;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 搳偘捦傒儌乕僔儑儞
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800+(facing=-1)*100000
facep2 = 1
sprpriority = 2

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

[State 800, 1]
type = HitDef
triggerall = fvar(21) = 0
triggerall = Animelem = 2
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != 40
triggerall = P2StateNo != [150,155]
triggerall = numenemy
trigger1 = enemynear,ctrl = 1
trigger1 = var(8):= 1
trigger2 = enemynear,ctrl = 0
trigger2 = var(8):= 2
attr = S, NT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 810+((!var(50)&&command!="holdfwd"&&command!="holdback")||(var(50)&&random<150))*50
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 800

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 12*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
x = -4*const(size.xscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(10) >= 1
value = 1

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僊儖僥傿乕儃儉(搳偘偨懁)
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810+(facing=-1)*100000
sprpriority = -1

[State 810, ChangeState]
type = ChangeState
triggerall = time = 0
trigger1 = var(50) = 0
trigger1 = command = "holdback"
trigger2 = var(50) = 1
trigger2 = random < 500
value = 820

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

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

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

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = numhelper(30000)&&helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = numhelper(30000)&&helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

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

[State -2, Helper]
type = Helper
trigger1 = time = 0
name = "arm"
pos = 0,0
postype = p1
stateno = 10810
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(100*const(size.xscale)),0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 0,0
channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = 0,3
channel = 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 811
pos = ceil(100*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 811
pos = ceil(70*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 811
pos = ceil(45*1.8*const(size.xscale)), ceil(-55*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 811
pos = ceil(30*1.8*const(size.xscale)), ceil(-70*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 811
pos = ceil(20*1.8*const(size.xscale)), ceil(-80*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 811
pos = ceil(20*1.8*const(size.xscale)), ceil(-120*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-135*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-135*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 811
pos = ceil(0*const(size.xscale)), ceil(-125*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 811
pos = ceil(25*1.8*const(size.xscale)), ceil(-30*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 811
pos = ceil(25*1.8*const(size.xscale)), ceil(-30*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 811
pos = ceil(25*1.8*const(size.xscale)), 0

[State 810, TargetVelSet]
type = TargetVelSet
trigger1 = animelem = 18
x = -3.0

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelem = 16
value = ceil(-210*fvar(26)*fvar(18)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = animelem = 16
fvar(10) = 1

[State -2, VarSet]
type = VarSet
trigger1 = animelem = 16
fvar(18) = 1

[State -2, VarSet]
type = VarSet
trigger1 = animelem = 16
fvar(29) = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelem = 16
value = 80

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = animelem = 16
value = 20

[State -2, HitAdd]
type = HitAdd
trigger1 = animelem = 16
value = 1

[State -2, Envshake]
type = Envshake
trigger1 = animelem = 16,=2
time = 15
freq = 120
ampl = -6

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6700
postype = p1
pos = ceil(25*1.8*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6920
postype = p1
pos = ceil(25*1.8*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6930
postype = p1
pos = ceil(25*1.8*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = animelem = 16
stateno = 7700
postype = p1
pos = ceil(25*1.8*const(size.xscale)), 0
persistent = 0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = animelem = 16
value = S2,8

[State 5110, 6]
type = PlaySnd
trigger1 = animelem = 16
value = S5100,0

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(18) >= 0
movetype = I 

[State -2, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(29) = 0
value = SCA
time = 1

[State -2, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(29) >= 0
value = 1

[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
;榬
[Statedef 10810]
type = S
ctrl = 0
velset = 0,0
anim = 10810+(facing=-1)*100000
sprpriority = 1

[State -2, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 810
trigger2 = root,stateno = 810
trigger2 = root,animelemtime(23) = 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
; 僊儖僥傿乕儃儉(搳偘傜傟偨懁)
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1-(animelemtime(2)<0)
movecamera = 1,0

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

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

[State -2, varadd]
type = varadd
triggerall = authorname = "GM"
triggerall = name="Alex"||name="Hugo"||name="Ryu"||name="Ken"||name="Gouki"||name="Ibuki"||name="Gill"
trigger1 = animelem = 16
fvar(2) = 5

[State 811, SelfState]
type = Selfstate
trigger1 = animtime = 0
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
; 僊儖僥傿乕儃儉(搳偘偨懁)
[Statedef 820]
type    = S
movetype= A
physics = N
anim = 810+(facing=-1)*100000
sprpriority = -1

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

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

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

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = numhelper(30000)&&helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = numhelper(30000)&&helper(30000),var(24)
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

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

[State -2, Helper]
type = Helper
trigger1 = time = 0
name = "arm"
pos = 0,0
postype = p1
stateno = 10820
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State -2, turn]
type = turn
trigger1 = animelemtime(2) = 0

[State 820, ChangeAnim]
type = ChangeAnim
Trigger1 = animelemtime(2) = 0
value = 810+(facing=-1)*100000
elem = 2

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(100*const(size.xscale)),0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 0,0
channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = 0,3
channel = 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 821
pos = ceil(100*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 821
pos = ceil(70*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 821
pos = ceil(45*1.8*const(size.xscale)), ceil(-55*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 821
pos = ceil(30*1.8*const(size.xscale)), ceil(-70*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 821
pos = ceil(20*1.8*const(size.xscale)), ceil(-80*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 821
pos = ceil(20*1.8*const(size.xscale)), ceil(-120*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 821
pos = ceil(0*1.8*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 821
pos = ceil(0*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 821
pos = ceil(0*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 821
pos = ceil(0*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 821
pos = ceil(0*const(size.xscale)), ceil(-135*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 821
pos = ceil(0*const(size.xscale)), ceil(-135*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 821
pos = ceil(0*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 821
pos = ceil(0*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 821
pos = ceil(0*const(size.xscale)), ceil(-125*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 821
pos = ceil(25*1.8*const(size.xscale)), ceil(-30*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 821
pos = ceil(25*1.8*const(size.xscale)), ceil(-30*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 811
pos = ceil(25*1.8*const(size.xscale)), 0

[State 810, TargetVelSet]
type = TargetVelSet
trigger1 = animelem = 18
x = -3.0

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelem = 16
value = ceil(-210*fvar(26)*fvar(18)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = animelem = 16
fvar(10) = 1

[State -2, VarSet]
type = VarSet
trigger1 = animelem = 16
fvar(29) = 1

[State -2, VarSet]
type = VarSet
trigger1 = animelem = 16
fvar(18) = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelem = 16
value = 80

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = animelem = 16
value = 20

[State -2, HitAdd]
type = HitAdd
trigger1 = animelem = 16
value = 1

[State -2, Envshake]
type = Envshake
trigger1 = animelem = 16,=2
time = 15
freq = 120
ampl = -6

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6700
postype = p1
pos = ceil(25*1.8*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6920
postype = p1
pos = ceil(25*1.8*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6930
postype = p1
pos = ceil(25*1.8*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = animelem = 16
stateno = 7700
postype = p1
pos = ceil(25*1.8*const(size.xscale)), 0
persistent = 0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = animelem = 16
value = S2,8

[State 5110, 6]
type = PlaySnd
trigger1 = animelem = 16
value = S5100,0

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(18) >= 0
movetype = I 

[State -2, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(29) = 0
value = SCA
time = 1

[State -2, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(29) >= 0
value = 1

[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
;榬
[Statedef 10820]
type = S
ctrl = 0
velset = 0,0
anim = 10810+(facing=-1)*100000
sprpriority = 1

[State -2, turn]
type = turn
trigger1 = animelemtime(2) = 0

[State 820, ChangeAnim]
type = ChangeAnim
Trigger1 = animelemtime(2) = 0
value = 10810+(facing=-1)*100000
elem = 2

[State -2, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 820
trigger2 = root,stateno = 820
trigger2 = root,animelemtime(23) = 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
; 僊儖僥傿乕儃儉(搳偘傜傟偨懁)
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1-(animelemtime(2)<0)
movecamera = 1,0

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

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

[State -2, turn]
type = turn
trigger1 = animelem = 2

[State 811, ChangeAnim2]
type = ChangeAnim2
trigger1 = animelemtime(2) = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 811+(facing=-1)*100000
elem = 2

[State -2, varadd]
type = varadd
triggerall = authorname = "GM"
triggerall = name="Alex"||name="Hugo"||name="Ryu"||name="Ken"||name="Gouki"||name="Ibuki"||name="Gill"
trigger1 = animelem = 16
fvar(2) = 5

[State 811, SelfState]
type = Selfstate
trigger1 = animtime = 0
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
;搳偘幐攕(搳偘偨懁)
[Statedef 830]
type    = S
movetype= I
physics = S
anim = 830+(facing=-1)*100000
ctrl = 0
velset = 0,0

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

[STate 3000]
type = NotHitby
trigger1 = AnimElemtime(2) < 0
value = SAC

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

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = ceil(80*1.8*const(size.xscale)), 0

[State 830, explod]
type = explod
trigger1 = time = 0
anim = 8430
pos = ceil(30*1.8*const(size.xscale)),ceil(-85*2.1*const(size.yscale))
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 830, velset]
type = velset
trigger1 = animelem = 2
x = -6

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

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

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

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

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

[State 840, Changestate]
type = selfstate
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"||name="Ibuki"||name="Gill"
value = 850

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

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僊儖愱梡anim(偦偺侾)
[Statedef 850]
type    = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

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

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 840+(facing=-1)*100000

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

[State 850, velset]
type = velset
Trigger1 = AnimElemtime(3) = 0
x = -5.0
y = -5.1

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僊儖愱梡anim(偦偺俀)
[Statedef 851]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0

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

[STate 3000]
type = null;NotHitby
Trigger1 = animelemtime(2) <= 0
value = SAC

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 841+(facing=-1)*100000

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

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

[State -2, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(2) >= 0
value = 1

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儕乕僾傾僞僢僋
[Statedef 920]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 920+(facing=-1)*100000
facep2 = 1
sprpriority = 2

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

[State 920]
type = velset
trigger1 = animelemtime(2) = 0
x = 2.4*const(size.xscale)
y = -5.25*const(size.yscale)

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

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

[State 920, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 1,1

[State 615, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 920
trigger1 = AnimElemtime(5) >= 0
attr = A, NA
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)*fvar(29)),0
priority = 4,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = H
pausetime = 8,7
sparkno = -1
guard.sparkno = -1;S8400
sparkxy = -15, ceil(-75*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 6
guard.ctrltime = 12
ground.velocity = -10.0*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.5*const(size.yscale)
air.type = Low
air.hittime = 13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)
id = 920 

[State 920, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = AnimElemtime(5) >= 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<60,20+(abs(enemynear,Pos X-Pos X)/2),60)),-75
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<60,20+(abs(enemynear,Pos X-Pos X)/2),60))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -75

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

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

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

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(2) > 0
value = 925

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; Jump Land
[Statedef 925]
type    = S
physics = S
ctrl = 0
anim = 925+(facing=-1)*100000

[State -3, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

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

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

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

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

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


;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僀儞僷僋僩僋儘乕(搳偘偨懁)1
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 860+(facing=-1)*100000
sprpriority = -1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 870

[State 860, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 860, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

;First Attack text (1p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,helper(30000),var(25)
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,helper(30000),var(25)
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5

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

[State -2, Helper]
type = Helper
trigger1 = time = 0
name = "arm"
pos = 0,0
postype = p1
stateno = 10860
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(100*const(size.xscale)),0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(100*1.8*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(70*1.8*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(35*1.8*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(25*1.8*const(size.xscale)), ceil(-70*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(25*1.8*const(size.xscale)), ceil(-80*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = ceil(50*1.8*const(size.xscale)), ceil(-90*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(55*1.8*const(size.xscale)), ceil(-140*2.1*const(size.yscale))

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 0,0
channel = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(33) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(35) = 1

[State 860, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 861

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僀儞僷僋僩僋儘乕(搳偘偨懁)2
[Statedef 861]
type    = S
movetype= A
physics = N
anim = 861+(facing=-1)*100000
sprpriority = -1

[State 861, targetstate]
type = targetstate
trigger1 = time = 0
value = 871

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(32) = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) = 1
trigger2 = random < 300
fvar(32) = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
fvar(32) = -1

[State -2, Varadd]
type = Varadd
trigger1 = time = 0
fvar(33) = 1

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

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

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = ceil(45*1.8*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 2
pos = ceil(65*1.8*const(size.xscale)), ceil(-150*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 3
pos = ceil(55*1.8*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 4
pos = ceil(55*1.8*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 5
pos = ceil(55*1.8*const(size.xscale)), ceil(-135*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 6
pos = ceil(55*1.8*const(size.xscale)), ceil(-140*2.1*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = AnimElemTime(3) = 0
value = ceil(-50*fvar(0)*fvar(26)*fvar(18)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(10) = 1.4

[State -2, Attack_Up]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(18) = -0.0625

[State -2, Attack_Up]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(29) = -0.0625

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

[State -2, PowerAdd]
type = TargetPowerAdd
trigger1 = AnimElemTime(3) = 0
value = 10

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

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 5
freq = 120
ampl = 3

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 8050
pos = ceil(55*1.8*const(size.xscale)),ceil(-135*2.1*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1
channel = 0

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 860,0

[State 860, Changestate]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = winko
value = 863

[State 860, Changestate]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = fvar(32) >= 5
trigger1 = fvar(33) < 6
value = 862

[State 860, Changestate]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = fvar(32) >= 1
trigger1 = fvar(33) < 6
value = 861

[State 860, Changestate]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = fvar(32) <= 0
trigger1 = fvar(33) < 6
trigger2 = fvar(33) >= 6
value = 863

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僀儞僷僋僩僋儘乕(搳偘偨懁)3
[Statedef 862]
type    = S
movetype= A
physics = N
anim = 862+(facing=-1)*100000
sprpriority = -1

[State 861, targetstate]
type = targetstate
trigger1 = time = 0
value = 872

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(32) = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) = 1
trigger2 = random < 300
fvar(32) = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
fvar(32) = -1

[State -2, Varadd]
type = Varadd
trigger1 = time = 0
fvar(33) = 1

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

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

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = ceil(45*1.8*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 2
pos = ceil(65*1.8*const(size.xscale)), ceil(-150*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 3
pos = ceil(55*1.8*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 4
pos = ceil(55*1.8*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 5
pos = ceil(55*1.8*const(size.xscale)), ceil(-135*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 6
pos = ceil(55*1.8*const(size.xscale)), ceil(-140*2.1*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = AnimElemTime(3) = 0
value = ceil(-50*fvar(0)*fvar(26)*fvar(18)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(10) = 1.4

[State -2, Attack_Up]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(18) = -0.0625

[State -2, Attack_Up]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(29) = -0.0625

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

[State -2, PowerAdd]
type = TargetPowerAdd
trigger1 = AnimElemTime(3) = 0
value = 10

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

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 5
freq = 120
ampl = 3

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 8050
pos = ceil(55*1.8*const(size.xscale)),ceil(-135*2.1*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1
channel = 0

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 860,0

[State 860, Changestate]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = winko
value = 863

[State 860, Changestate]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = fvar(32) >= 4
trigger1 = fvar(33) < 6
value = 862

[State 860, Changestate]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = fvar(32) >= 1
trigger1 = fvar(33) < 6
value = 861

[State 860, Changestate]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = fvar(32) <= 0
trigger1 = fvar(33) < 6
trigger2 = fvar(33) >= 6
value = 863

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僀儞僷僋僩僋儘乕(廔椆)
[Statedef 863]
type    = S
movetype= I
physics = N
anim = 863+(facing=-1)*100000
sprpriority = -1

[State -2, Attack_Up]
type = VarSet
trigger1 = time = 0
fvar(18) = 1.0

[State -2, Attack_Up]
type = VarSet
trigger1 = time = 0
fvar(29) = 1.0

[State 863, targetstate]
type = targetstate
trigger1 = time = 0
value = 873

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僀儞僷僋僩僋儘乕(搳偘傜傟偨懁)1
[Statedef 870]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1-(animelemtime(2)<0)
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 870

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 10870+(facing=-1)*100000

[State -2, turn]
type = turn
trigger1 = animelemtime(4) = 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
; 僀儞僷僋僩僋儘乕(搳偘傜傟偨懁)2
[Statedef 871]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 871

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 10871+(facing=-1)*100000

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 10881

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 10891

[State -2, varadd]
type = varadd
triggerall = animelemtime(3) = 0
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
trigger2 = name = "Alex" || name = "Hugo" || name = "Ibuki"
trigger3 = name = "Gill"
fvar(2) = 2

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僀儞僷僋僩僋儘乕(搳偘傜傟偨懁)3
[Statedef 872]
type    = A
movetype= H
physics = N
ctrl = 0

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 872

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 10872+(facing=-1)*100000

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 10882

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 10892

[State -2, varadd]
type = varadd
triggerall = animelemtime(3) = 0
triggerall = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
trigger2 = name = "Alex" || name = "Hugo" || name = "Ibuki"
trigger3 = name = "Gill"
fvar(2) = 2


;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僀儞僷僋僩僋儘乕(搳偘傜傟偨懁)4
[Statedef 873]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd
trigger1 = 1
y = .60

[State -2, NotHitby]
type = NotHitby
trigger1 = 1
value = SCA

[State 820, ChangeAnim2]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

[State 820, ChangeAnim2]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = authorname = "GM" && name = "Gill"
value = 5030+(facing=-1)*100000

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = SelfAnimExist(5035+(facing=-1)*100000)
Trigger1 = anim = 5030+(facing=-1)*100000
Trigger1 = AnimTime = 0
trigger1 = authorname = "GM" && name = "Gill"
value = 5035+(facing=-1)*100000

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5030
Trigger1 = AnimTime = 0
value = 5035

[State 820, ChangeAnim2]
type = ChangeAnim
triggerall = authorname = "GM" && name = "Gill"
trigger1 = SelfAnimExist(5035+(facing=-1)*100000)
Trigger1 = anim = 5035+(facing=-1)*100000
Trigger1 = AnimTime = 0
trigger2 = !SelfAnimExist(5035+(facing=-1)*100000)
Trigger2 = anim = 5030+(facing=-1)*100000
Trigger2 = AnimTime = 0
value = 5050+(facing=-1)*100000

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5035
Trigger1 = AnimTime = 0
trigger2 = !SelfAnimExist(5035)
Trigger2 = anim = 5030
Trigger2 = AnimTime = 0
value = 5050

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

[State 5030, 2]
type = posadd
trigger1 = Time = 0
y = -const(size.head.pos.Y)

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
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
;榬
[Statedef 10860]
type = S
ctrl = 0
velset = 0,0
anim = 10810+(facing=-1)*100000
sprpriority = 1

[State -2, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 860
trigger2 = root,stateno = 860
trigger2 = root,animelemtime(6) = 0
