;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 偙偙偐傜偼挻昁嶦媄偺僗僥乕僩
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;僴僀僷乕儃儉(巒摦)
[Statedef 3000]
type    = S
movetype = A
physics = N
anim = 3000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1000
facep2 = 1

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 3

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [3100,3110]
trigger1 = var(47)
fvar(27) = 0.5
ignorehitpause = 1

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

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

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 54

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

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(20*const(size.xscale)),ceil(-66*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-ceil(67*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

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

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

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

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 3000,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S1,2

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 1*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(7) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -1*const(size.xscale)

[State 1000, HitDef]
type = HitDef
triggerall = Time = 0 && animelemtime(4) < 0
trigger1 = var(18) = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
trigger2 = PalNo = 12
attr = S, HT
hitflag = M
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=1,-1,1)
p1stateno = 3010+var(13)*40
;p2stateno = 3020+var(13)*40
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3000

[State 1000, HitDef]
type = HitDef
triggerall = Time = 0 && animelemtime(4) < 0
triggerall = NumTarget
triggerall = Target,StateNo = [5600,5630]
trigger1 = var(18) = 0
trigger2 = PalNo = 12
attr = S, HT
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=0,-1,1)
p1stateno = 3050-var(13)*40
;p2stateno = 3060-var(13)*40
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3000

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(9) >= 2
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I 

[State 920]
type = afterimage
trigger1 = AnimelemTime(8) = 0
time = 0

[State 1000, 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
; 僴僀僷乕儃儉(搳偘偨懁)
[Statedef 3010]
type    = S
movetype= A
physics = N
anim = 3010
SprPriority = 2

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3020

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 3021

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 3022

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"||target,name="Ibuki"||target,name="Gill"
value = 3023

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = S0,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(20) = 0
value = S0,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(22) = 0
value = S1,2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(34) = 0
value = S0,2
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(37) = 4
value = S3000,1
channel = 0

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) < 0
trigger2 = animelemtime(15) >= 0
trigger2 = animelemtime(24) < 0
trigger3 = animelemtime(29) >= 0
trigger3 = animelemtime(33) < 0
edge = ceil(30*const(size.xscale)),ceil(40*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(15) < 0
trigger2 = animelemtime(24) >= 0
trigger2 = animelemtime(29) < 0
edge = ceil(30*const(size.xscale)),ceil(80*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(33) >= 0
edge = ceil(100*const(size.xscale)),0

[State -2, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(15) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(16) = 0
x = ceil(-48*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(20) = 0
x = ceil(-30*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(22) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(25) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(29) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(30) = 0
x = ceil(-48*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(34) = 0
x = ceil(-30*const(size.xscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3020
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3020
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3020
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3020
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3020
pos = ceil(35*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-65*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3020
pos = ceil(40*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3020
pos = ceil(25*const(size.xscale)), ceil(-75*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3020
pos = ceil(5*const(size.xscale)), ceil(-95*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3020
pos = ceil(-40*const(size.xscale)), ceil(-90*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3020
pos = ceil(-20*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3020
pos = ceil(15*const(size.xscale)), ceil(-45*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 3020
pos = ceil(10*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 3020
pos = ceil(35*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-65*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 3020
pos = ceil(40*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23 && P2StateNo = 3020
pos = ceil(25*const(size.xscale)), ceil(-75*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 3020
pos = ceil(5*const(size.xscale)), ceil(-95*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 3020
pos = ceil(-40*const(size.xscale)), ceil(-90*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29 && P2StateNo = 3020
pos = ceil(-40*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 3020
pos = ceil(10*const(size.xscale)), ceil(-30*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 3020
pos = ceil(15*const(size.xscale)), ceil(-45*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 32 && P2StateNo = 3020
pos = ceil(15*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 33 && P2StateNo = 3020
pos = ceil(15*const(size.xscale)), ceil(-65*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 34 && P2StateNo = 3020
pos = ceil(45*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 35 && P2StateNo = 3020
pos = ceil(31*const(size.xscale)), ceil(-140*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 36 && P2StateNo = 3020
pos = ceil(13*const(size.xscale)), ceil(-148*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 37 && P2StateNo = 3020
pos = ceil(5*const(size.xscale)), ceil(-155*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(38) >= 0  && P2StateNo = 3020
pos = 0, ceil(-142*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3021
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3021
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3021
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3021
pos = ceil(85*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3021
pos = ceil(51*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3021
pos = ceil(85*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3021
pos = ceil(50*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3021
pos = ceil(55*const(size.xscale)), ceil(-2*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3021
pos = ceil(26*const(size.xscale)), ceil(-3*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3021
pos = ceil(3*const(size.xscale)), ceil(-21*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3021
pos = ceil(-22*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3021
pos = ceil(26*const(size.xscale)), ceil(-123*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3021
pos = ceil(26*const(size.xscale)), ceil(-128*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 3021
pos = ceil(1*const(size.xscale)), ceil(-113*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3021
pos = ceil(23*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 3021
pos = ceil(51*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 3021
pos = ceil(85*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 3021
pos = ceil(50*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 3021
pos = ceil(55*const(size.xscale)), ceil(-2*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23 && P2StateNo = 3021
pos = ceil(26*const(size.xscale)), ceil(-3*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 3021
pos = ceil(3*const(size.xscale)), ceil(-21*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 3021
pos = ceil(-22*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29 && P2StateNo = 3021
pos = ceil(-63*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 3021
pos = ceil(33*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 3021
pos = ceil(25*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 32 && P2StateNo = 3021
pos = ceil(24*const(size.xscale)), ceil(-105*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 33 && P2StateNo = 3021
pos = ceil(51*const(size.xscale)), ceil(-71*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 34 && P2StateNo = 3021
pos = ceil(60*const(size.xscale)), ceil(-30*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 35 && P2StateNo = 3021
pos = ceil(40*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 36 && P2StateNo = 3021
pos = ceil(14*const(size.xscale)), ceil(-150*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 37 && P2StateNo = 3021
pos = ceil(-6*const(size.xscale)), ceil(-157*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(38) >= 0  && P2StateNo = 3021
pos = ceil(-4*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3022
pos = ceil(95*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3022
pos = ceil(95*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3022
pos = ceil(80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3022
pos = ceil(32*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3022
pos = ceil(10*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3022
pos = ceil(26*const(size.xscale)), ceil(-8*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3022
pos = ceil(38*const(size.xscale)), ceil(-1*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3022
pos = ceil(46*const(size.xscale)), ceil(-14*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3022
pos = ceil(42*const(size.xscale)), ceil(-23*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3022
pos = ceil(16*const(size.xscale)), ceil(-36*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3022
pos = ceil(-26*const(size.xscale)), ceil(-128*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3022
pos = ceil(-35*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3022
pos = ceil(12*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 3022
pos = ceil(9*const(size.xscale)), ceil(-110*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3022
pos = ceil(37*const(size.xscale)), ceil(-28*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 3022
pos = ceil(10*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 3022
pos = ceil(26*const(size.xscale)), ceil(-8*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 3022
pos = ceil(38*const(size.xscale)), ceil(-1*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 3022
pos = ceil(46*const(size.xscale)), ceil(-14*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23 && P2StateNo = 3022
pos = ceil(42*const(size.xscale)), ceil(-23*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 3022
pos = ceil(16*const(size.xscale)), ceil(-36*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 3022
pos = ceil(-26*const(size.xscale)), ceil(-128*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29 && P2StateNo = 3022
pos = ceil(-20*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 3022
pos = ceil(35*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 3022
pos = ceil(30*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 32 && P2StateNo = 3022
pos = ceil(30*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 33 && P2StateNo = 3022
pos = ceil(11*const(size.xscale)), ceil(2*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 34 && P2StateNo = 3022
pos = ceil(47*const(size.xscale)), ceil(-15*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 35 && P2StateNo = 3022
pos = ceil(-8*const(size.xscale)), ceil(-227*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 36 && P2StateNo = 3022
pos = ceil(-9*const(size.xscale)), ceil(-66*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 37 && P2StateNo = 3022
pos = ceil(-12*const(size.xscale)), ceil(-75*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(38) >= 0  && P2StateNo = 3022
pos = ceil(-9*const(size.xscale)), ceil(-237*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3023
pos = ceil(50*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3023
pos = ceil(80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3023
pos = ceil(40*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3023
pos = ceil(65*const(size.xscale)), ceil(-15*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), ceil(-20*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3023
pos = ceil(40*const(size.xscale)), ceil(-40*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3023
pos = ceil(-30*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3023
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3023
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3023
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3023
pos = ceil(-50*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3023
pos = ceil(5*const(size.xscale)), ceil(-90*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 3023
pos = ceil(20*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3023
pos = ceil(25*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 3023
pos = ceil(40*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 3023
pos = ceil(65*const(size.xscale)), ceil(-15*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), ceil(-20*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 3023
pos = ceil(40*const(size.xscale)), ceil(-40*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 3023
pos = ceil(-30*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 3023
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 3023
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 3023
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29 && P2StateNo = 3023
pos = ceil(-15*const(size.xscale)), ceil(-10*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 3023
pos = ceil(35*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 3023
pos = ceil(20*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 32 && P2StateNo = 3023
pos = ceil(20*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 33 && P2StateNo = 3023
pos = ceil(40*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 34 && P2StateNo = 3023
pos = ceil(60*const(size.xscale)), ceil(-105*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 35 && P2StateNo = 3023
pos = ceil(55*const(size.xscale)), ceil(-195*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 36 && P2StateNo = 3023
pos = ceil(20*const(size.xscale)), ceil(-140*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 37 && P2StateNo = 3023
pos = ceil(-5*const(size.xscale)), ceil(-160*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(38) >= 0  && P2StateNo = 3023
pos = 0, ceil(-100*const(size.yscale))

[State -2, HitAdd]
type = HitAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
value = 1

[State -2, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
value = ceil(-120*fvar(25)*fvar(24)*fvar(27)*fvar(31)*(const(data.attack)*0.01))
kill = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
fvar(15) = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
fvar(23) = -0.0625

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
fvar(24) = -0.0625

[State -2, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
ID = 6700
anim = 6700
postype = p1
pos = ceil(-90*const(size.xscale)),0
;persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
anim = 6920
postype = p1
pos = ceil(-90*const(size.xscale)),0
;persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
anim = 6930
postype = p1
pos = ceil(-90*const(size.xscale)),0
;persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
stateno = 7700
id = 7700
postype = p1
pos = ceil(-90*const(size.xscale)),0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
;persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
value = S5100,1

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
time = 16
freq = 120
ampl = -8

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(36) = 0
x = 3.0
y = -18.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(36) >= 0
y = .75

[State -2, Explod]
type = Explod
trigger1 = animelemtime(36) = 2
trigger2 = animelemtime(37) = 1
trigger3 = animelemtime(37) = 5
ID = 6250
anim = 6250
postype = p1
pos = 0, 20
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3

[State -2, Explod]
type = Explod
trigger1 = animelemtime(37) = 3
trigger2 = animelemtime(37) = 7
ID = 6200
anim = 6200
postype = p1
pos = 0, 20
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 36
StateType = A
physics = N

[State -2, State End]
type = ChangeState
triggerall = animelemtime(36) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1051

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僴僀僷乕儃儉(搳偘傜傟偨懁)
[Statedef 3020]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3020

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

;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
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3021]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3021

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

;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
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3022]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3022

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

;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
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3023]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3023

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ibuki"
value = 3024

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 3025+(facing=-1)*100000

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

;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
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3024]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3024

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

;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
; 僴僀僷乕儃儉(搳偘偨懁)
[Statedef 3050]
type    = S
movetype= A
physics = N
anim = 3050
SprPriority = 2

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3060

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 3061

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 3062

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Ryu" || target,name = "Ken" || target,name = "Gouki"
value = 3063

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Ibuki"
value = 3064

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Gill"
value = 3065

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 0 && var(10) != 4
trigger2 = animelemtime(21) = 0
trigger3 = animelemtime(35) = 0
trigger4 = animelemtime(49) = 0
value = S0,3
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(63) = 2 && var(10) != 4
value = S1000,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 0 && var(10) = 4
value = S0,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(63) = 2 && var(10) = 4
value = S0,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(9) = 0
trigger2 = animelemtime(23) = 0
trigger3 = animelemtime(37) = 0
trigger4 = animelemtime(51) = 0
trigger5 = animelemtime(65) = 0
value = S1,2

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) < 0
trigger2 = animelemtime(15) >= 0
trigger2 = animelemtime(24) < 0
trigger3 = animelemtime(29) >= 0
trigger3 = animelemtime(38) < 0
trigger4 = animelemtime(43) >= 0
trigger4 = animelemtime(52) < 0
trigger5 = animelemtime(57) >= 0
trigger5 = animelemtime(66) < 0
edge = ceil(30*const(size.xscale)),ceil(40*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(15) < 0
trigger2 = animelemtime(24) >= 0
trigger2 = animelemtime(29) < 0
trigger3 = animelemtime(38) >= 0
trigger3 = animelemtime(43) < 0
trigger4 = animelemtime(52) >= 0
trigger4 = animelemtime(57) < 0
trigger5 = animelemtime(66) >= 0
edge = ceil(30*const(size.xscale)),ceil(80*const(size.xscale))

[State -2, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(15) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(16) = 0
x = ceil(-48*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(20) = 0
x = ceil(-30*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(22) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(25) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(29) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(30) = 0
x = ceil(-48*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(34) = 0
x = ceil(-30*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(36) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(39) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(43) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(44) = 0
x = ceil(-48*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(48) = 0
x = ceil(-30*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(50) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(53) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(57) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(58) = 0
x = ceil(-48*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(62) = 0
x = ceil(-30*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(64) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(67) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(72) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(73) = 0
x = ceil(-48*const(size.xscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3060
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3060
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3060
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3060
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 5
trigger2 = AnimElem = 19
trigger3 = AnimElem = 33
trigger4 = AnimElem = 47
trigger5 = AnimElem = 61
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 6
trigger2 = AnimElem = 20
trigger3 = AnimElem = 34
trigger4 = AnimElem = 48
trigger5 = AnimElem = 62
pos = ceil(35*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 7
trigger2 = AnimElem = 21
trigger3 = AnimElem = 35
trigger4 = AnimElem = 49
trigger5 = AnimElem = 63
pos = ceil(30*const(size.xscale)), ceil(-65*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 8
trigger2 = AnimElem = 22
trigger3 = AnimElem = 36
trigger4 = AnimElem = 50
trigger5 = AnimElem = 64
pos = ceil(40*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 9
trigger2 = AnimElem = 23
trigger3 = AnimElem = 37
trigger4 = AnimElem = 51
trigger5 = AnimElem = 65
pos = ceil(25*const(size.xscale)), ceil(-75*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 10
trigger2 = AnimElem = 24
trigger3 = AnimElem = 38
trigger4 = AnimElem = 52
trigger5 = AnimElem = 66
pos = ceil(5*const(size.xscale)), ceil(-95*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 11
trigger2 = AnimElem = 25
trigger3 = AnimElem = 39
trigger4 = AnimElem = 53
trigger5 = AnimElem = 67
pos = ceil(-40*const(size.xscale)), ceil(-90*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 12
trigger2 = AnimElem = 26
trigger3 = AnimElem = 40
trigger4 = AnimElem = 54
trigger5 = AnimElem = 68
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 13
trigger2 = AnimElem = 27
trigger3 = AnimElem = 41
trigger4 = AnimElem = 55
trigger5 = AnimElem = 69
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 14
trigger2 = AnimElem = 28
trigger3 = AnimElem = 42
trigger4 = AnimElem = 56
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 15
trigger2 = AnimElem = 29
trigger3 = AnimElem = 43
trigger4 = AnimElem = 57
pos = ceil(-20*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 16
trigger2 = AnimElem = 30
trigger3 = AnimElem = 44
trigger4 = AnimElem = 58
pos = ceil(15*const(size.xscale)), ceil(-45*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 17
trigger2 = AnimElem = 31
trigger3 = AnimElem = 45
trigger4 = AnimElem = 59
pos = ceil(10*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3060
trigger1 = AnimElem = 18
trigger2 = AnimElem = 32
trigger3 = AnimElem = 46
trigger4 = AnimElem = 60
pos = ceil(30*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3061
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3061
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3061
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3061
pos = ceil(85*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 5
trigger2 = AnimElem = 19
trigger3 = AnimElem = 33
trigger4 = AnimElem = 47
trigger5 = AnimElem = 61
pos = ceil(51*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 6
trigger2 = AnimElem = 20
trigger3 = AnimElem = 34
trigger4 = AnimElem = 48
trigger5 = AnimElem = 62
pos = ceil(85*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 7
trigger2 = AnimElem = 21
trigger3 = AnimElem = 35
trigger4 = AnimElem = 49
trigger5 = AnimElem = 63
pos = ceil(50*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 8
trigger2 = AnimElem = 22
trigger3 = AnimElem = 36
trigger4 = AnimElem = 50
trigger5 = AnimElem = 64
pos = ceil(55*const(size.xscale)), ceil(-2*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 9
trigger2 = AnimElem = 23
trigger3 = AnimElem = 37
trigger4 = AnimElem = 51
trigger5 = AnimElem = 65
pos = ceil(26*const(size.xscale)), ceil(-3*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 10
trigger2 = AnimElem = 24
trigger3 = AnimElem = 38
trigger4 = AnimElem = 52
trigger5 = AnimElem = 66
pos = ceil(3*const(size.xscale)), ceil(-21*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 11
trigger2 = AnimElem = 25
trigger3 = AnimElem = 39
trigger4 = AnimElem = 53
trigger5 = AnimElem = 67
pos = ceil(-22*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 12
trigger2 = AnimElem = 26
trigger3 = AnimElem = 40
trigger4 = AnimElem = 54
trigger5 = AnimElem = 68
pos = ceil(-80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 13
trigger2 = AnimElem = 27
trigger3 = AnimElem = 41
trigger4 = AnimElem = 55
trigger5 = AnimElem = 69
pos = ceil(-80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 14
trigger2 = AnimElem = 28
trigger3 = AnimElem = 42
trigger4 = AnimElem = 56
pos = ceil(-80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 15
trigger2 = AnimElem = 29
trigger3 = AnimElem = 43
trigger4 = AnimElem = 57
pos = ceil(26*const(size.xscale)), ceil(-123*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 16
trigger2 = AnimElem = 30
trigger3 = AnimElem = 44
trigger4 = AnimElem = 58
pos = ceil(26*const(size.xscale)), ceil(-128*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 17
trigger2 = AnimElem = 31
trigger3 = AnimElem = 45
trigger4 = AnimElem = 59
pos = ceil(1*const(size.xscale)), ceil(-113*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3061
trigger1 = AnimElem = 18
trigger2 = AnimElem = 32
trigger3 = AnimElem = 46
trigger4 = AnimElem = 60
pos = ceil(23*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3062
pos = ceil(95*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3062
pos = ceil(95*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3062
pos = ceil(80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3062
pos = ceil(32*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 5
trigger2 = AnimElem = 19
trigger3 = AnimElem = 33
trigger4 = AnimElem = 47
pos = ceil(10*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 6
trigger2 = AnimElem = 20
trigger3 = AnimElem = 34
trigger4 = AnimElem = 48
pos = ceil(26*const(size.xscale)), ceil(-8*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 7
trigger2 = AnimElem = 21
trigger3 = AnimElem = 35
trigger4 = AnimElem = 49
pos = ceil(38*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 8
trigger2 = AnimElem = 22
trigger3 = AnimElem = 36
trigger4 = AnimElem = 50
pos = ceil(46*const(size.xscale)), ceil(-14*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 9
trigger2 = AnimElem = 23
trigger3 = AnimElem = 37
trigger4 = AnimElem = 51
pos = ceil(42*const(size.xscale)), ceil(-23*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 10
trigger2 = AnimElem = 24
trigger3 = AnimElem = 38
trigger4 = AnimElem = 52
pos = ceil(16*const(size.xscale)), ceil(-36*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 11
trigger2 = AnimElem = 25
trigger3 = AnimElem = 39
trigger4 = AnimElem = 53
pos = ceil(-26*const(size.xscale)), ceil(-128*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 12
trigger2 = AnimElem = 26
trigger3 = AnimElem = 40
trigger4 = AnimElem = 54
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 13
trigger2 = AnimElem = 27
trigger3 = AnimElem = 41
trigger4 = AnimElem = 55
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 14
trigger2 = AnimElem = 28
trigger3 = AnimElem = 42
trigger4 = AnimElem = 56
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 15
trigger2 = AnimElem = 29
trigger3 = AnimElem = 43
trigger4 = AnimElem = 57
pos = ceil(35*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 16
trigger2 = AnimElem = 30
trigger3 = AnimElem = 44
trigger4 = AnimElem = 58
pos = ceil(12*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 17
trigger2 = AnimElem = 31
trigger3 = AnimElem = 45
trigger4 = AnimElem = 59
pos = ceil(9*const(size.xscale)), ceil(-110*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3062
trigger1 = AnimElem = 18
trigger2 = AnimElem = 32
trigger3 = AnimElem = 46
trigger4 = AnimElem = 60
pos = ceil(37*const(size.xscale)), ceil(28*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 61 && P2StateNo = 3062
pos = ceil(10*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 62 && P2StateNo = 3062
pos = ceil(26*const(size.xscale)), ceil(-8*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 63 && P2StateNo = 3062
pos = ceil(9*const(size.xscale)), ceil(-20*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 64 && P2StateNo = 3062
pos = ceil(14*const(size.xscale)), ceil(-28*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 65 && P2StateNo = 3062
pos = ceil(-5*const(size.xscale)), ceil(-29*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 66 && P2StateNo = 3062
pos = ceil(-42*const(size.xscale)), ceil(-18*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 67 && P2StateNo = 3062
pos = ceil(-56*const(size.xscale)), ceil(13*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 68 && P2StateNo = 3062
pos = ceil(-80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = [3063,3065]
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = [3063,3065]
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = [3063,3065]
pos = ceil(50*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = [3063,3065]
pos = ceil(80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 5
trigger2 = AnimElem = 19
trigger3 = AnimElem = 33
trigger4 = AnimElem = 47
trigger5 = AnimElem = 61
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 6
trigger2 = AnimElem = 20
trigger3 = AnimElem = 34
trigger4 = AnimElem = 48
trigger5 = AnimElem = 62
pos = ceil(40*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 7
trigger2 = AnimElem = 21
trigger3 = AnimElem = 35
trigger4 = AnimElem = 49
trigger5 = AnimElem = 63
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 8
trigger2 = AnimElem = 22
trigger3 = AnimElem = 36
trigger4 = AnimElem = 50
trigger5 = AnimElem = 64
pos = ceil(65*const(size.xscale)), ceil(-15*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 9
trigger2 = AnimElem = 23
trigger3 = AnimElem = 37
trigger4 = AnimElem = 51
trigger5 = AnimElem = 65
pos = ceil(60*const(size.xscale)), ceil(-20*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 10
trigger2 = AnimElem = 24
trigger3 = AnimElem = 38
trigger4 = AnimElem = 52
trigger5 = AnimElem = 66
pos = ceil(40*const(size.xscale)), ceil(-40*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 11
trigger2 = AnimElem = 25
trigger3 = AnimElem = 39
trigger4 = AnimElem = 53
trigger5 = AnimElem = 67
pos = ceil(-30*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 12
trigger2 = AnimElem = 26
trigger3 = AnimElem = 40
trigger4 = AnimElem = 54
trigger5 = AnimElem = 68
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 13
trigger2 = AnimElem = 27
trigger3 = AnimElem = 41
trigger4 = AnimElem = 55
trigger5 = AnimElem = 69
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 14
trigger2 = AnimElem = 28
trigger3 = AnimElem = 42
trigger4 = AnimElem = 56
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 15
trigger2 = AnimElem = 29
trigger3 = AnimElem = 43
trigger4 = AnimElem = 57
pos = ceil(-50*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 16
trigger2 = AnimElem = 30
trigger3 = AnimElem = 44
trigger4 = AnimElem = 58
pos = ceil(5*const(size.xscale)), ceil(-90*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 17
trigger2 = AnimElem = 31
trigger3 = AnimElem = 45
trigger4 = AnimElem = 59
pos = ceil(20*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
triggerall = P2StateNo = [3063,3065]
trigger1 = AnimElem = 18
trigger2 = AnimElem = 32
trigger3 = AnimElem = 46
trigger4 = AnimElem = 60
pos = ceil(25*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, HitAdd]
type = HitAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0
value = 1

[State -2, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0 && var(10) = 4
value = ceil(-90*fvar(25)*fvar(24)*fvar(26)*fvar(27)*fvar(31)*(const(data.attack)*0.01))
kill = 0

[State -2, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(68) = 0 && var(10) != 4
value = ceil(-100*fvar(25)*fvar(24)*fvar(26)*fvar(27)*fvar(31)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0
fvar(15) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0
fvar(23) = -0.0625
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0
fvar(24) = -0.0625
ignorehitpause = 1

[State -2, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0
ID = 6700
anim = 6700
postype = p1
pos = ceil(-90*const(size.xscale)),0
;persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0
anim = 6920
postype = p1
pos = ceil(-90*const(size.xscale)),0
;persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0
anim = 6930
postype = p1
pos = ceil(-90*const(size.xscale)),0
;persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 2
stateno = 7700
id = 7700
postype = p1
pos = ceil(-90*const(size.xscale)),0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
;persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
trigger5 = animelemtime(68) = 0
value = S5100,1

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
trigger3 = animelemtime(40) = 0
trigger4 = animelemtime(54) = 0
time = 10
freq = 120
ampl = -8

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(68) = 2
time = 20
freq = 140
ampl = -8

[State -3]
type = AfterImage
trigger1 = AnimTime = 0
time = 0

[State -2, State End]
type = ChangeState
triggerall = animelemtime(71) > 0
trigger1 = Var(10) = 4
value = 3310

[State -2, 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
;僴僀僷乕儃儉(搳偘傜傟偨懁)
[Statedef 3060]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3060

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(61) = 0
x = -2.0
y = -4.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(61) >= 0
y = .60

[State -2, Changestate]
type = selfstate
trigger1 = animelemtime(61) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3061]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3061

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

[State -2, velset]
type = velset
trigger1 = animelemtime(66) = 0
x = -4.0

[State -2, velset]
type = velmul
trigger1 = animelemtime(66) >= 0
x = .90

[State -2, SelfState]
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
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3062]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3062

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

[State -2, SelfState]
type = changestate
trigger1 = animtime = 0
value = 1682

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3063]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3063

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

[State -2, velset]
type = velset
trigger1 = animelemtime(63) = 0
x = -3.0

[State -2, SelfState]
type = changestate
trigger1 = animtime = 0
value = 1662

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3064]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3064

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

[State -2, velset]
type = velset
trigger1 = animelemtime(63) = 0
x = -3.0

[State -2, SelfState]
type = changestate
trigger1 = animtime = 0
value = 1663

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3065]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3065+(facing=-1)*100000

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

[State -2, velset]
type = velset
trigger1 = animelemtime(63) = 0
x = -3.0

[State -2, SelfState]
type = changestate
trigger1 = animtime = 0
value = 1664

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;俼僴僀僷乕儃儉(巒摦)
[Statedef 3300]
type    = S
movetype = A
physics = N
anim = 3000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -2000
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)
ignorehitpause = 1

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 4

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [3100,3110]
trigger1 = var(47)
fvar(27) = 0.5
ignorehitpause = 1

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

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

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

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

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(20*const(size.xscale)),ceil(-66*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 33
anim = 7100
pos = ceil(20*const(size.xscale)),ceil(-66*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-ceil(67*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

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

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

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

[State -2, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 150,50,50
palcontrast = 200,200,200
palpostbright = 150,50,50
PalAdd = 0,-40,-40
PalMul = 1,1,1

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 3000,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S1,2

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 1*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(7) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -1*const(size.xscale)

[State 1000, HitDef]
type = HitDef
triggerall = Time = 0 && animelemtime(4) < 0
trigger1 = var(18) = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
trigger2 = NumTarget
trigger2 = Target,StateNo = [5600,5630]
trigger3 = PalNo =12
attr = S, HT
hitflag = M
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = -1
p1stateno = 3050
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3300

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(9) >= 2
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I 

[State 920]
type = afterimage
trigger1 = AnimelemTime(8) = 0
time = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
