;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
;儉乕儞僒儖僩僯乕僪儘僢僾
[Statedef 1200]
type    = S
movetype = A
physics = N
anim = 1200+(facing=-1)*100000
juggle = 0
ctrl = 0
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 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(14) = 0
value = 0,2
channel = 0

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

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
StateType = A

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) >= 0
trigger1 = p2dist X > 0
x = floor((p2dist X)/15)

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -11.0*const(size.yscale)

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(16) < 0
y = .50*const(size.yscale)

[State 1110, Gravity]
type = VelAdd
trigger1 = AnimElemTime(16) >= 0
y = 5.0*const(size.yscale)

[State -2, poweradd]
type = poweradd
trigger1 = animelemtime(14) = 0
value = 20

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
triggerall = var(35) != 1200
trigger1 = animelemtime(15) >= 0
attr = A, SA
animtype  = hard
air.animtype  = back
damage = ceil(60*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(4*fvar(26))
priority = 5,Hit
getpower = 40,20
givepower = 10,0
hitflag = MAF
guardflag = M
pausetime = 8,8
guard.pausetime = 8,8
sparkno = -1;S8230
guard.sparkno = -1;S8410+(P2dist X<0)*5
sparkxy = -15, ceil(-60*const(size.yscale)) 
hitsound = S2,7
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 15
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime  = 15
ground.velocity = -15.0*const(size.xscale)*ifelse(p2dist X<0,-1,1)
guard.velocity = -15.0*const(size.xscale)*ifelse(p2dist X<0,-1,1)
air.velocity = -2.0*const(size.xscale)*ifelse(p2dist X<0,-1,1),-9.6*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
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1200 

[State 1200, Explod]
type = Explod
triggerall = !var(24) && !var(5)         
trigger1 = animelemtime(15) >= 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 30,-60
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 25*ifelse(p2dist X<0,-1,1)

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(43) = -60

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8290+(P2dist X<0)*5

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(22) = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = var(22) = 1
trigger1 = AnimElemTime(15) > 0
value = 1210
ignorehitpause = 0

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(2) > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;儉乕儞僒儖僩僯乕僪儘僢僾(捛偄摙偪)
[Statedef 1210]
type = A
movetype = A
physics = N
anim = 1210+(facing=-1)*100000
;velset = 0,0
ctrl = 0
sprpriority = 1

[State 1110, Gravity]
type = Veladd
trigger1 = 1
y = .50*const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
triggerall = var(35) != 1210
trigger1 = animelem = 2
attr = A, SA
animtype  = hard
air.animtype  = back
damage = ceil(145*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(9*fvar(26))
priority = 5,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 16,16
guard.pausetime = 16,16
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-60*const(size.yscale)) 
hitsound = S2,7
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 15
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime  = 15
ground.velocity = -15.0*const(size.xscale)
guard.velocity = -15.0*const(size.xscale)
air.velocity = -2.0*const(size.xscale),-10.8*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
air.recover = 0
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 = 1210 

[State 1210, Explod]
type = Explod
triggerall = !var(24) && !var(5)         
trigger1 = AnimElemtime(2) >= 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 43,-90
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)<50,20+(abs(enemynear,Pos X-Pos X)/2),50))

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(43) = -80

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8260

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = var(22) = 2
trigger1 = AnimElemTime(3) = 0
value = 1220
ignorehitpause = 0

[State -2, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;儉乕儞僒儖僩僯乕僪儘僢僾(捛偄摙偪HIT屻)
[Statedef 1220]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 1

[State -2, veladd]
type = velset
trigger1 = time = 0
x = -1.0*const(size.xscale)
y = -7.0*const(size.yscale)

[State 1110, Gravity]
type = Veladd
trigger1 = 1
y = .50*const(size.yscale)

[State -2, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;儉乕儞僒儖僩僯乕僪儘僢僾乮拝抧乯
[Statedef 1250]
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 = 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

;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
;僒僀僐僿僢僪僶僢僩
[Statedef 1300]
type    = S
movetype = A
physics = N
anim = 1300+(facing=-1)*100000
juggle = 0
ctrl = 0
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 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(5) = 0
value = 0,0
channel = 0

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

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
StateType = A

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 4.0*const(size.xscale)
y = -5.75*const(size.yscale)

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) >= 0
y = .50*const(size.yscale)

[State -2, poweradd]
type = poweradd
trigger1 = animelemtime(4) = 0
value = 20

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
triggerall = var(35) != 1300
trigger1 = animelem = 5
attr = A, SA
animtype  = hard
air.animtype  = back
damage = ceil(140*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(9*fvar(26))
priority = 5,Hit
getpower = 40,20
givepower = 10,0
hitflag = MAF
guardflag = M
pausetime = 14,13
guard.pausetime = 14,13
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  = 15
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime  = 15
ground.velocity = -15.0*const(size.xscale)
guard.velocity = -15.0*const(size.xscale)
air.velocity = -2.0*const(size.xscale),-9.6*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
air.recover = 0
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 = 1300 

[State 1300, Explod]
type = Explod
triggerall = !var(24) && !var(5)         
trigger1 = AnimElemtime(5) >= 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 55,-80
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 60

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(43) = -80
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 2950
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) > 0
value = 1350

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僒僀僐僿僢僪僶僢僩乮拝抧乯
[Statedef 1350]
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 = var(50) = 1
trigger1 = var(24) = 0
trigger1 = AnimElemTime(2) = 1
trigger1 = numtarget(1300)
trigger1 = target(1300),statetype = A
value = 3

[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

