;僗僞儞僈儞僿僢僪僶僢僩(巒摦)
[Statedef 3200]
type    = S
movetype = A
physics = S
anim = 3200
velset = 0,0
ctrl = 0
facep2 = 1
poweradd = -1000

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [1200,1450]
trigger1 = var(47)
fvar(27) = 0.75
ignorehitpause = 1

[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 = 1
var(25) = ifelse(time<=51,1,0)

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

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

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 51

[state 3700]
type = NotHitby
trigger1 = vel Y < 0
value = SCA

[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(22*const(size.xscale)),ceil(-53*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 1200, VelSet]
type = VelSet
trigger1 = animelemtime(7) >= 0
trigger1 = vel y < 0
x = floor((p2dist X)/21)

[State 3100, Turn]
type = Turn
trigger1 = animelemtime(18) = 0
trigger1 = vel x < 0

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(7) = 0
y = -18.0*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(7) >= 0
y = 1.2*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
StateType = A
physics = N

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = 40,0

[State 1000, 1]
type = HitDef
trigger1 = !var(24) && !fvar(30)
trigger1 = var(18) = 0
trigger1 = (animelemtime(22) >= 0) && (animelemtime(22) < 4)
trigger1 = Enemynear,pos Y >= -30
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = A, HT
hitflag = MA- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3250
;p2stateno = ifelse(var(16)=0,3260,3280)
hitsound = S800,0
Persistent = 0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3200

[State 1000, 1]
type = HitDef
triggerall = !var(24) && !fvar(30)
triggerall = (animelemtime(22) >= 0) && (animelemtime(22) < 4)
triggerall = var(18) = 0
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = A, HT
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3250
;p2stateno = ifelse(var(16)=0,3260,3280)
hitsound = S800,0
Persistent = 0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3200

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(7) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
value = 3210

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僗僞儞僈儞僿僢僪僶僢僩(拝抧)
[Statedef 3210]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 3210

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

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

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

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

[State 1500, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(5) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(5) = 1
value = 0
ctrl = 1

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僗僞儞僈儞僿僢僪僶僢僩(搳偘偨懁)
[Statedef 3250]
type    = S
movetype= A
physics = N
anim = 3250
SprPriority = 0

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = ifelse(var(16)=0,3260,3280)

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex" || target,name = "Hugo"
value = ifelse(var(16)=0,3261,3281)

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(16) = ifelse(var(16)=0,1,0)
ignorehitpause = 1

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

[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(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
value = S0,4
channel = 0

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(60*const(size.xscale)),0

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

[State 810, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(10) = 0
trigger4 = animelemtime(11) = 0
trigger5 = animelemtime(15) = 0
trigger6 = animelemtime(16) = 0
x = ceil(5*const(size.xscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && ((P2StateNo = 3260)||(P2StateNo = 3280))
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3260 || P2StateNo = 3280
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
pos = ceil(50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3260 || P2StateNo = 3280
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
pos = ceil(20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3260 || P2StateNo = 3280
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
pos = ceil(30*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3260 || P2StateNo = 3280
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 15
trigger6 = AnimElem = 16
trigger7 = AnimElem = 21
pos = ceil(65*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && ((P2StateNo = 3261)||(P2StateNo = 3281))
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3261 || P2StateNo = 3281
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3261 || P2StateNo = 3281
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
pos = ceil(30*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3261 || P2StateNo = 3281
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3261 || P2StateNo = 3281
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 15
trigger6 = AnimElem = 16
trigger7 = AnimElem = 21
pos = ceil(77*const(size.xscale)), 0

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
value = ceil(-70*fvar(0)*fvar(23)*fvar(27)*fvar(31)*(const(data.attack)*0.01))
kill = 0

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(21) = 0
value = ceil(-70*fvar(0)*fvar(23)*fvar(27)*fvar(31)*(const(data.attack)*0.01))

[State -2, TargetPoweradd]
type = TargetPoweradd
triggerall = PalNo = 12
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
value = -1000

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
fvar(15) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
fvar(23) = -0.0625
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
fvar(24) = -0.0625
ignorehitpause = 1

[State -2, HitAdd]
type = HitAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
value = 1

[State 5110, 6]
type = PlaySnd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
value = S2,6

[State -2, Explod]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
anim = 8290
pos = ceil(45*const(size.xscale)),ceil(-70*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelemtime(21) = 0
anim = 8030
pos = ceil(45*const(size.xscale)),ceil(-70*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(12) = 0
time = 6
freq = 80
ampl = -4

[State -2, Velocity]
type = VelSet
triggerall = animelemtime(22) >= 0
triggerall = P2Dist X > 0
trigger1 = numtarget(3200)
trigger1 = target(3200),movetype = H
trigger1 = target(3200),stateno = [3260,3281]
trigger1 = target(3200),BackEdgeBodyDist = 0
x = floor(ifelse((-12+(p2dist X)/10)>-4,-4,-12+(p2dist X)/10))
persistent = 0

[State -2, Velocity]
type = VelSet
triggerall = vel X < 0
trigger1 = AnimTime = 0
trigger2 = abs(enemynear,Pos X - Pos X) >= ceil(133*const(size.xscale))
x = 0

[State -3]
type = AfterImage
trigger1 = animelemtime(27) = 0
time = 0

[State 810, State End]
type = ChangeState
trigger1 = var(50) >= 1
trigger1 = AnimTime = 0
trigger1 = p2life > 0
value = 100

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僗僞儞僈儞僿僢僪僶僢僩(搳偘傜傟偨懁)
[Statedef 3260]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3260+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State -2, VarAdd]
type = VarAdd
triggerall = authorname = "GM"
triggerall = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(9) = 0
trigger3 = animelemtime(13) = 0
fvar(2) = 15

[State -2, VarAdd]
type = VarAdd
triggerall = authorname = "GM"
triggerall = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
trigger1 = animelemtime(17) = 0
fvar(2) = 99999

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(18) = 0
x = -12.0

[State 1200, VelSet]
type = VelMul
trigger1 = 1
x = .85

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 0
x = 0

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

[State 811, SelfState]
type = changestate
trigger1 = !alive
value = 7600

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

[State 811, SelfState]
type = selfstate
triggerall = alive
triggerall = animtime = 0
triggerall = fvar(14) = 1
triggerall = authorname = "GM"
trigger1 = fvar(2) = 72
trigger1 = name = "Gill"
trigger2 = fvar(2) = 64
trigger2 = name = "Ryu" || name = "Ken" || name = "Ibuki"
trigger3 = fvar(2) = 56
trigger3 = name = "Gouki"
value = 5300

[State 811, SelfState]
type = selfstate
triggerall = alive
triggerall = animtime = 0
triggerall = fvar(14) = 0
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken"|| name = "Gouki" || name = "Ibuki" || name = "Gill"
value = 5300

[State 811, ChangeState]
type = changestate
trigger1 = alive
trigger1 = animtime = 0
value = 7500

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僗僞儞僈儞僿僢僪僶僢僩(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 3261]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 3261

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
value = 3262

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

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(9) = 0
trigger3 = animelemtime(13) = 0
fvar(2) = 15

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(17) = 0
fvar(2) = 99999

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 0
x = -12.0

[State 1200, VelSet]
type = VelMul
trigger1 = 1
x = .85

[State 1200, VelSet]
type = VelSet
triggerall = authorname = "GM"
trigger1 = name = "Alex"
trigger1 = animelemtime(21) = 0
trigger2 = name = "Hugo"
trigger2 = animelemtime(22) = 0
x = 0

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

[State 811, changestate]
type = selfstate
trigger1 = !alive
trigger1 = animelemtime(18) = 0
value = 5190

[State 811, SelfState]
type = selfstate
triggerall = alive
triggerall = fvar(2) = 72
triggerall = authorname = "GM"
trigger1 = name = "Alex"
trigger1 = animtime = 0
trigger2 = name = "Hugo"
trigger2 = animelemtime(23) = 1
value = 5300

[State 811, SelfState]
type = selfstate
trigger1 = alive
trigger1 = fvar(2) < 72
trigger1 = animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僗僞儞僈儞僿僢僪僶僢僩(搳偘傜傟偨懁)
[Statedef 3280]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3260+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State -2, VarAdd]
type = VarAdd
triggerall = authorname = "GM"
triggerall = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki" || name = "Gill"
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(9) = 0
trigger3 = animelemtime(13) = 0
trigger4 = animelemtime(17) = 0
fvar(2) = 10

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(18) = 0
x = -12.0

[State 1200, VelSet]
type = VelMul
trigger1 = 1
x = .85

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 0
x = 0

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

[State 811, SelfState]
type = changestate
trigger1 = !alive
value = 7600

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

[State 811, SelfState]
type = selfstate
triggerall = alive
triggerall = animtime = 0
triggerall = fvar(14) = 1
triggerall = authorname = "GM"
trigger1 = fvar(2) = 72
trigger1 = name = "Gill"
trigger2 = fvar(2) = 64
trigger2 = name = "Ryu" || name = "Ken" || name = "Ibuki"
trigger3 = fvar(2) = 56
trigger3 = name = "Gouki"
value = 5300

[State 811, ChangeState]
type = selfstate
trigger1 = alive
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
; 僗僞儞僈儞僿僢僪僶僢僩(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 3281]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 3261

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
value = 3262

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

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(9) = 0
trigger3 = animelemtime(13) = 0
trigger4 = animelemtime(17) = 0
fvar(2) = 10

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 0
x = -12.0

[State 1200, VelSet]
type = VelMul
trigger1 = 1
x = .85

[State 1200, VelSet]
type = VelSet
triggerall = authorname = "GM"
trigger1 = name = "Alex"
trigger1 = animelemtime(21) = 0
trigger2 = name = "Hugo"
trigger2 = animelemtime(22) = 0
x = 0

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

[State 811, changestate]
type = selfstate
trigger1 = !alive
trigger1 = animelemtime(18) = 0
value = 5190

[State 811, SelfState]
type = selfstate
triggerall = alive
triggerall = fvar(2) = 72
triggerall = authorname = "GM"
trigger1 = name = "Alex"
trigger1 = animtime = 0
trigger2 = name = "Hugo"
trigger2 = animelemtime(23) = 1
value = 5300

[State 811, SelfState]
type = selfstate
trigger1 = alive
trigger1 = fvar(2) < 72
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
; 俼僴僀僷乕儃儉(搳偘偨懁)
[Statedef 3310]
type    = S
movetype= A
physics = N
anim = 3310
SprPriority = 2

[State 3310, targetfacing]
type = targetfacing
trigger1 = time = 0
value = -1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3320

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 3321

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 3322

[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 = 3323

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(9) = 4
value = S3000,1
channel = 0

[State 1200, 9]
type = Width
trigger1 = animelemtime(5) < 0
edge = ceil(30*const(size.xscale)),ceil(40*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(1) < 0
edge = ceil(30*const(size.xscale)),ceil(80*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(5) >= 0
edge = ceil(100*const(size.xscale)),0

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = ceil(-35*const(size.xscale))

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = ceil(-30*const(size.xscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3320
pos = ceil(-40*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3320
pos = ceil(10*const(size.xscale)), ceil(-30*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3320
pos = ceil(15*const(size.xscale)), ceil(-45*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3320
pos = ceil(15*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3320
pos = ceil(15*const(size.xscale)), ceil(-65*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3320
pos = ceil(45*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 7 && P2StateNo = 3320
pos = ceil(31*const(size.xscale)), ceil(-140*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 8 && P2StateNo = 3320
pos = ceil(13*const(size.xscale)), ceil(-148*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 9 && P2StateNo = 3320
pos = ceil(5*const(size.xscale)), ceil(-155*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(10) >= 0  && P2StateNo = 3320
pos = 0, ceil(-142*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3321
pos = ceil(-63*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3321
pos = ceil(33*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3321
pos = ceil(25*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3321
pos = ceil(24*const(size.xscale)), ceil(-105*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3321
pos = ceil(51*const(size.xscale)), ceil(-71*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3321
pos = ceil(60*const(size.xscale)), ceil(-30*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 7 && P2StateNo = 3321
pos = ceil(40*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 8 && P2StateNo = 3321
pos = ceil(14*const(size.xscale)), ceil(-150*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 9 && P2StateNo = 3321
pos = ceil(-6*const(size.xscale)), ceil(-157*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(10) >= 0  && P2StateNo = 3321
pos = ceil(-4*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3322
pos = ceil(-20*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3322
pos = ceil(35*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3322
pos = ceil(30*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3322
pos = ceil(30*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3322
pos = ceil(11*const(size.xscale)), ceil(2*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3322
pos = ceil(47*const(size.xscale)), ceil(-15*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3322
pos = ceil(-8*const(size.xscale)), ceil(-227*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3322
pos = ceil(-9*const(size.xscale)), ceil(-66*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3322
pos = ceil(-12*const(size.xscale)), ceil(-75*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(10) >= 0  && P2StateNo = 3322
pos = ceil(-9*const(size.xscale)), ceil(-237*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3323
pos = ceil(-15*const(size.xscale)), ceil(-10*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3323
pos = ceil(35*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3323
pos = ceil(20*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3323
pos = ceil(20*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3323
pos = ceil(40*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3323
pos = ceil(60*const(size.xscale)), ceil(-105*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 7 && P2StateNo = 3323
pos = ceil(55*const(size.xscale)), ceil(-195*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 8 && P2StateNo = 3323
pos = ceil(20*const(size.xscale)), ceil(-140*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 9 && P2StateNo = 3323
pos = ceil(-5*const(size.xscale)), ceil(-160*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(10) >= 0  && P2StateNo = 3023
pos = 0, ceil(-100*const(size.yscale))

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(8) = 0
x = 4.0
y = -18.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(8) >= 0
y = .75

[State -2, Explod]
type = Explod
trigger1 = animelemtime(8) = 2
trigger2 = animelemtime(9) = 1
trigger3 = animelemtime(9) = 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(9) = 3
trigger2 = animelemtime(9) = 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 = 9
StateType = A
physics = N

[State -2, State End]
type = ChangeState
triggerall = animelemtime(9) > 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
;俼僴僀僷乕儃儉(搳偘傜傟偨懁)
[Statedef 3320]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3320

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = 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
;俼僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3321]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3321

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = 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
;俼僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3322]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3322

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = 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
;俼僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3323]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3323

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ibuki"
value = 3324

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 3325+(facing=-1)*100000

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = 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
;俼僴僀僷乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 3324]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3324

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