;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚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
;儕僓儗僋僔儑儞
[Statedef 3000]
type    = L
movetype = I
physics = N
anim = 3000+(facing=-1)*100000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1280
sprpriority = 0

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

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

[State -2, VarSet]
type = VarSet
triggerall = time = 0
trigger1 = numhelper(30000)
trigger1 = helper(30000),var(13)
trigger2 = numpartner
var(45) = 0

[state 3700]
type = NotHitby
trigger1 = animelemtime(11) < 10
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(-25*1.8*const(size.xscale)),ceil(-15*2.1*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(15*2.1*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 -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 -2, AfterImage]
type = AfterImage
trigger1 = animelemtime(12) = 4
time = 0

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

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
postype = p1
pos = ceil(-58*1.8*const(size.xscale)),ceil(5*2.1*const(size.yscale))
stateno = 7900
helpertype = normal
name = "tuchikemuri"
sprpriority = 10
facing = 1
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
postype = p1
pos = ceil(58*1.8*const(size.xscale)),ceil(5*2.1*const(size.yscale))
stateno = 7900
helpertype = normal
name = "tuchikemuri"
sprpriority = 10
facing = -1
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State -2, Helper]
type = Helper
trigger1 = !numhelper(3010)
trigger1 = !numhelper(3011)
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(11) < 48
ame = "playerpush1"
pos = ceil(p2dist X-(const(size.ground.front)+enemy,const(size.ground.front)+1)*ifelse(p2dist X<0,-1,1)),ceil(-pos Y)
postype = p1
ID = 3010+(p2dist X<0)
stateno = 3010
facing = ifelse(p2dist X<0,-1,1)
helpertype = normal
keyctrl = 0
ownpal = 1
size.height = 1000
size.ground.back = const(size.ground.back)
size.ground.front = const(size.ground.front)

[State 3000]
type = explod
trigger1 = animelemtime(9) = 0
anim = 2900
pos = ceil(2*1.8*const(size.xscale)),ceil(-98*2.1*const(size.yscale))
postype = p1
facing = 1
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = animelemtime(10) = 0
anim = 2901
pos = ceil(2*1.8*const(size.xscale)),ceil(-98*2.1*const(size.yscale))
postype = p1
facing = 1
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(10) = 0
value = 0,6
channel = 0

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(10) = 0
value = 3200,0

[State -2, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
StateType = A

[State -2, posadd]
type = posadd
trigger1 = AnimElemTime(10) = 0
trigger2 = AnimElemTime(10) = 1
trigger3 = AnimElemTime(10) = 2
trigger4 = AnimElemTime(10) = 3
trigger5 = AnimElemTime(10) = 4
trigger6 = AnimElemTime(11) = 0
trigger7 = AnimElemTime(11) = 3
trigger8 = AnimElemTime(11) = 6
trigger9 = AnimElemTime(11) = 9
trigger10 = AnimElemTime(11) = 14
trigger11 = AnimElemTime(11) = 18
trigger12 = AnimElemTime(11) = 22
trigger13 = AnimElemTime(11) = 26
trigger14 = AnimElemTime(11) = 30
trigger15 = AnimElemTime(11) = 34
trigger16 = AnimElemTime(11) = 38
trigger17 = AnimElemTime(11) = 42
trigger18 = AnimElemTime(11) = 46
trigger19 = AnimElemTime(11) = 50
trigger20 = AnimElemTime(11) = 54
trigger21 = AnimElemTime(11) = 58
trigger22 = AnimElemTime(11) = 62
y = -1*const(size.yscale)

[State -2, posadd]
type = posadd
trigger1 = AnimElemTime(12) = 2
trigger2 = AnimElemTime(12) = 3
trigger3 = AnimElemTime(12) = 4
y = 1*const(size.yscale)

[State -2, posadd]
type = posadd
trigger1 = AnimElemTime(12) = 5
y = 2*const(size.yscale)

[State -2, posadd]
type = posadd
trigger1 = AnimElemTime(12) = 6
trigger2 = AnimElemTime(12) = 7
trigger3 = AnimElemTime(12) = 8
y = 3*const(size.yscale)

[State -2, posadd]
type = posadd
trigger1 = AnimElemTime(12) = 9
trigger2 = animtime = 0
y = 4*const(size.yscale)

[State -2, lifeadd]
type = lifeadd
trigger1 = AnimElemTime(8) >= 5
trigger1 = AnimElemTime(12) < 0
value = ceil(var(52)*0.014)

[State 3000, changestate]
type = changestate
trigger1 = animtime = 0
value = 3050

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;憡庤僾僢僔儏
[Statedef 3010]
type = S
physics = N
anim = 3010
ctrl = 0

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

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

[State -2, velset]
type = velset
trigger1 = abs(pos X-root,pos X) >= 160*root,const(size.xscale)
x = 0

[State -2, velset]
type = posadd;velset
trigger1 = abs(pos X-root,pos X) < 160*root,const(size.xscale)
x = 2.0*root,const(size.xscale)

[State -2, DestroySelf]
type = DestroySelf
trigger1 = Ishelper(3010)
trigger1 = root,p2dist X < 0
trigger2 = Ishelper(3011)
trigger2 = root,p2dist X >= 0
trigger3 = p2bodydist X < -5
trigger4 = root,stateno != 3000
trigger5 = root,stateno = 3000
trigger5 = root,animelemtime(11) >= 48

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;儕僓儗僋僔儑儞乮拝抧乯
[Statedef 3050]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1250+(facing=-1)*100000

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

[State 1150, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1150, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, ChangeState]
type = ChangeState
trigger1 = fvar(2) = 72
trigger1 = AnimElemTime(2) = 1
value = 5300

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

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(2) >= 1
value = 1

[State 1150, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
