;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚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
;僉僱僔僗
[Statedef 1000]
type    = S
movetype = A
physics = S
;anim = 1000+var(10)*10+(facing=-1)*100000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = var(50) = 1
trigger1 = time = 0
trigger1 = fvar(11) = 1
var(10) = (random<200)

[State -2, Varset]
type = Varset
trigger1 = var(50) = 1
trigger1 = time = 0
trigger1 = fvar(11) = 2
var(10) = 0

[State -2, Varset]
type = Varset
trigger1 = var(50) = 1
trigger1 = time = 0
trigger1 = fvar(11) = 3
var(10) = 2

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 1000+var(10)*10+(facing=-1)*100000

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(10)>=1)&&(animelemtime(13)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = ((animelemtime(6)>=0)&&(animelemtime(10)<1))

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1000, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,4+(facing=-1)
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElemTime(10) = 1
value = 1000, 1

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(10) = 1
trigger1 = var(10) = 0
id = 6000
name = "Kinesis"
pos = ceil(42*1.8*const(size.xscale)),ceil(-78*2.1*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(10) = 1
trigger1 = var(10) = 1
id = 6001
name = "Kinesis"
pos = ceil(36*1.8*const(size.xscale)),ceil(-94*2.1*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(10) = 1
trigger1 = var(10) = 2
id = 6002
name = "Kinesis"
pos = ceil(23*1.8*const(size.xscale)),ceil(-105*2.1*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(19) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(11) >= 0
movetype = I 

[State 1000, 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
;僷僀儘丒僋儕僆僉僱僔僗乮旘傃摴嬶乯侾抜栚
[Statedef 6000]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 6000+(root,facing=-1)*5+(Ishelper(6000))
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(39) = parent,var(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,const(size.xscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(5) = parent,const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(25) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
fvar(25) = 1.0

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(29) = parent,fvar(29)

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(36) = 1

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6000)
trigger1 = time = 0
x = 7.0*fvar(4)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6001)
trigger1 = time = 0
x = 6.0*fvar(4)
y = -1.7*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6002)
trigger1 = time = 0
x = 5.0*fvar(4)
y = -4.17*fvar(5)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6010

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = 1
attr = S, SP
damage = ceil(35*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26))
getpower = 0,10 
givepower = 0,0
animtype = hard
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,8
guard.pausetime = 0,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 12
ground.hittime = 14
guard.hittime = 13
guard.slidetime = 12
guard.ctrltime = 13
ground.velocity = -15.0*fvar(4)
guard.velocity = -15.0*fvar(4)
air.type = Low
air.hittime = 14
air.velocity = -7.0*fvar(4),-8.5*fvar(5)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
;forcestand = 1
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 40*(anim=6000||anim=6001)
id = 6000
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = anim = 6005 || anim = 6006
trigger1 = movehit
trigger1 = numtarget(6000)
trigger1 = target(6000),stateno != [5800,5830]
trigger1 = target(6000),statetype != L
value = 5800
ignorehitpause = 1

[State -2, poweradd]
type = poweradd
triggerall = movehit
trigger1 = numtarget(6000)
trigger1 = (target(6000),stateno = [5000,5099])||(target(6000),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
value = 20

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6000)
trigger1 = (target(6000),stateno = [5000,5099])||(target(6000),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6000)
trigger1 = (target(6000),stateno = [5000,5099])||(target(6000),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
time = 5
freq = 60
ampl = -2

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget
var(5) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(15) = 8+(anim=6005||anim=6006)

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6000)
var(15) = 6+(anim=6005||anim=6006)

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6000)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6000)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6000)
trigger1 = (target(6000),stateno = [5000,5099])||(target(6000),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
fvar(4) = 7

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6000)
trigger1 = (target(6000),stateno = [5000,5099])||(target(6000),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
fvar(10) = 0.55

[State 200, Juggle Check]
type = parentVarAdd
triggerall = MoveHit
trigger1 = numtarget(6000)
trigger1 = (target(6000),stateno = [5000,5099])||(target(6000),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
var(41) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveHit
fvar(39) = 1

[State 6000, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6000)
trigger1 = (target(6000),stateno = [5000,5099])||(target(6000),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
anim = 8170
pos = 0,0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = anim = 6000 || anim = 6001
triggerall = movehit
trigger1 = numtarget(6000)
trigger1 = target(6000),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = anim = 6005 || anim = 6006
triggerall = movehit
trigger1 = numtarget(6000)
trigger1 = target(6000),stateno = [5800,5820]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5800,5820]
pos = 0,0
postype = left
stateno = 8700
helpertype = normal
name = "Freeze"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 6000, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 2500+(anim=6005||anim=6006)*10
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = parent,var(0) = 1
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State -2, Attack_Up]
type = ParentVarSet
trigger1 = moveguarded
fvar(29) = 1.0

[State -2, Attack_Up]
type = ParentVarAdd
trigger1 = movehit
fvar(29) = -0.0625

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6010

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = time > 0
trigger1 = ishelper(6000)
trigger1 = FrontEdgeDist <= -105*fvar(4)
trigger2 = ishelper(6001)
trigger2 = FrontEdgeDist <= -90*fvar(4)
trigger3 = ishelper(6002)
trigger3 = FrontEdgeDist <= -75*fvar(4)
fvar(36) = 0

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time >= 0
trigger1 = ishelper(6000)
trigger1 = FrontEdgeDist <= -105*fvar(4)
trigger2 = ishelper(6001)
trigger2 = FrontEdgeDist <= -90*fvar(4)
trigger3 = ishelper(6002)
trigger3 = FrontEdgeDist <= -75*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷僀儘丒僋儕僆僉僱僔僗乮旘傃摴嬶乯俀抜栚
[Statedef 6010]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 7
trigger2 = var(15)
trigger3 = var(47)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(39) = parent,var(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
fvar(25) = 1.0

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(29) = parent,fvar(29)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6020

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)           
triggerall = !var(15)
triggerall = !var(47)
trigger1 = 1
attr = S, SP
damage = ceil(35*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26))
getpower = 0,10 
givepower = 0,0
animtype = hard
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,8
guard.pausetime = 0,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 12
ground.hittime = 14
guard.hittime = 13
guard.slidetime = 12
guard.ctrltime = 13
ground.velocity = -15.0*fvar(4)
guard.velocity = -15.0*fvar(4)
air.type = Low
air.hittime = 14
air.velocity = -7.0*fvar(4),-8.5*fvar(5)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
;forcestand = 1
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 40*(anim=6000||anim=6001)
id = 6010
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = anim = 6005 || anim = 6006
trigger1 = movehit
trigger1 = numtarget(6010)
trigger1 = target(6010),stateno != [5800,5830]
trigger1 = target(6010),statetype != L
value = 5800
ignorehitpause = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget
var(5) = 0

[State -2, Attack_Up]
type = ParentVarSet
trigger1 = moveguarded
fvar(29) = 1.0

[State -2, Attack_Up]
type = ParentVarAdd
trigger1 = movehit
fvar(29) = -0.0625

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6020

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)
fvar(36) = 0

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time >= 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷僀儘丒僋儕僆僉僱僔僗乮旘傃摴嬶乯乮徚柵乯
[Statedef 6020]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = anim+10-(Ishelper(6000))
movehitpersist = 1

[State -2, poweradd]
type = poweradd
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = (target(6010),stateno = [5000,5099])||(target(6010),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
value = 10

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = (target(6010),stateno = [5000,5099])||(target(6010),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = (target(6010),stateno = [5000,5099])||(target(6010),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
time = 5
freq = 60
ampl = -2

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6010)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6010)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = (target(6010),stateno = [5000,5099])||(target(6010),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
fvar(4) = 7

[State 6000, VarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = (target(6010),stateno = [5000,5099])||(target(6010),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
var(15) = 8+(anim=6015)

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = (target(6010),stateno = [5000,5099])||(target(6010),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
fvar(10) = 0.55

[State 200, Juggle Check]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = (target(6010),stateno = [5000,5099])||(target(6010),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
var(41) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveHit
fvar(39) = 1

[State 6000, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = (target(6010),stateno = [5000,5099])||(target(6010),stateno = [5800,5820])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [5800,5820])
anim = 8170
pos = 0,0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[state -2, helper]
type = helper
triggerall = anim = 6010
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = target(6010),stateno = [5000,5099]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5099]
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = anim = 6015
triggerall = movehit
trigger1 = numtarget(6010)
trigger1 = target(6010),stateno = [5800,5820]
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5800,5820]
pos = 0,0
postype = left
stateno = 8700
helpertype = normal
name = "Freeze"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = anim = 6010
trigger1 = animelemtime(15) >= 0
trigger2 = anim = 6015
trigger2 = animelemtime(12) >= 0
fvar(36) = 0

[State 6010, DestroySelf]
type = DestroySelf
triggerall = !NumTarget
trigger1 = anim = 6010
trigger1 = animelemtime(15) >= 0
trigger2 = anim = 6015
trigger2 = animelemtime(12) >= 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
;僒僀僶乕儔儕傾僢僩
[Statedef 1100]
type    = S
movetype = A
physics = N
anim = 1100+(facing=-1)*100000
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
sprpriority = 2
facep2 = 1

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 0,3
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 4,0

[State 1100, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, Explod]
type = Explod
trigger1 = animelem = 6,=0
trigger2 = animelem = 6,=2
trigger3 = animelem = 7,=0
trigger4 = animelem = 7,=2
trigger5 = animelem = 7,=4
trigger6 = animelem = 8,=1
trigger7 = animelem = 8,=3
trigger8 = animelem = 9,=0
trigger9 = animelem = 9,=2
anim = 7810
postype = p1
pos = ceil(-10*1.8*const(size.xscale)),ceil(-5*2.1*const(size.xscale))
facing = -1
sprpriority = 3
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 10.2*const(size.xscale)

[State 1200, VelAdd]
type = VelAdd
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
x = -.85*const(size.xscale)

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(10) = 0
x = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
triggerall = var(35) != 1100
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(5) < 0
attr = S, SA
animtype  = hard
air.animtype  = back
damage = ceil(210*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(13*fvar(26))
priority = 5,Hit
getpower = 40,20
givepower = 10,0
hitflag = MAF
guardflag = M
pausetime = 16,16
guard.pausetime = 16,16
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-105*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime  = 17
ground.velocity = -7.0*const(size.xscale)
guard.velocity = -7.0*const(size.xscale)
air.velocity = -6.0*const(size.xscale),-1.5*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1100 

[State 1100, Explod]
type = Explod
triggerall = !var(24) && !var(5)         
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(5) < 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = 20,-105
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
triggerall = var(35) != 1101
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
attr = S, SA
animtype  = hard
air.animtype  = back
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26))
priority = 5,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 12,12
guard.pausetime = 12,12
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-80*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime  = 17
ground.velocity = -7.0*const(size.xscale)
guard.velocity = -7.0*const(size.xscale)
air.velocity = -6.0*const(size.xscale),-8.5*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,20
palfx.time = 40*(facing=-1)
id = 1101+(facing=-1)*100000

[State 1101, Explod]
type = Explod
triggerall = !var(24) && !var(5)         
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8400
postype = p1
pos = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<80,30+(abs(enemynear,Pos X-Pos X)/2),80)),-80
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = 20

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<80,30+(abs(enemynear,Pos X-Pos X)/2),80))

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(43) = -105

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(43) = -80

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(44) = 8255

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(44) = 8280

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

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

[State -2, Juggle Reset]
type = VarSet
trigger1 = time = 0
var(22) = 0

[State 1100, ChangeAnim]
type = ChangeAnim
trigger1 = var(22) = 1
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(5) < 0
value = anim
elem = 5
ignorehitpause = 0
persistent = 0

[State 1100, ChangeAnim]
type = ChangeAnim
trigger1 = var(22) = 2
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
value = anim
elem = 7
ignorehitpause = 0
persistent = 0

[state -2, helper]
type = helper
trigger1 = animelemtime(7) = 0
pos = 0,0
postype = p1
stateno = 2600
helpertype = normal
name = "effect"
sprpriority = 3
ownpal = 1
keyctrl = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I 

[State -2, ChangeState]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(24) = 0
triggerall = AnimElemTime(12) = 1
trigger1 = numtarget(1101)
trigger1 = target(1101),statetype = A
trigger1 = target(1101),backedgebodydist <= 15
trigger2 = numtarget(101101)
trigger2 = target(101101),statetype = A
trigger2 = target(101101),backedgebodydist <= 15
value = 2

[State -2, ChangeState]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(12) >= 1
value = 0
ctrl = 1

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(12) >= 1
value = 1

[State 1100, 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
; 僒僀僶乕儔儕傾僢僩(憡庤嬺傜偄忬懺)1
[Statedef 1150]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 0

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

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

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1150

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM" && name = "Gill"
value = 1150+(facing=-1)*100000

[State 811, ChangeState]
type = changestate
trigger1 = HitShakeOver
value = 1151

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僒僀僶乕儔儕傾僢僩(憡庤嬺傜偄忬懺)2
[Statedef 1151]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 0

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

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

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

[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 5050, 2]
type = ChangeAnim
trigger1 = authorname = "GM" && name = "Gill"
trigger1 = anim = 5050+(facing=-1)*100000
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = 5050
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State -2, PosFreeze]
type = PosFreeze
trigger1 = animelem = 1

[State 820, posadd]
type = posadd
trigger1 = time = 0
x = -const(size.head.pos.X)
y = -const(size.head.pos.Y)

[State 811, Velset]
type = Velset
trigger1 = time = 0
x = -2.0
y = 10.0

[State 811, Velset]
type = VelAdd
trigger1 = 1
y = .60

[State 811, SelfState]
type = selfstate
trigger1 = Pos Y >= 25 && Vel Y > 0 && time > 0
value = 5100

