;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
;儉乕儞僒儖僩僾儗僗(彫)
[Statedef 1000]
type    = S
movetype = A
physics = S
anim = 1000
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(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
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
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, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(2) = -1
value = 50

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(43*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 = 1050
;p2stateno = 1060
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1000

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(43*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 = 1050
;p2stateno = 1060
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1000

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 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
;儉乕儞僒儖僩僾儗僗(拞)
[Statedef 1010]
type    = S
movetype = A
physics = S
anim = 1010
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(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
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
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, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(2) = -1
value = 50

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(37*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 = 1050
;p2stateno = 1060
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1010

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(37*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 = 1050
;p2stateno = 1060
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1010

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 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
;儉乕儞僒儖僩僾儗僗(戝)
[Statedef 1020]
type    = S
movetype = A
physics = S
anim = 1020
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(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
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
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, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(2) = -1
value = 50

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(31*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 = 1050
;p2stateno = 1060
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1020

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 2
trigger1 = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(31*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 = 1050
;p2stateno = 1060
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1020

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 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
;儉乕儞僒儖僩僾儗僗(搳偘偨懁)1
[Statedef 1050]
type    = S
movetype= A
physics = N
anim = 1050
SprPriority = 2

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1060

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 1070

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = 30,30

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1060
pos = ceil(80*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1060
pos = ceil(60*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1060
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1060
pos = ceil(-10*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1060
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1060
pos = ceil(-30*1.8*const(size.xscale)), ceil(-70*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1060
pos = ceil(-15*1.8*const(size.xscale)), ceil(-85*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1060
pos = 0, ceil(-120*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1060
pos = ceil(10*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1060
pos = ceil(10*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11  && P2StateNo = 1060
pos = 0, ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1060
pos = ceil(-10*const(size.xscale)), ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 1060
pos = ceil(-10*1.8*const(size.xscale)), ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 1060
pos = ceil(10*1.8*const(size.xscale)), ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 1060
pos = ceil(35*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 1060
pos = ceil(10*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17  && P2StateNo = 1060
pos = ceil(-10*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 1060
pos = ceil(-10*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 1060
pos = ceil(-10*1.8*const(size.xscale)), ceil(-105*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 1060
pos = ceil(10*1.8*const(size.xscale)), ceil(-105*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 1060
pos = ceil(35*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 1060
pos = ceil(20*1.8*const(size.xscale)), ceil(-105*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23  && P2StateNo = 1060
pos = ceil(5*1.8*const(size.xscale)), ceil(-115*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 1060
pos = ceil(-15*1.8*const(size.xscale)), ceil(-120*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 1060
pos = ceil(-25*1.8*const(size.xscale)), ceil(-105*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 1060
pos = ceil(-30*1.8*const(size.xscale)), ceil(-85*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 1060
pos = ceil(-35*1.8*const(size.xscale)), ceil(-70*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 1060
pos = ceil(-20*1.8*const(size.xscale)), ceil(-60*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29  && P2StateNo = 1060
pos = ceil(-10*1.8*const(size.xscale)), ceil(-50*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(30) >= 0 && P2StateNo = 1060
pos = 0, ceil(-50*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1070
pos = ceil(82*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1070
pos = ceil(47*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1070
pos = ceil(3*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1070
pos = ceil(-25*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1070
pos = ceil(-15*1.8*const(size.xscale)), ceil(-5*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1070
pos = ceil(-40*1.8*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1070
pos = ceil(-21*1.8*const(size.xscale)), ceil(-13*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1070
pos = 0, ceil(-50*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1070
pos = ceil(26*1.8*const(size.xscale)), ceil(-42*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1070
pos = ceil(-16*1.8*const(size.xscale)), ceil(-41*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11  && P2StateNo = 1070
pos = ceil(-17*1.8*const(size.yscale)), ceil(-41*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1070
pos = ceil(-41*1.8*const(size.xscale)), ceil(-33*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 1070
pos = ceil(-20*1.8*const(size.xscale)), ceil(-40*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 1070
pos = 0, ceil(-29*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 1070
pos = ceil(37*1.8*const(size.xscale)), ceil(-45*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 1070
pos = ceil(-10*1.8*const(size.xscale)), ceil(-41*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17  && P2StateNo = 1070
pos = ceil(10*1.8*const(size.xscale)), ceil(-31*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 1070
pos = ceil(-29*1.8*const(size.xscale)), ceil(-36*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 1070
pos = ceil(-28*1.8*const(size.xscale)), ceil(-36*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 1070
pos = ceil(41*1.8*const(size.xscale)), ceil(-19*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 1070
pos = ceil(41*1.8*const(size.xscale)), ceil(-39*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 1070
pos = ceil(22*1.8*const(size.xscale)), ceil(-21*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23  && P2StateNo = 1070
pos = ceil(6*1.8*const(size.xscale)), ceil(-26*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 1070
pos = ceil(-15*1.8*const(size.xscale)), ceil(-121*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 1070
pos = ceil(-8*1.8*const(size.xscale)), ceil(-109*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 1070
pos = ceil(-22*1.8*const(size.xscale)), ceil(-158*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 1070
pos = ceil(-50*1.8*const(size.xscale)), ceil(-134*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 1070
pos = ceil(-35*1.8*const(size.xscale)), ceil(10*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29  && P2StateNo = 1070
pos = ceil(-30*1.8*const(size.xscale)), ceil(14*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 1070
pos = 0, ceil(-10*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 1070
pos = 0, ceil(-10*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(32) >= 0 && P2StateNo = 1070
pos = 0, ceil(-30*2.1*const(size.yscale))

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(8) = 0
y = -8.0-0.8*var(10)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(20) >= 0
trigger1 = animelemtime(29) < 0
y = 0.4+0.04*var(10)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(29) >= 0
y = 1.2

[State 350, 3]
type = posadd
trigger1 = animelemtime(23) = 0
trigger2 = animelemtime(24) = 0
trigger3 = animelemtime(25) = 0
trigger4 = animelemtime(26) = 0
trigger5 = animelemtime(27) = 0
trigger6 = animelemtime(28) = 0
trigger7 = animelemtime(29) = 0
x = -3*1.5*const(size.xscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
trigger4 = animelem = 17
value = S1,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S1,2

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 31
value = 0

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
trigger3 = AnimElem = 26
value = 2

[State 810, 2]
type = Explod
trigger1 = animelemtime(7) = 0
ID = 1055
anim = 1055
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 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(8) = 1
ID = 6250
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8,>=0
StateType = A
physics = N

[State 810, State End]
type = ChangeState
triggerall = animelemtime(8) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 40
value = 1051

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;儉乕儞僒儖僩僾儗僗(搳偘偨懁)2
[Statedef 1051]
type    = C
movetype= A
physics = N
anim = 1051
SprPriority = 2

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1061

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 1071

[State 1200, 9]
type = Width
trigger1 = 1
edge = 30,0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 1055

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0, 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5100,1

[State 810, Explod]
type = Explod
trigger1 = time = 0
ID = 6700
anim = 6700
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = time = 2
stateno = 7500
id = 7500
pos = 0,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
scale = const(size.xscale),const(size.yscale)

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = 310

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = time = 0
value = 160

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = ceil((-240-(var(10)=1)*15-(var(10)=2)*40)*fvar(0)*fvar(24)*fvar(31)*fvar(33)*(const(data.attack)*0.01))

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

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

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

[State 810, Explod]
type = Explod
trigger1 = time = 2
anim = 6900
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 2
anim = 6910
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State -2, Envshake]
type = Envshake
trigger1 = time = 2
time = 30
freq = 100
ampl = -8-var(10)

[State -3]
type = AfterImageTime
trigger1 = animelemtime(2) = 0
time = 0

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(9) = 0
x = -3.0
y = -7.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(9) >= 0
y = .60

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 9,>=0
StateType = A
physics = N

[State 810, State End]
type = ChangeState
triggerall = animelemtime(9) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 55

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儉乕儞僒儖僩僾儗僗(搳偘傜傟偨懁)1
[Statedef 1060]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1060

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 1080+(facing=-1)*100000

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

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

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8,>=0
StateType = A
physics = N

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儉乕儞僒儖僩僾儗僗(搳偘傜傟偨懁)2
[Statedef 1061]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1061

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 1081+(facing=-1)*100000

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

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

[State 811, Changestate]
type = Changestate
trigger1 = animtime = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "ryu" || name = "ken" || name = "gouki" || name = "alex" || name = "Ibuki" || name = "Gill"
value = 1062

[State 1200, Velocity]
type = VelSet
trigger1 = animtime = 0
x = -3.0
y = -3.0

[State 811, Changestate]
type = selfstate
trigger1 = animtime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; HIT_BOUNCE (bounce into air)
[Statedef 1062]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 5161+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5101, VelSet]
type = VelSet
trigger1 = Time = 0
x = (-6.0+(name="alex")*2.0)*1.5*const(size.xscale)
y = 0

[State 5101, 6] ;Hit ground
type = SelfState
trigger1 = name = "ryu" || name = "ken" || name = "gouki" || name = "Gill"
trigger1 = animelemtime(3) >= 3
trigger2 = name = "alex"
trigger2 = animelemtime(6) >= 1
trigger3 = name = "Ibuki"
trigger3 = animelemtime(4) >= 1
value = 5110

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儉乕儞僒儖僩僾儗僗(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 1070]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1070

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

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

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8,>=0
StateType = A
physics = N

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儉乕儞僒儖僩僾儗僗(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 1071]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1071

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

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

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(5) = 0
x = -4.0
y = -4.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .60

[State 811, Changestate]
type = selfstate
trigger1 = animelemtime(5) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 5110


;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
;僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(彫)
[Statedef 1100]
type    = S
movetype = A
physics = S
anim = 1100
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 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 5.0*1.6*const(size.xscale)
y = -6.5*2.2*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .50*2*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(2) >= 0
StateType = A
physics = N

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0,5
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S1,1

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

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-30*1.5*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Playerpush]
type = Playerpush
trigger1 = animelemtime(2) >= 0
trigger1 = enemynear,statetype = C
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 50

[State 1000, 1]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 5,>=0
trigger1 = P2BodyDist X = [ceil(-10*1.5*const(size.xscale)),ceil(21*1.5*const(size.xscale))]
trigger1 = P2StateNo != [154,155]
attr = A, ST
hitflag = AF 
priority = 7, Miss
sparkno = -1
sparkxy = -30, -85
p1facing = 1
p2facing = 1
p1stateno = 1150
;p2stateno = 1151
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1100

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(6) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 54

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(拞)
[Statedef 1110]
type    = S
movetype = A
physics = S
anim = 1110
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 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 6.5*1.6*const(size.xscale)
y = -4.95*2.2*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .30*2*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(2) >= 0
StateType = A
physics = N

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0,5
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S1,1

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

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-30*1.5*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Playerpush]
type = Playerpush
trigger1 = animelemtime(2) >= 0
trigger1 = enemynear,statetype = C
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 50

[State 1000, 1]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 6,>=0
trigger1 = P2BodyDist X = [ceil(-10*1.5*const(size.xscale)),ceil(38*1.5*const(size.xscale))]
trigger1 = P2StateNo != [154,155]
attr = A, ST
hitflag = AF 
priority = 7, Miss
sparkno = -1
sparkxy = -30, -85
p1facing = 1
p2facing = 1
p1stateno = 1150
;p2stateno = 1151
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1110

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 54

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(戝)
[Statedef 1120]
type    = S
movetype = A
physics = S
anim = 1120
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 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 7.5*1.6*const(size.xscale)
y = -8.75*2.2*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .50*2*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(2) >= 0
StateType = A
physics = N

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0,5
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S1,1

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

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-30*1.5*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Playerpush]
type = Playerpush
trigger1 = animelemtime(2) >= 0
trigger1 = enemynear,statetype = C
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 50

[State 1000, 1]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 6,>=0
trigger1 = P2BodyDist X = [ceil(-10*1.5*const(size.xscale)),ceil(29*1.5*const(size.xscale))]
trigger1 = P2StateNo != [154,155]
attr = A, ST
hitflag = AF 
priority = 7, Miss
sparkno = -1
sparkxy = -30, -85
p1facing = 1
p2facing = 1
p1stateno = 1150
;p2stateno = 1151
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1120

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 54

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(搳偘偨懁)1
[Statedef 1150]
type    = A
movetype= A
physics = N
anim = 1150
SprPriority = 0

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1151

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 1152

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1200, VelSet]
type = Veladd
trigger1 = animelemtime(7) >= 0
y = 0.6

[State 1200, 9]
type = Width
trigger1 = 1
edge = 80,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0
channel = 0

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1151
pos = ceil(80*1.8*const(size.xscale)), ceil(-85*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1151
pos = ceil(65*1.8*const(size.xscale)), ceil(-90*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1151
pos = ceil(50*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1151
pos = ceil(30*1.8*const(size.xscale)), ceil(-125*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5  && P2StateNo = 1151
pos = 0, ceil(-135*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1151
pos = 0, ceil(-140*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1151
pos = 0, ceil(-155*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && P2StateNo = 1151
pos = 0, ceil(-170*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1152
pos = ceil(89*1.8*const(size.xscale)), ceil(-84*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1152
pos = ceil(76*1.8*const(size.xscale)), ceil(-91*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1152
pos = ceil(49*1.8*const(size.xscale)), ceil(-107*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1152
pos = ceil(20*1.8*const(size.xscale)), ceil(-129*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1152
pos = ceil(5*1.8*const(size.xscale)), ceil(-130*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1152
pos = 0, ceil(-150*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1152
pos = ceil(-7*1.8*const(size.xscale)), ceil(-170*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && P2StateNo = 1152
pos = 0, ceil(-175*2.1*const(size.yscale))

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 8000
anim = 8000
postype = p1
pos = ceil(90*const(size.xscale)),ceil(-180*const(size.yscale))
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 10
scale = const(size.xscale),const(size.yscale)

[State 810, State End]
type = ChangeState
trigger1 = AnimElemTime(7) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1160

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(搳偘傜傟偨懁)1
[Statedef 1151]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1151+(authorname="GM"&&name="Gill"&&facing=-1)*100000

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 1152]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1152


;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(搳偘偨懁)2
[Statedef 1160]
type    = S
movetype= A
physics = N
anim = 1160
SprPriority = 2

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1161

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 1162

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1161
pos = 0, ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1161
pos = 0, ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1161
pos = 0, ceil(-120*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1161
pos = 0, ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1161
pos = 0, ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1161
pos = ceil(10*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1161
pos = ceil(0*const(size.xscale)), ceil(-115*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1161
pos = ceil(10*1.8*const(size.xscale)), ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1162
pos = 0, ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1162
pos = 0, ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1162
pos = 0, ceil(-120*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1162
pos = 0, ceil(-100*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1162
pos = 0, ceil(-110*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1162
pos = ceil(8*1.8*const(size.xscale)), ceil(-113*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1162
pos = ceil(3*1.8*const(size.xscale)), ceil(-115*2.1*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1162
pos = ceil(12*1.8*const(size.xscale)), ceil(-107*2.1*const(size.yscale))

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5100,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,8

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S1,2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S0,0
channel = 0

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = 310

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = time = 0
value = 160

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = ceil((-180-var(10)*20)*fvar(0)*fvar(24)*fvar(31)*fvar(33)*(const(data.attack)*0.01))

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

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

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

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 3021
anim = 3021
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 0
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = 8030
pos = 0,ceil(-162*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = null;Explod
trigger1 = time = 0
ID = 6500
anim = 6500
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6920
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6930
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElemTime(5) >= 0
value = 0

[State -2, Envshake]
type = Envshake
trigger1 = time = 2
time = 20
freq = 100
ampl = -8

[State -2, CornerPush]
type = VarSet
trigger1 = animelemtime(13) = 0
fvar(1) = 10
ignorehitpause = 0

[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
; 僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(搳偘傜傟偨懁)1
[Statedef 1161]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1161+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 5030, 4]
type = ChangeState
trigger1 = animtime = 0
value = 1165

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(搳偘傜傟偨懁)2
[Statedef 1165]
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+(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 820, posadd]
type = posadd
trigger1 = Time = 0
x = -60
y = -ceil(const(size.head.pos.Y)/2)

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

[State 1200, VelSet]
type = VelSet
trigger1 = time = 0
x = -3.3
y = -9.0

[State 1200, VelSet]
type = VelAdd
trigger1 = 1
y = .60

[State 5030, 2]
type = VelSet
trigger1 = time > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 25
x = -1.5

[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
; 僔儏乕僩僟僂儞丒僶僢僋僽儕乕僇乕(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 1162]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1162

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(9) = 0
x = -4.5
y = -9.3

[State 1200, VelSet]
type = VelAdd
trigger1 = animelemtime(9) >= 0
y = .60

[State 5030, 2]
type = VelSet
trigger1 = AnimElemTime(9) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -30
x = -1.5

[State 810, State End]
type = SelfState
trigger1 = AnimElemTime(9) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -30
value = 5100


