;儈乕僩僗僇僢僔儍乕(彫)
[Statedef 1200]
type    = S
movetype = A
physics = S
anim = 1200
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 30

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 0

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

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

[State 810, posadd]
type = posadd
triggerall = anim = 1200
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
triggerall = anim = 1201
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
triggerall = anim = 1200
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(7) = 0
trigger4 = animelemtime(8) = 0
x = 10*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = anim = 1201
trigger1 = animelemtime(7) = 0
x = -8*1.5*const(size.xscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = anim = 1200
trigger1 = animelemtime(6) = 0
value = S5100,0

[State 1000, 3]
type = EnvShake
trigger1 = anim = 1200
trigger1 = animelemtime(6) = 0
time = 3
freq = 120
ampl = 3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = anim = 1201
trigger1 = animelemtime(4) = 0
value = S1,2

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

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1200
trigger1 = time >= 18
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(50*1.5*const(size.xscale))]
trigger2 = AnimTime = 0
value = 1201
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = anim = 1201
trigger1 = AnimElemtime(2) = -1
value = 30

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = anim = 1201
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(34*1.5*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1250
;p2stateno = 1260
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1200

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = anim = 1201
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(34*1.5*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1250
;p2stateno = 1260
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1200

[State 810, Explod]
type = Explod
trigger1 = anim = 1200
trigger1 = time%2 = 0
trigger1 = animelemtime(6) >= 0
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 920]
type = StateTypeSet
trigger1 = anim = 1201
trigger1 = AnimelemTime(3) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = anim = 1201
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
;儈乕僩僗僇僢僔儍乕(拞)
[Statedef 1210]
type    = S
movetype = A
physics = S
anim = 1210
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 30

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 1

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

[State 810, posadd]
type = posadd
triggerall = anim = 1210
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
trigger5 = animelemtime(13) = 0
trigger6 = animelemtime(14) = 0
trigger7 = animelemtime(15) = 0
trigger8 = animelemtime(16) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
triggerall = anim = 1211
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
triggerall = anim = 1210
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(7) = 0
trigger4 = animelemtime(8) = 0
trigger5 = animelemtime(9) = 0
trigger6 = animelemtime(10) = 0
trigger7 = animelemtime(11) = 0
trigger8 = animelemtime(12) = 0
x = 12*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
triggerall = anim = 1211
trigger1 = animelemtime(7) = 0
x = -8*1.5*const(size.xscale)

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

[State -2, PlaySnd]
type = PlaySnd
triggerall = anim = 1210
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(14) = 0
value = S5100,0

[State 1000, 3]
type = EnvShake
triggerall = anim = 1210
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(14) = 0
time = 3
freq = 120
ampl = 3

[State -2, PlaySnd]
type = PlaySnd
triggerall = anim = 1211
trigger1 = animelemtime(4) = 0
value = S1,2

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

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1210
trigger1 = time >= 28
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(50*1.5*const(size.xscale))]
trigger2 = AnimTime = 0
value = 1211
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = anim = 1211
trigger1 = AnimElemtime(2) = -1
value = 30

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = anim = 1211
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(34*1.5*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1250
;p2stateno = 1260
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1210

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = anim = 1211
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(34*1.5*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1250
;p2stateno = 1260
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1210

[State 810, Explod]
type = Explod
trigger1 = anim = 1210
trigger1 = time%2 = 0
trigger1 = animelemtime(6) >= 0
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 920]
type = StateTypeSet
trigger1 = anim = 1211
trigger1 = AnimelemTime(3) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = anim = 1211
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
;儈乕僩僗僇僢僔儍乕(戝)
[Statedef 1220]
type    = S
movetype = A
physics = S
anim = 1220
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 30

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 2

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

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

[State 810, posadd]
type = posadd
triggerall = anim = 1220
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
trigger5 = animelemtime(16) = 0
trigger6 = animelemtime(17) = 0
trigger7 = animelemtime(18) = 0
trigger8 = animelemtime(19) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
triggerall = anim = 1221
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
triggerall = anim = 1220
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(7) = 0
trigger4 = animelemtime(8) = 0
trigger5 = animelemtime(9) = 0
trigger6 = animelemtime(10) = 0
trigger7 = animelemtime(11) = 0
trigger8 = animelemtime(12) = 0
trigger9 = animelemtime(13) = 0
trigger10 = animelemtime(14) = 0
trigger11 = animelemtime(15) = 0
x = 16*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
triggerall = anim = 1221
trigger1 = animelemtime(7) = 0
x = -8*1.5*const(size.xscale)

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

[State -2, PlaySnd]
type = PlaySnd
triggerall = anim = 1220
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(14) = 0
trigger4 = animelemtime(18) = 0
value = S5100,0

[State 1000, 3]
type = EnvShake
triggerall = anim = 1220
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(14) = 0
trigger4 = animelemtime(18) = 0
time = 3
freq = 120
ampl = 3

[State -2, PlaySnd]
type = PlaySnd
triggerall = anim = 1221
trigger1 = animelemtime(4) = 0
value = S1,2

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

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1220
trigger1 = time >= 45
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(50*1.5*const(size.xscale))]
trigger2 = AnimTime = 0
value = 1221
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = anim = 1221
trigger1 = AnimElemtime(2) = -1
value = 30

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = anim = 1221
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(34*1.5*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1250
;p2stateno = 1260
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1220

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = anim = 1221
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(34*1.5*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1250
;p2stateno = 1260
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1220

[State 810, Explod]
type = Explod
trigger1 = anim = 1220
trigger1 = time%2 = 0
trigger1 = animelemtime(6) >= 0
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 920]
type = StateTypeSet
trigger1 = anim = 1221
trigger1 = AnimelemTime(3) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = anim = 1221
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
; 儈乕僩僗僇僢僔儍乕(搳偘偨懁)1
[Statedef 1250]
type    = S
movetype= A
physics = N
anim = 1250
sprpriority = 2

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1260

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 1270

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 2,>0
value = 0

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = 60,60

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target,StateNo = 1260
pos = ceil(60*1.8*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 1260
pos = ceil(20*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 1260
pos = ceil(20*1.8*const(size.xscale)), ceil(-115*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && target,StateNo = 1260
pos = ceil(20*1.8*const(size.xscale)), ceil(-120*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && target,StateNo = 1260
pos = ceil(25*1.8*const(size.xscale)), ceil(-120*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && target,StateNo = 1260
pos = ceil(20*1.8*const(size.xscale)), ceil(-160*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && target,StateNo = 1260
pos = ceil(20*1.8*const(size.xscale)), ceil(-160*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && target,StateNo = 1260
pos = ceil(10*1.8*const(size.xscale)), ceil(-150*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target,StateNo = 1270
pos = ceil(60*1.8*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 1270
pos = ceil(45*1.8*const(size.xscale)), ceil(5*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 1270
pos = ceil(45*1.8*const(size.xscale)), ceil(5*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && target,StateNo = 1270
pos = ceil(40*1.8*const(size.xscale)), ceil(-5*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && target,StateNo = 1270
pos = ceil(15*1.8*const(size.xscale)), ceil(-15*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && target,StateNo = 1270
pos = ceil(15*1.8*const(size.xscale)), ceil(-30*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && target,StateNo = 1270
pos = ceil(30*1.8*const(size.xscale)), ceil(-50*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && target,StateNo = 1270
pos = ceil(40*1.8*const(size.xscale)), ceil(-40*2.1*const(size.yscale))

[State 810, 2]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 1255
anim = 1255
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 860, Changestate]
type = ChangeState
trigger1 = animtime = 0
trigger1 = Target,Backedgebodydist = 0
value = 1253

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(1) = 1 && facing = 1
trigger1 = pos X < helper(30000),pos X
trigger2 = var(1) = 1 && facing = -1
trigger2 = pos X >= helper(30000),pos X
trigger3 = var(1) = 2 && facing = 1
trigger3 = pos X < helper(30000),pos X
trigger4 = var(1) = 2 && facing = -1
trigger4 = pos X >= helper(30000),pos X
value = 1251

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(1) = 1 && facing = 1
trigger1 = pos X >= helper(30000),pos X
trigger2 = var(1) = 1 && facing = -1
trigger2 = pos X < helper(30000),pos X
trigger3 = var(1) = 2 && facing = -1
trigger3 = pos X < helper(30000),pos X
trigger4 = var(1) = 2 && facing = 1
trigger4 = pos X >= helper(30000),pos X
value = 1252

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘偨懁)2
[Statedef 1251]
type    = S
movetype= A
physics = N
anim = 1251
sprpriority = 0

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1261

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 1271

[State -2, turn]
type = turn
trigger1 = time = 0

[State 810, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = 8*1.5*const(size.xscale)

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

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target,StateNo = 1261
pos = ceil(-20*1.8*const(size.xscale)), ceil(-105*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 1261
pos = ceil(5*1.8*const(size.xscale)), ceil(-80*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 1261
pos = ceil(40*1.8*const(size.xscale)), ceil(-100*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target,StateNo = 1271
pos = ceil(-20*1.8*const(size.xscale)), ceil(-115*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target,StateNo = 1271
pos = ceil(15*1.8*const(size.xscale)), ceil(-80*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target,StateNo = 1271
pos = ceil(30*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 1251
anim = 1251
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 860, Changestate]
type = ChangeState
trigger1 = animtime = 0
value = 1252

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘偨懁)3
[Statedef 1252]
type    = S
movetype= A
physics = N
velset = 8.0,0
anim = 1252
sprpriority = 0

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1262

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 1272

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

[State 860, TargetBind]
type = TargetBind
trigger1 = target,StateNo = 1262
pos = ceil(30*1.8*const(size.xscale)), ceil(-145*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = target,StateNo = 1272
pos = ceil(30*1.8*const(size.xscale)), ceil(-140*const(size.yscale))

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
value = S5100,0

[State 1000, 3]
type = EnvShake
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
time = 3
freq = 120
ampl = 3

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 1257
anim = 1257
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time%2 = 0
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 860, Changestate]
type = ChangeState
trigger1 = Target,Backedgebodydist <= 0
trigger2 = time = 300
value = 1253

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘偨懁)4
[Statedef 1253]
type    = S
movetype= A
physics = N
velset = 3.0,-8.0
anim = 1253
sprpriority = 0

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1263

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 1273

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,1
channel = 0

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 2,>0
value = 2

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

[State 860, TargetBind]
type = TargetBind
triggerall = target,StateNo = 1263
trigger1 = animelem = 1,>=0
trigger1 = animelem = 2,<0
pos = ceil(50*1.8*const(size.xscale)), ceil(-140*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 2 && target,StateNo = 1263
pos = ceil(40*1.8*const(size.xscale)), ceil(-100*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 3 && target,StateNo = 1263
pos = ceil(40*1.8*const(size.xscale)), ceil(-100*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
triggerall = target,StateNo = 1273
trigger1 = animelem = 1,>=0
trigger1 = animelem = 2,<0
pos = ceil(33*1.8*const(size.xscale)), ceil(-34*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 2 && target,StateNo = 1273
pos = ceil(40*1.8*const(size.xscale)), ceil(-15*2.1*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 3 && target,StateNo = 1273
pos = ceil(40*1.8*const(size.xscale)), ceil(-15*2.1*const(size.yscale))

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(2) = 0
x = 0
y = 0

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(4) = 0
x = -4.0 + var(10)*0.75
y = -6.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) < 0
trigger2 = animelemtime(4) >= 0
y = .40

[State 810, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 1257

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 1258
anim = 1258
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S2,6

[State 811, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(3) = 0
value = 1

[State 811, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 0
value = 220

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = AnimElemTime(2) = 0
value = 160

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = AnimElemTime(3) = 0
value = ceil(-160*fvar(0)*fvar(24)*fvar(31)*fvar(33)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(35) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(23) > 1.0
trigger1 = AnimElemTime(3) = 0
fvar(23) = -0.0625
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(24) > 1.0
trigger1 = AnimElemTime(3) = 0
fvar(24) = -0.0625
ignorehitpause = 1

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 8030
pos = ceil(45*const(size.xscale)),ceil(-200*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(3) = 2
time = 20
freq = 80
ampl = 4

[State 860, Changestate]
type = ChangeState
triggerall = animelemtime(4) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 915


;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)1
[Statedef 1260]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1260+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = 0,40

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)1
[Statedef 1261]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State -2, turn]
type = turn
trigger1 = time = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1261+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
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
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)3
[Statedef 1262]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1262+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = 0,40

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)4
[Statedef 1263]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1263+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 860, Changestate]
type = ChangeState
trigger1 = animtime = 0
value = 1264

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)5
[Statedef 1264]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 820, posadd]
type = posadd
trigger1 = Time = 0
y = -const(size.mid.pos.Y)

[State -2, nothitby]
type = nothitby
Trigger1 = 1
value = SCA

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

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

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

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

[State 5030, 2]
type = VelSet
trigger1 = time = 0
y = -8.0

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

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

[State 5030, 4]
type = SelfState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
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
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)僸儏乕僑乕愱梡1
[Statedef 1270]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1270

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = 0,40

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)僸儏乕僑乕愱梡2
[Statedef 1271]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State -2, turn]
type = turn
trigger1 = time = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1271

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
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
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)僸儏乕僑乕愱梡3
[Statedef 1272]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1272

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = 0,40

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)僸儏乕僑乕愱梡4
[Statedef 1273]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1273

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

[State 860, Changestate]
type = ChangeState
trigger1 = animtime = 0
value = 1274

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儈乕僩僗僇僢僔儍乕(搳偘傜傟偨懁)僸儏乕僑乕愱梡5
[Statedef 1274]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[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 = SelfAnimExist(5035)
Trigger1 = anim = 5030
Trigger1 = AnimTime = 0
value = 5035

[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 = anim = 5050
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5030, 2]
type = VelSet
trigger1 = time = 0
y = -8.0

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

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

[State 5030, 4]
type = SelfState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100


;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
;僂儖僩儔僗儖乕(彫)
[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 50

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 0

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

[State 810, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -8*1.5*const(size.xscale)

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = S1,2

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 50

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(22*1.5*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1350
;p2stateno = 1360
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1300

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(22*1.5*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1350
;p2stateno = 1360
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1300

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 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
;僂儖僩儔僗儖乕(拞)
[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1300
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 50

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 1

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

[State 810, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -8*1.5*const(size.xscale)

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = S1,2

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 50

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(22*1.5*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1350
;p2stateno = 1361
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1310

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(22*1.5*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1350
;p2stateno = 1361
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1310

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 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
;僂儖僩儔僗儖乕(戝)
[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1300
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 50

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 2

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

[State 810, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -8*1.5*const(size.xscale)

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = S1,2

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 50

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(22*1.5*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1350
;p2stateno = 1362
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1320

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(22*1.5*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M
guard.dist = 0
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1350
;p2stateno = 1362
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1320

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 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
;僂儖僩儔僗儖乕(搳偘偨懁)
[Statedef 1350]
type    = S
movetype= A
physics = N
anim = 1350
SprPriority = 1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1360+(prevstateno=1310)+(prevstateno=1320)*2

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

[State -2, Juggle Check]
type = VarAdd
trigger1 = time = 0
var(41) = 1

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(60*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 0, ceil(-70*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(-60*1.8*const(size.xscale)), ceil(-70*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(-65*1.8*const(size.xscale)), ceil(-80*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(-55*1.8*const(size.xscale)), ceil(-90*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = ceil(35*1.8*const(size.xscale)), ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) = 0
pos = ceil(80*1.8*const(size.xscale)), ceil(-100*2.1*const(size.yscale))

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1,2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
value = S5100,0
persistent = 0

[State -2, Explod]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
ID = 6800
anim = 6800
postype = p2
pos = -30, var(15)
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State -2, HitAdd]
type = HitAdd
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
trigger1 = target,time = 1
value = 1
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
trigger1 = target,time = 1
value = 220
persistent = 0

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
trigger1 = target,time = 1
value = 80
persistent = 0

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
trigger1 = target,time = 1
value = ceil(-70*fvar(0)*fvar(24)*fvar(31)*fvar(33)*(const(data.attack)*0.01))
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
trigger1 = target,time = 1
fvar(35) = 2.15
ignorehitpause = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
trigger1 = target,time = 1
fvar(23) = -0.0625
persistent = 0

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = numtarget
trigger1 = target,stateno = [1370,1372]
trigger1 = target,time = 1
fvar(24) = -0.0625
persistent = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = numtarget
var(15) = target,const(size.mid.pos.Y)

[State 1200, 9]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(7) < 0
edge = 0,ifelse(var(10)=0,20,ifelse(var(10)=1,40,60))

[State 1200, 9]
type = Width
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) < 0
edge = 120,ifelse(var(10)=0,20,ifelse(var(10)=1,40,60))

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) >= 0
edge = 0,ifelse(var(10)=0,20,ifelse(var(10)=1,40,60))

[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
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)1
[Statedef 1360]
type     = A
movetype = H
physics  = N
velset = 0,0
SprPriority = 0

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
value = 1360

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
value = 1361

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Alex"
value = 1362

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 1363

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ibuki"
value = 1364

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 1365+(facing=-1)*100000

[State 1490, 堏摦懍搙]
type = VelSet
trigger1 = animelemtime(7) = 1
x = -15.0
y = -4.0

[State 5030, 1]
type = veladd
trigger1 = animelemtime(7) >= 1
y = .50

[State 1470, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = animelemtime(7) >= 7
value = 1
movecamera = 1,0

[State 1470, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = animelemtime(7) < 7
value = 1
movecamera = 0,0

[State 1470, 僗僥乕僩曄峏] ;暻偵摉偨傞帪偺僗僥乕僩偵峴偔
type = ChangeState
triggerall = animelemtime(7) > 1
triggerall = Pos Y < 0
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 1370

[State 1470, 憡庤僗僥乕僩偵栠偡]
type = SelfState
triggerall = animelemtime(7) > 1
trigger1 = (Vel Y > 0) && (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
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)2
[Statedef 1370]
type     = A
movetype = H
physics  = N
velset = 0,0
SprPriority = 0

[State 1480, 幉埵抲堏摦]
type = PosAdd
trigger1 = Time = 0
x = 5 - BackEdgeBodyDist
y = -const(size.mid.pos.Y)

[State 1480, 堏摦傪巭傔傞]
type = PosFreeze
trigger1 = 1

[State 1480, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1480, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = Time = 0
value = 1370+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 1480, 怳傝曉傞]
type = Turn
trigger1 = animelem = 2

[State 1480, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = animelem = 2
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 1370+(facing=-1)*100000
elem = 2

[State 1730,5]
type = EnvShake
trigger1 = Time = 3
time = 10

[State 1480, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1380

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)3
[Statedef 1380]
type     = A
movetype = H
physics  = N
SprPriority = 0

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

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

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

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

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

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -1.0
y = -10.5

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

[State 5030, 4]
type = SelfState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
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
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)1
[Statedef 1361]
type     = A
movetype = H
physics  = N
velset = 0,0
SprPriority = 0

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
value = 1360

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
value = 1361

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Alex"
value = 1362

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 1363

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ibuki"
value = 1364

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 1365+(facing=-1)*100000

[State 1490, 堏摦懍搙]
type = VelSet
trigger1 = animelemtime(7) = 1
x = -15.0
y = -4.0

[State 5030, 1]
type = veladd
trigger1 = animelemtime(7) >= 1
y = .50

[State 1470, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = animelemtime(7) >= 7
value = 1
movecamera = 1,0

[State 1470, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = animelemtime(7) < 7
value = 1
movecamera = 0,0

[State 1470, 僗僥乕僩曄峏] ;暻偵摉偨傞帪偺僗僥乕僩偵峴偔
type = ChangeState
triggerall = animelemtime(7) > 1
triggerall = Pos Y < 0
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 1371

[State 1470, 憡庤僗僥乕僩偵栠偡]
type = SelfState
triggerall = animelemtime(7) > 1
trigger1 = (Vel Y > 0) && (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
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)2
[Statedef 1371]
type     = A
movetype = H
physics  = N
velset = 0,0
SprPriority = 0

[State 1480, 幉埵抲堏摦]
type = PosAdd
trigger1 = Time = 0
x = 10 - BackEdgeBodyDist
y = -const(size.mid.pos.Y)

[State 1480, 堏摦傪巭傔傞]
type = PosFreeze
trigger1 = 1

[State 1480, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1480, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = Time = 0
value = 1370+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 1480, 怳傝曉傞]
type = Turn
trigger1 = animelem = 2

[State 1480, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = animelem = 2
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 1370+(facing=-1)*100000
elem = 2

[State 1730,5]
type = EnvShake
trigger1 = Time = 3
time = 10

[State 1480, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1381

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)3
[Statedef 1381]
type     = A
movetype = H
physics  = N
SprPriority = 0

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

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

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

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

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

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -1.2
y = -10.5

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

[State 5030, 4]
type = VelSet
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
x = -1.0

[State 5030, 4]
type = SelfState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
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
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)1
[Statedef 1362]
type     = A
movetype = H
physics  = N
velset = 0,0
SprPriority = 0

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
value = 1360

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Hugo"
value = 1361

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Alex"
value = 1362

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 1363

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ibuki"
value = 1364

[State 1460, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 1365+(facing=-1)*100000

[State 1490, 堏摦懍搙]
type = VelSet
trigger1 = animelemtime(7) = 1
x = -15.0
y = -4.0

[State 5030, 1]
type = veladd
trigger1 = animelemtime(7) >= 1
y = .50

[State 1470, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = animelemtime(7) >= 7
value = 1
movecamera = 1,0

[State 1470, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = animelemtime(7) < 7
value = 1
movecamera = 0,0

[State 1470, 僗僥乕僩曄峏] ;暻偵摉偨傞帪偺僗僥乕僩偵峴偔
type = ChangeState
triggerall = animelemtime(7) > 1
triggerall = Pos Y < 0
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 1372

[State 1470, 憡庤僗僥乕僩偵栠偡]
type = SelfState
triggerall = animelemtime(7) > 1
trigger1 = (Vel Y > 0) && (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
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)2
[Statedef 1372]
type     = A
movetype = H
physics  = N
velset = 0,0
SprPriority = 0

[State 1480, 幉埵抲堏摦]
type = PosAdd
trigger1 = Time = 0
x = 10 - BackEdgeBodyDist
y = -const(size.mid.pos.Y)

[State 1480, 堏摦傪巭傔傞]
type = PosFreeze
trigger1 = 1

[State 1480, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1480, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = Time = 0
value = 1370+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 1480, 怳傝曉傞]
type = Turn
trigger1 = animelem = 2

[State 1480, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = animelem = 2
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 1370+(facing=-1)*100000
elem = 2

[State 1730,5]
type = EnvShake
trigger1 = Time = 3
time = 10

[State 1480, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1382

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僂儖僩儔僗儖乕(搳偘傜傟偨懁)3
[Statedef 1382]
type     = A
movetype = H
physics  = N
SprPriority = 0

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

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

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

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

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

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -1.4
y = -10.5

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

[State 5030, 4]
type = VelSet
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
x = -1.0

[State 5030, 4]
type = SelfState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100

