+(facing=-1)*100000

[State 7020, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 7020, 3]
type = SelfState
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
trigger4 = Anim != 105035
value = 5040 ;HITA_RECOV

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;儅僔儞僈儞僿僢僪僶僢僩(憡庤婥愨)
[Statedef 7500]
type    = S
movetype = I
physics = N
ctrl    = 0
sprpriority = 0
velset  = 0,0

[State 3280, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 3280, SelfState]
type = SelfState
trigger1 = numenemy
trigger1 = enemy,teammode = simul
trigger1 = random < 250
trigger1 = Time = 120
value = 0
ctrl = 1

[State 3280, SelfState]
type = SelfState
trigger1 = numenemy
trigger1 = enemy,teammode = simul
trigger1 = random < 250
trigger1 = Time = 160
value = 0
ctrl = 1

[State 3280, SelfState]
type = SelfState
trigger1 = numenemy
trigger1 = enemy,teammode = simul
trigger1 = random < 250
trigger1 = Time = 200
value = 0
ctrl = 1

[State 3280, SelfState]
type = SelfState
trigger1 = numenemy
trigger1 = enemy,teammode = simul
trigger1 = Time = 240
value = 0
ctrl = 1

[State 3280, SelfState]
type = SelfState
triggerall = Time > 1
trigger1 = numenemy
trigger1 = enemy,teammode = single || enemy,teammode = turns
trigger1 = enemy,authorname = "GM"
trigger1 = enemy,name = "Alex"
trigger1 = enemy,fvar(18) = 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
;摿庩傛傠偗傗傜傟1
[Statedef 7600]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5190, 1]
type = posset
trigger1 = time = 0
y = 0

[State 5190, 1]
type = VelSet
trigger1 = time = 15
x = -1.5
persistent = 0

[State 5190, 1]
type = VelSet
trigger1 = time = 35
x = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time < 35
value = 5010+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State -2, selfstate]
type = selfstate
triggerall = time = 35
triggerall = authorname = "GM"
trigger1 = name = "Gill"
value = 5190+(var(45)=1)

[State -2, selfstate]
type = selfstate
triggerall = time = 35
triggerall = authorname = "GM"
trigger1 = name = "Gill"
value = 5190+(var(45)=1)

[State -2, selfstate]
type = selfstate
triggerall = time = 35
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Terry" || name = "The griffon"
trigger2 = name = "Alex" || name = "Hugo" || name = "Ibuki" || name = "Char's Zugock" || name = "Char's Zaku"
value = 5190

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = time = 35
triggerall = SelfAnimExist(5950)
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 = 5950

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim2
trigger1 = anim != 5950
trigger1 = Time = 35
value = 7600

[State 5030, SelfState]
type = SelfState
trigger1 = Anim = 5950
trigger1 = AnimElemTime(AnimElemNo(0)+1)=0
value = 5150

[State 5050, SelfState]
type = SelfState
trigger1 = anim != 5950
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
;摿庩傛傠偗傗傜傟2
[Statedef 7650]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5190, 1]
type = posset
trigger1 = time = 0
y = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time < 10
value = 5010+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State -2, selfstate]
type = selfstate
triggerall = time = 10
triggerall = authorname = "GM"
trigger1 = name = "Gill"
value = 5190+(var(45)=1)

[State -2, selfstate]
type = selfstate
triggerall = time = 10
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Terry" || name = "The griffon"
trigger2 = name = "Alex" || name = "Hugo" || name = "Ibuki" || name = "Char's Zugock" || name = "Char's Zaku"
value = 5190

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = time = 10
triggerall = SelfAnimExist(5950)
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 = 5950

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim2
trigger1 = anim != 5950
trigger1 = Time = 10
value = 7600

[State 5030, SelfState]
type = SelfState
trigger1 = Anim = 5950
trigger1 = AnimElemTime(AnimElemNo(0)+1)=0
value = 5150

[State 5050, SelfState]
type = SelfState
trigger1 = anim != 5950
trigger1 = animtime = 0
value = 5110

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;挻昁嶦俲俷
[Statedef 10000]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State -3, VarSet]
type = parentVarSet
trigger1 = time = 0
var(59) = -1

[State -3, VarSet]
type = ParentVarSet
trigger1 = 1
fvar(6) = ifelse(time<=40,1,0)

[State -2, Envshake]
type = Envshake
trigger1 = root,stateno = [3100,3110]
trigger1 = time = 0
time = 0
freq = 0
ampl = 0

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 1051
trigger2 = root,stateno = [3000,3050]
trigger3 = root,stateno = 3250
trigger4 = root,stateno = 3300
value = s10000, 1
channel = 9

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [3100,3110]
trigger2 = root,stateno = 3150
value = s11000, 6
channel = 9

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 3
channel = 10

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 1
channel = 11

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 55
flag = noFG

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 10000, Explod]
type = Explod
trigger1 = time = 1
anim = 11500
id = 10000
pos =  160,120
postype = left
sprpriority = 15
facing = 1
bindtime = -1
ownpal = 1
removetime = 999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
scale = 0.5*0.9,0.5*1.05
ignorehitpause = 1
persistent = 0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 10500
id = 10500
pos =  160,120
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 99999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
scale = 1.20,1.20
ignorehitpause = 1
persistent = 0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 11000
id = 10000
pos =  160,120
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
scale = 0.5*0.9,0.5*1.05
ignorehitpause = 1
persistent = 0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
pos =  160,120
postype = left
sprpriority = -7
facing = 1
bindtime = -1
ownpal = 1
removetime = 9999999999999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
scale = 1.20*0.9,1.20*1.05
ignorehitpause = 1
persistent = 0

[State 10000, pause]
type = Pause
trigger1 = parent,stateno != [3600,3610]
trigger1 = Time = 0
time = 40
movetime = 40

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 44
id = 10000

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 55
id = 10500

[State 10000, DestroySelf]
type = DestroySelf
trigger1 = roundstate = 4

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;晛捠俲俷
[Statedef 11000]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State -3, VarSet]
type = parentVarSet
trigger1 = time = 0
var(59) = -2

[State -3, VarSet]
type = ParentVarSet
trigger1 = 1
fvar(6) = ifelse(time<=20,1,0)

[State -2, Envshake]
type = Envshake
trigger1 = time = 0
time = 0
freq = 0
ampl = 0

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000, 2
channel = 10

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [200,205]
trigger2 = root,stateno = 400
trigger3 = root,stateno = 600
value = s11000, 0
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 210
trigger2 = root,stateno = 410
trigger3 = root,stateno = 610
trigger4 = root,stateno = 920
value = s11000, 1
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 220
trigger2 = root,stateno = 420
trigger3 = root,stateno = 620
trigger4 = root,stateno = 910
trigger5 = root,stateno = 930
trigger6 = root,stateno = 1160
value = s11000, 2
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 230
trigger2 = root,stateno = 430
trigger3 = root,stateno = 630
value = s11000, 3
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [240,245]
trigger2 = root,stateno = [440,441]
trigger3 = root,stateno = 640
trigger4 = root,stateno = 950
value = s11000, 4
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 250
trigger2 = root,stateno = [450,451]
trigger3 = root,stateno = 650
trigger4 = root,stateno = [961,962]
value = s11000, 5
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = 940
trigger2 = root,stateno = [1200,1230]
trigger3 = root,stateno = [1400,1430]
value = s11000, 6
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [1350,1355]
value = s11000, 7
channel = 11

[State 10000, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = root,stateno = [810,820]
trigger2 = root,stateno = 1051
trigger3 = root,stateno = 1100
trigger4 = root,stateno = 1550
trigger5 = root,stateno = 1651
value = s10000, 1
channel = 11

[State 11000, pause]
type = Pause
trigger1 = Time = 0
time = 20
movetime = 20

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = roundstate = 4

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;僗僞儞
[Statedef 8550]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State 8550, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0

[State -2, Explod]
type = Explod
trigger1 = time = 0
ID = 8552
anim = 8552
postype = p1
pos = ceil(40*const(size.xscale)),ceil(-100*const(size.yscale))
bindtime = -1
velocity = 0, 0
accel = 0, 0
ownpal = 1
removetime = -1
sprpriority = 5
facing = -1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time%15 = 1
value = S5300,1

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = parent,stateno != [5300,5302]
trigger2 = parent,movetype = H
id = 8552
ignorehitpause = 1

[State 8550, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != [5300,5301]
trigger2 = parent,movetype = H

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;憡庤僗僞儞
[Statedef 8600]
type = S
velset = 0,0
sprpriority = 0
anim = 9999
ctrl = 0

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(18) = 120+(random%4)*40

[State -2, parentvaradd]
type = ParentVarAdd
trigger1 = parent,fvar(18)
fvar(18) = -1

[State -2, varadd]
type = ParentVarAdd
triggerall = parent,fvar(18)
trigger1 = enemy,command = "x" || enemy,command = "y" || enemy,command = "z"
trigger2 = enemy,command = "a" || enemy,command = "b" || enemy,command = "c"
fvar(18) = -1

[State -2, Explod]
type = Explod
trigger1 = time = 0
ID = 8600
anim = 8550+random%3
postype = p2
pos = 0,enemy,const(size.head.pos.Y)-15
bindtime = -1
velocity = 0, 0
accel = 0, 0
ownpal = 1
removetime = -1
sprpriority = 5
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = 0.9,1.05

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time%15 = 1
value = S5300,1

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,stateno != 7500
;trigger2 = enemy,movetype = H
id = 8600
ignorehitpause = 1

[State 8550, DestroySelf]
type = DestroySelf
trigger1 = enemy,stateno != 7500
;trigger2 = enemy,movetype = H

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;僼儔僢僔儏僠儑僢僾墘弌
[Statedef 6000]
type = S
anim = 6000
velset = 0,0
sprpriority = 3
ctrl = 0

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,animelemtime(4) < 0
value = anim
elem = 1
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,animelemtime(4) >= 0
trigger1 = root,animelemtime(5) < 0
value = anim
elem = 2
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,animelemtime(5) >= 0
trigger1 = root,animelemtime(6) < 0
value = anim
elem = 3
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1220]
trigger1 = root,animelemtime(6) >= 0
trigger1 = root,animelemtime(7) < 0
trigger2 = root,stateno = 1230
trigger2 = root,animelemtime(6) >= 0
trigger2 = root,animelemtime(8) < 0
value = anim
elem = 4
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(7) >= 0
trigger1 = root,animelemtime(8) < 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(7) >= 0
trigger2 = root,animelemtime(9) < 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(8) >= 0
trigger3 = root,animelemtime(10) < 0
value = anim
elem = 5
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(8) >= 0
trigger1 = root,animelemtime(9) < 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(9) >= 0
trigger2 = root,animelemtime(10) < 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(10) >= 0
trigger3 = root,animelemtime(11) < 0
value = anim
elem = 6
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(9) >= 0
trigger1 = root,animelemtime(10) < 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(10) >= 0
trigger2 = root,animelemtime(11) < 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(11) >= 0
trigger3 = root,animelemtime(12) < 0
value = anim
elem = 7
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(10) >= 0
trigger1 = root,animelemtime(11) < 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(11) >= 0
trigger2 = root,animelemtime(12) < 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(12) >= 0
trigger3 = root,animelemtime(13) < 0
value = anim
elem = 8
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(11) >= 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(12) >= 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(13) >= 0
value = anim
elem = 9
persistent = 1

[State 1000, 7]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(12) = 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(13) = 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(14) = 0
trigger4 = root,stateno != [1200,1230]
trigger5 = root,movetype = H

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;僗儔僢僔儏僄儖儃乕墘弌
[Statedef 6100]
type = S
anim = 6100
velset = 0,0
sprpriority = 3
ctrl = 0

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1400,1420]
trigger1 = root,animelemtime(10) < 0
trigger2 = root,stateno = 1430
trigger2 = root,animelemtime(11) < 0
value = anim
elem = 1
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1400,1420]
trigger1 = root,animelemtime(10) >= 0
trigger1 = root,animelemtime(11) < 0
trigger2 = root,stateno = 1430
trigger2 = root,animelemtime(11) >= 0
trigger2 = root,animelemtime(12) < 0
value = anim
elem = 2
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1400,1420]
trigger1 = root,animelemtime(11) >= 0
trigger1 = root,animelemtime(12) < 0
trigger2 = root,stateno = 1430
trigger2 = root,animelemtime(12) >= 0
trigger2 = root,animelemtime(13) < 0
value = anim
elem = 3
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1400,1420]
trigger1 = root,animelemtime(12) >= 0
trigger1 = root,animelemtime(13) < 0
trigger2 = root,stateno = 1430
trigger2 = root,animelemtime(13) >= 0
trigger2 = root,animelemtime(14) < 0
value = anim
elem = 4
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1400,1420]
trigger1 = root,animelemtime(13) >= 0
trigger1 = root,animelemtime(14) < 0
trigger2 = root,stateno = 1430
trigger2 = root,animelemtime(14) >= 0
trigger2 = root,animelemtime(15) < 0
value = anim
elem = 5
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1400,1420]
trigger1 = root,animelemtime(14) >= 0
trigger1 = root,animelemtime(15) < 0
trigger2 = root,stateno = 1430
trigger2 = root,animelemtime(15) >= 0
trigger2 = root,animelemtime(16) < 0
value = anim
elem = 6
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1400,1420]
trigger1 = root,animelemtime(15) >= 0
trigger2 = root,stateno = 1430
trigger2 = root,animelemtime(16) >= 0
value = anim
elem = 7
persistent = 1

[State 1000, 7]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno = [1400,1420]
trigger1 = root,animelemtime(16) = 0
trigger2 = root,stateno = 1430
trigger2 = root,animelemtime(17) = 0
trigger3 = root,stateno != [1400,1430]
trigger4 = root,movetype = H

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;抧柺徴撍僄僼僃僋僩
[Statedef 7700]
type = A
velset = 0,0
anim = 9999
ctrl = 0

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7800
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7800
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7800
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7800
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7801
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7801
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7801
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 

[State -2, helper]
type = helper
trigger1 = time = 0
stateno = 7800
id = 7801
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 

[State 7600, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;抧柺徴撍僄僼僃僋僩
[Statedef 7800]
type = A
velset = (-3.0+Random%6*0.6)*ifelse(Ishelper(7801)=1,-1,1),-3.0-Random%11*.4
anim = 7800+random%3*10
sprpriority = 4
ctrl = 0

[State -2, veladd]
type = veladd
trigger1 = 1
y = .50

[State -2, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = Pos Y >= random%6 && Vel Y > 0
value = 7805

[Statedef 7805]
type = S
velset = 0,0
sprpriority = 4
ctrl = 0

[State -2, DestroySelf]
type = changeanim
trigger1 = time = 0
value = anim+5

[State -2, DestroySelf]
type = DestroySelf
trigger1 = animtime = 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
;摟柧僿儖僷乕
[Statedef 20000]
type = S
anim = 9999
ctrl = 0
velset = 0,0

[State 29000, DestroySelf]
type = DestroySelf
trigger1 = roundstate = 2


;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;僗僞儞僎乕僕
[Statedef 25000]
type = S
anim = 9999
ctrl = 0
velset = 0,0

;僗僞儞僎乕僕(侾俹懁)
[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25000) = 0
trigger1 = root,Var(1) = 1
anim = 25000
ID = 25000
pos = helper(30000),var(20),helper(30000),var(21)
postype = left
pausemovetime = -1
supermovetime = -1
supermove = 1
bindtime = -1
sprpriority = -10
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25002) = 0
trigger1 = root,Var(1) = 1
anim = 25002
ID = 25002
pos = helper(30000),var(20),helper(30000),var(21)
postype = left
pausemovetime = -1
supermovetime = -1
bindtime = -1
sprpriority = -9
ownpal = 1
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(25002)
id = 25002
scale = root,fvar(2)*0.5,0.5
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 2
ID = 25000
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,fvar(2) <= 0
trigger2 = roundstate > 2
ID = 25002
ignorehitpause = 1

[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25003) = 0
trigger1 = root,fvar(2) = 72
trigger1 = root,Var(1) = 1
anim = 25003
ID = 25003
pos = helper(30000),var(20),helper(30000),var(21)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -9
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,fvar(2) < 72
trigger2 = roundstate > 2
ID = 25003
ignorehitpause = 1

;僗僞儞僎乕僕(俀俹懁)
[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25001) = 0
trigger1 = root,Var(1) = 2
anim = 25001
ID = 25001
pos = -helper(30000),var(20),helper(30000),var(21)
postype = right
pausemovetime = -1
supermovetime = -1
supermove = 1
bindtime = -1
sprpriority = -10
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25004) = 0
trigger1 = root,Var(1) = 2
anim = 25004
ID = 25004
pos = -helper(30000),var(20),helper(30000),var(21)
postype = right
pausemovetime = -1
supermovetime = -1
bindtime = -1
sprpriority = -9
ownpal = 1
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(25004)
id = 25004
scale = root,fvar(2)*0.5,0.5
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = roundstate > 2
ID = 25001
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,fvar(2) <= 0
trigger2 = roundstate > 2
ID = 25004
ignorehitpause = 1

[State -2, Explod]
type = Explod
trigger1 = roundstate = 2
trigger1 = numexplod(25005) = 0
trigger1 = root,fvar(2) = 72
trigger1 = root,Var(1) = 2
anim = 25005
ID = 25005
pos = -helper(30000),var(20),helper(30000),var(21)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -9
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,fvar(2) < 72
trigger2 = roundstate > 2
ID = 25005
ignorehitpause = 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
;僷儚乕僎乕僕
[Statedef 50000]
type = S
anim = 9999

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = roundstate >= 2
trigger1 = root,power = [1000,2000)
trigger1 = var(0) = 0
trigger2 = root,power = [2000,3000)
trigger2 = var(0) = [0,1]
trigger3 = root,power >= 3000
trigger3 = var(0) = [0,2]
value = 30000, 0
channel = 15

[State -2, Explod]
type = Explod
trigger1 = numhelper(40000) = 0
trigger1 = numexplod(35000) = 0
trigger1 = root,var(1) = 1
anim = 35000
ID = 35000
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numhelper(40000) = 0
trigger1 = numexplod(35000) = 0
trigger1 = root,var(1) = 2
anim = 35010
ID = 35000
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35100) = 0
triggerall = root,var(1) = 1
trigger1 = root,power < 1000
anim = 35100
ID = 35100
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35100) = 0
triggerall = root,var(1) = 2
trigger1 = root,power < 1000
anim = 35150
ID = 35100
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35101) = 0
triggerall = root,var(1) = 1
trigger1 = root,power = [1000,2000)
anim = 35101
ID = 35101
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35101) = 0
triggerall = root,var(1) = 2
trigger1 = root,power = [1000,2000)
anim = 35151
ID = 35101
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35102) = 0
triggerall = root,var(1) = 1
trigger1 = root,power = [2000,3000)
anim = 35103
ID = 35102
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35102) = 0
triggerall = root,var(1) = 2
trigger1 = root,power = [2000,3000)
anim = 35153
ID = 35102
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35103) = 0
triggerall = root,var(1) = 1
trigger1 = root,power >= 3000
anim = 35105
ID = 35103
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
triggerall = numexplod(35000)
triggerall = numexplod(35103) = 0
triggerall = root,var(1) = 2
trigger1 = root,power >= 3000
anim = 35155
ID = 35103
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35200) = 0
trigger1 = root,var(1) = 1
anim = 35200
ID = 35200
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35200) = 0
trigger1 = root,var(1) = 2
anim = 35210
ID = 35200
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35201) = 0
trigger1 = root,var(1) = 1
anim = 35201
ID = 35201
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35201) = 0
trigger1 = root,var(1) = 2
anim = 35211
ID = 35201
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35202) = 0
trigger1 = root,var(1) = 1
anim = 35201
ID = 35202
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35202) = 0
trigger1 = root,var(1) = 2
anim = 35211
ID = 35202
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35203) = 0
trigger1 = root,var(1) = 1
anim = 35201
ID = 35203
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35203) = 0
trigger1 = root,var(1) = 2
anim = 35211
ID = 35203
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35300) = 0
trigger1 = root,var(1) = 1
anim = 35300
ID = 35300
pos = 145,helper(30000),var(17)
postype = left
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, Explod]
type = Explod
trigger1 = numexplod(35000)
trigger1 = numexplod(35300) = 0
trigger1 = root,var(1) = 2
anim = 35310
ID = 35300
pos = -145,helper(30000),var(17)
postype = right
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35200)
trigger1 = root,power < 500
id = 35200
scale = (root,power)/10,0.5
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35200)
trigger1 = root,power >= 500
id = 35200
scale = 0,0
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35201)
trigger1 = root,power >= 500 && root,power < 1000
id = 35201
scale = (root,power)/10,0.5
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35201)
trigger1 = root,power < 500 || root,power >= 1000
id = 35201
scale = 0,0
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35202)
trigger1 = root,power >= 1000 && root,power < 2000
id = 35202
scale = (root,power-1000)/10,0.5
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35202)
trigger1 = root,power < 1000 || root,power >= 2000
id = 35202
scale = 0,0
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35203)
trigger1 = root,power >= 2000 && root,power < 3000
id = 35203
scale = (root,power-2000)/10,0.5
ignorehitpause = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(35203)
trigger1 = root,power < 2000 || root,power >= 3000
id = 35203
scale = 0,0
ignorehitpause = 1

[State -2, RemoveExplod]
type = ModifyExplod
trigger1 = numexplod(35300)
trigger1 = root,power >= 3000
ID = 35300
scale = 0.5,0.5
ignorehitpause = 1

[State -2, RemoveExplod]
type = ModifyExplod
trigger1 = numexplod(35300)
trigger1 = root,power < 3000
ID = 35300
scale = 0,0
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(35100)
trigger1 = numexplod(35000) = 0
trigger2 = root,power >= 1000
ID = 35100

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(35101)
trigger1 = numexplod(35000) = 0
trigger2 = root,power < 1000 || root,power >= 2000
ID = 35101

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(35102)
trigger1 = numexplod(35000) = 0
trigger2 = root,power < 2000 || root,power >= 3000
ID = 35102

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(35103)
trigger1 = numexplod(35000) = 0
trigger2 = root,power < 3000
ID = 35103

[State -2, VarSet]
type = VarSet
trigger1 = root,power < 1000
var(0) = 0

[State -2, VarSet]
type = VarSet
trigger1 = root,power = [1000,2000)
var(0) = 1

[State -2, VarSet]
type = VarSet
trigger1 = root,power = [2000,3000)
var(0) = 2

[State -2, VarSet]
type = VarSet
trigger1 = root,power >= 3000
var(0) = 3
