;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
; 僕儍僀傾儞僩僷乕儉儃儞僶乕(彫)
[Statedef 1400]
type    = S
movetype= A                      
physics = S  
anim = 1400                    
juggle = 0                   
ctrl = 0  
;poweradd = 30                    
sprpriority = -1  
facep2 = 1                

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

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

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

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
ID = 6500
pos = 0,0
postype = p1
stateno = 6500
helpertype = normal
name = "Palm"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
pos = 0,0
postype = p1
stateno = 1440
ID = 1440
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(8) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1400
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(10) < 0
attr = S, SA
getpower = 40,80
givepower = 120,0
animtype  = hard
air.animtype  = back
damage = ceil(110*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(14*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 17
ground.hittime  = Ifelse(p2statetype = C, 21, 19)
guard.hittime = 17
guard.slidetime = 17
guard.ctrltime = 17
ground.velocity = -9.0*1.5*const(size.xscale)
guard.velocity = -9.0*1.5*const(size.xscale)
air.type = Low 
air.hittime = 20
air.velocity = -3.5*1.5*const(size.xscale),-10.0*2*const(size.yscale)  
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4
forcestand = 0
P2facing = 1
id = 1400
sprpriority = -1  

[State 1400, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 80,-58
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 65

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -50

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = 15*1.5*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
x = 8*1.5*const(size.xscale)

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 0
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5100, 0

[State -2, Envshake]
type = Envshake
trigger1 = AnimElemTime(8) = 0
time = 10
freq = 80
ampl = -4

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(-40*1.5*const(size.xscale)),ceil(10*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(-20*1.5*const(size.xscale)),ceil(10*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(5*1.5*const(size.xscale)),ceil(-2*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(33*1.5*const(size.xscale)),ceil(-3*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(50*1.5*const(size.xscale)),ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(14) = 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(10) = 0
movetype = I 

[State 350, 12]
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
; 僕儍僀傾儞僩僷乕儉儃儞僶乕(拞)
[Statedef 1410]
type    = S
movetype= A                      
physics = S  
anim = 1410                    
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = -1  
facep2 = 1                

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

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

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

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
ID = 6500
pos = 0,0
postype = p1
stateno = 6500
helpertype = normal
name = "Palm"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
pos = 0,0
postype = p1
stateno = 1440
ID = 1441
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(8) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1410
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(10) < 0
attr = S, SA
getpower = 40,80
givepower = 120,0
animtype  = hard
air.animtype  = back
damage = ceil(125*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(16*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 17
ground.hittime  = Ifelse(p2statetype = C, 25, 23)
guard.hittime = 21
guard.slidetime = 17
guard.ctrltime = 21
ground.velocity = -9.0*1.5*const(size.xscale)
guard.velocity = -9.0*1.5*const(size.xscale)
air.type = Low 
air.hittime = 24
air.velocity = -3.5*1.5*const(size.xscale),-10.0*2*const(size.yscale)  
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4
forcestand = 0
P2facing = 1
id = 1410
sprpriority = -1  

[State 1410, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 80,-58
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 65

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -50

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = 15*1.5*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
x = 8*1.5*const(size.xscale)

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 0
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5100, 0

[State -2, Envshake]
type = Envshake
trigger1 = AnimElemTime(8) = 0
time = 10
freq = 80
ampl = -4

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(-40*1.5*const(size.xscale)),ceil(10*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(-20*1.5*const(size.xscale)),ceil(10*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(5*1.5*const(size.xscale)),ceil(-2*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(33*1.5*const(size.xscale)),ceil(-3*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(50*1.5*const(size.xscale)),ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(14) = 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(10) = 0
movetype = I 

[State 350, 12]
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
; 僕儍僀傾儞僩僷乕儉儃儞僶乕(戝)
[Statedef 1420]
type    = S
movetype= A                      
physics = S  
anim = 1420                    
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = -1
facep2 = 1                

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

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

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

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
ID = 6500
pos = 0,0
postype = p1
stateno = 6500
helpertype = normal
name = "Palm"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
pos = 0,0
postype = p1
stateno = 1440
ID = 1442
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(8) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1420
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(10) < 0
attr = S, SA
getpower = 40,80
givepower = 120,0
animtype  = hard
air.animtype  = back
damage = ceil(140*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(18*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 27, 25)
guard.hittime = 23
guard.slidetime = 18
guard.ctrltime = 23
ground.velocity = -9.0*1.5*const(size.xscale)
guard.velocity = -9.0*1.5*const(size.xscale)
air.type = Low 
air.hittime = 26
air.velocity = -3.5*1.5*const(size.xscale),-10.0*2*const(size.yscale)  
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4
forcestand = 0
P2facing = 1
id = 1420
sprpriority = -1  

[State 1420, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 80,-58
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 65

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -50

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = 15*1.5*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
x = 8*1.5*const(size.xscale)

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 0
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5100, 0

[State -2, Envshake]
type = Envshake
trigger1 = AnimElemTime(8) = 0
time = 10
freq = 80
ampl = -4

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(-40*1.5*const(size.xscale)),ceil(10*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(-20*1.5*const(size.xscale)),ceil(10*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(5*1.5*const(size.xscale)),ceil(-2*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(33*1.5*const(size.xscale)),ceil(-3*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
anim = 6200
postype = p1
pos = ceil(50*1.5*const(size.xscale)),ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(13) = 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(10) = 0
movetype = I 

[State 350, 12]
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
; 僕儍僀傾儞僩僷乕儉儃儞僶乕(EX)
[Statedef 1430]
type    = S
movetype= A                      
physics = S  
anim = 1430                    
juggle = 0                   
ctrl = 0                                               
poweradd = -400                    
sprpriority = 2  
facep2 = 1                

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

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

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

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

[State 1050, Palfix]
type = PalFX
trigger1 = gametime%2 = 0
trigger1 = animelemtime(10) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 4
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImageTime
trigger1 = animelemtime(8) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(45*const(size.xscale)), ceil(-180*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
removeongethit = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = 2000, 0

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

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
ID = 6500
pos = 0,0
postype = p1
stateno = 6500
helpertype = normal
name = "Palm"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(8) = 0
pos = 0,0
postype = p1
stateno = 1440
ID = 1443
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 8
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(20*fvar(25)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(3*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = low
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 19, 17)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -9.0*1.5*const(size.xscale)
guard.velocity = -6.0*1.5*const(size.xscale)
air.type = Low 
air.hittime = 17
air.velocity = -4.0*1.5*const(size.xscale),-10.0*2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -6
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 15
envshake.freq = 80
envshake.ampl = -6
forcestand = 0
P2facing = 1
id = 1430
sprpriority = -1  

[state -2, helper]
type = helper
trigger1 = animelemtime(10) = 0
pos = 0,0
postype = p1
stateno = 1440
ID = 1444
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 10
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(60*fvar(25)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(6*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = low
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 19, 17)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -9.0*1.5*const(size.xscale)
guard.velocity = -6.0*1.5*const(size.xscale)
air.type = Low 
air.hittime = 17
air.velocity = -4.0*1.5*const(size.xscale),-10.0*2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -6
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4
forcestand = 0
P2facing = 1
id = 1431
sprpriority = -1  

[State 1430, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = animelem = 10 && P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 80,-58
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)


[state -2, helper]
type = helper
trigger1 = animelemtime(12) = 0
pos = 0,0
postype = p1
stateno = 1440
ID = 1445
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 12
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(140*fvar(25)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(14*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-60*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = low
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 19, 17)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -4.0*1.5*const(size.xscale),-11.0*2*const(size.yscale)
guard.velocity = -6.0*1.5*const(size.xscale)
air.type = Low 
air.hittime = 17
air.velocity = -4.0*1.5*const(size.xscale),-10.0*2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -6
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4
forcestand = 0
P2facing = 1
id = 1432
sprpriority = -1  

[State 200, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(14) = 0
value = anim
elem = 13
persistent = 1

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 65

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -50

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = 15*1.5*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
x = 8*1.5*const(size.xscale)

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 2
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5100, 0

[State -2, Envshake]
type = Envshake
trigger1 = AnimElemTime(8) = 0
time = 10
freq = 80
ampl = -4

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
anim = 6200
postype = p1
pos = ceil(-40*1.5*const(size.xscale)),ceil(10*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
anim = 6200
postype = p1
pos = ceil(-20*1.5*const(size.xscale)),ceil(10*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
anim = 6200
postype = p1
pos = ceil(5*1.5*const(size.xscale)),ceil(-2*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
anim = 6200
postype = p1
pos = ceil(33*1.5*const(size.xscale)),ceil(-3*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
anim = 6200
postype = p1
pos = ceil(50*1.5*const(size.xscale)),ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
random = 2,2
bindtime = 1
ownpal = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(18) = 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(13) = 0
movetype = I 

[State 350, 12]
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
;旘傃摴嬶攋夡僿儖僷乕
[Statedef 1440]
type = S
movetype = A
ctrl = 0
anim = 1440

[State -2, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = S, SP
hitflag = P
priority = 6,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
p1stateno = 1445

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

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 1445

[State -2, DestroySelf]
type = DestroySelf
triggerall = root,var(13) = 0
trigger1 = Ishelper(1440)
trigger1 = root,stateno = 1400
trigger1 = root,animelemtime(10) = 0
trigger2 = Ishelper(1441)
trigger2 = root,stateno = 1410
trigger2 = root,animelemtime(10) = 0
trigger3 = Ishelper(1442)
trigger3 = root,stateno = 1420
trigger3 = root,animelemtime(10) = 0
trigger4 = Ishelper(1443)
trigger4 = root,stateno = 1430
trigger4 = root,animelemtime(9) = 0
trigger5 = Ishelper(1444)
trigger5 = root,stateno = 1430
trigger5 = root,animelemtime(11) = 0
trigger6 = Ishelper(1445)
trigger6 = root,stateno = 1430
trigger6 = root,animelemtime(13) = 0
trigger7 = Ishelper(1446)
trigger7 = root,stateno = 3210
trigger7 = root,animelemtime(43) = 0

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != [1400,1430]
trigger1 = root,stateno != 3210
trigger2 = root,movetype = H

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;旘傃摴嬶攋夡僿儖僷乕(徚柵)
[Statedef 1445]
type = S
movetype = I
ctrl = 0
anim = 9999

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

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 儌儞僗僞乕儔儕傾僢僩(彫)
[Statedef 1500]
type    = S
movetype= A                      
physics = N  
anim = 1500                    
juggle = 0                   
ctrl = 0  
;poweradd = 30                    
sprpriority = -1 
facep2 = 1                

[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(14) = 0

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

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1500
trigger1 = p2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(23*1.5*const(size.xscale))]
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(10) < 0)
attr = S, SA
getpower = 40,80
givepower = 80,0
animtype  = back
air.animtype  = back
damage = ceil(150*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(19*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,18
guard.pausetime = 0,18
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-100*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = 0,5.0*2*const(size.yscale)
guard.velocity = -8.8*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 16
air.velocity = -1.0*1.5*const(size.xscale),5.0*2*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1500
sprpriority = -1  

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -100

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
trigger5 = animelemtime(6) = 0
trigger6 = animelemtime(7) = 0
trigger7 = animelemtime(8) = 0
x = 8*1.5*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = time = 0
x = 2.2*1.5*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = animelemtime(12) = 0
x = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 3
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5100, 0

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

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(7) < 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 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(14) < 0
anim = 6250
postype = p1
pos = 0, ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(17) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(10) = 0
movetype = I 

[State 350, 12]
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
; 儌儞僗僞乕儔儕傾僢僩(拞)
[Statedef 1510]
type    = S
movetype= A                      
physics = N  
anim = 1510                    
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = -1  
facep2 = 1                

[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(14) = 0

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

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1510
trigger1 = p2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(23*1.5*const(size.xscale))]
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(10) < 0)
attr = S, SA
getpower = 40,80
givepower = 80,0
animtype  = back
air.animtype  = back
damage = ceil(160*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(20*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,18
guard.pausetime = 0,18
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-100*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = 0,5.0*2*const(size.yscale)
guard.velocity = -8.8*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 16
air.velocity = -1.0*1.5*const(size.xscale),5.0*2*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1510
sprpriority = -1  

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -100

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
trigger5 = animelemtime(6) = 0
trigger6 = animelemtime(7) = 0
trigger7 = animelemtime(8) = 0
x = 8*1.5*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = time = 0
x = 4.4*1.5*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = animelemtime(12) = 0
x = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 3
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = 5100, 0

[State 1000, 3]
type = EnvShake
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(8) = 0
time = 3
freq = 120
ampl = 3

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(7) < 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 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(14) < 0
anim = 6250
postype = p1
pos = 0, ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(17) >= 3
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(10) = 0
movetype = I 

[State 350, 12]
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
; 儌儞僗僞乕儔儕傾僢僩(戝)
[Statedef 1520]
type    = S
movetype= A                      
physics = N  
anim = 1520                    
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = -1
facep2 = 1                

[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(14) = 0

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

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(11) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1520
trigger1 = p2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(23*1.5*const(size.xscale))]
trigger1 = (AnimElemtime(11) >= 0) && (AnimElemtime(14) < 0)
attr = S, SA
getpower = 40,80
givepower = 80,0
animtype  = back
air.animtype  = back
damage = ceil(170*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(21*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,18
guard.pausetime = 0,18
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-100*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = 0,5.0*2*const(size.yscale)
guard.velocity = -8.8*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 16
air.velocity = -1.0*1.5*const(size.xscale),5.0*2*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*2*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1520
sprpriority = -1  

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -100

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
trigger5 = animelemtime(6) = 0
trigger6 = animelemtime(7) = 0
trigger7 = animelemtime(8) = 0
trigger8 = animelemtime(9) = 0
trigger9 = animelemtime(10) = 0
trigger10 = animelemtime(11) = 0
trigger11 = animelemtime(12) = 0
x = 8*1.5*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = time = 0
x = 4.4*1.5*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = animelemtime(16) = 0
x = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 3
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
value = 5100, 0

[State 1000, 3]
type = EnvShake
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(12) = 0
time = 3
freq = 120
ampl = 3

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(11) < 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 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(18) < 0
anim = 6250
postype = p1
pos = 0, ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(22) >= 0
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(15) = 0
movetype = I 

[State 350, 12]
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
; 儌儞僗僞乕儔儕傾僢僩(EX)
[Statedef 1530]
type    = S
movetype= A                      
physics = N  
anim = 1530                    
juggle = 0                   
ctrl = 0                                               
poweradd = -400                    
sprpriority = -1
facep2 = 1                

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 3

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(14) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(32) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = anim = 1530
trigger1 = time > 1
trigger1 = command = "holda" || command = "holdb" || command = "holdc"
fvar(32) = 2

[State 1050, Palfix]
type = PalFX
triggerall = gametime%2 = 0
trigger1 = anim = 1530
trigger2 = anim = 1531
trigger2 = animelemtime(5) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = anim = 1530
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 4
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImageTime
trigger1 = anim = 1531
trigger1 = animelemtime(6) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = 0, ceil(-200*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
removeongethit = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = 2000, 0

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

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

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1530
trigger1 = var(50) = 0
trigger1 = command != "holda" && command != "holdb" && command != "holdc"
trigger1 = time > 0
trigger2 = var(50) = 1
trigger2 = p2BodyDist X =[-20,20]
trigger2 = time > 0
trigger3 = AnimTime = 0
value = 1531
persistent = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1530
trigger1 = anim = 1531
trigger1 = p2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(23*1.5*const(size.xscale))]
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = back
air.animtype  = back
damage = ceil((140+fvar(32))*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(21*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,18
guard.pausetime = 0,18
sparkno = -1;S8160
guard.sparkno = -1
sparkxy = -15, ceil(-100*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = 0,-14.0*2*const(size.yscale)
guard.velocity = -8.8*1.5*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 16
air.velocity = -1.0*1.5*const(size.xscale),-9.0*2*const(size.yscale)  
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .70*2*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1530
sprpriority = -1  

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -100

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 350, 3]
type = posadd
triggerall = anim = 1530
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
trigger5 = animelemtime(6) = 0
trigger6 = animelemtime(7) = 0
trigger7 = animelemtime(8) = 0
trigger8 = animelemtime(9) = 0
trigger9 = animelemtime(10) = 0
x = 8*1.5*const(size.xscale)

[State 350, 3]
type = posadd
triggerall = anim = 1531
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
x = 8*1.5*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = anim = 1530
trigger1 = time = 0
x = 4.4*1.5*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = anim = 1531
trigger1 = animelemtime(10) = 0
x = 0

[State 350, 3]
type = velmul
trigger1 = anim = 1531
trigger1 = animelemtime(8) >= 0
x = .90

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = anim = 1531
trigger1 = AnimElem = 1
value = 0, 3
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
triggerall = anim = 1530
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
value = 5100, 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
triggerall = anim = 1531
trigger1 = AnimElem = 4
value = 5100, 0

[State 1000, 3]
type = EnvShake
triggerall = anim = 1530
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(12) = 0
time = 3
freq = 120
ampl = 3

[State 1000, 3]
type = EnvShake
triggerall = anim = 1531
trigger1 = animelemtime(4) = 0
time = 3
freq = 120
ampl = 3

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = anim = 1531
trigger1 = AnimElem = 3
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = anim = 1530
trigger1 = time%2 = 0
trigger1 = animelemtime(1) > 0
trigger2 = anim = 1530
trigger2 = time%2 = 0
trigger2 = animelemtime(3) < 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 810, Explod]
type = Explod
triggerall = anim = 1531
trigger1 = time%2 = 0
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(10) < 0
anim = 6250
postype = p1
pos = 0, ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = anim = 1531
trigger1 = AnimelemTime(14) = 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = anim = 1531
trigger1 = AnimelemTime(7) = 0
movetype = I 

[State 350, 12]
type = ChangeState
trigger1 = anim = 1531
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
; 儌儞僗僞乕儔儕傾僢僩(僸僢僩)
[Statedef 1550]
type    = S
movetype= A
physics = N
velset = 0,0
anim = ifelse(var(10)=3,1551,1550)
SprPriority = -1

[State -2, TargetState]
type = TargetState
trigger1 = enemynear,pos Y >= -40
trigger1 = time = 0
value = ifelse(var(10)=3,1570,1560)

[State 810, Playerpush]
type = Playerpush
trigger1 = P2movetype = H
trigger2 = P2statetype = L
value = 0

[State -2, PosAdd]
type = PosAdd
trigger1 = var(14) = 1
trigger1 = time = 0
x = 8*1.5*const(size.xscale)

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

[State 810, TargetBind]
type = TargetBind
trigger1 = P2stateno = 1560 || P2stateno = 1570
trigger1 = AnimElem = 1
pos = ceil(15*const(size.xscale)), ceil(-200*const(size.yscale))

[State 200, Ctrlset]
type = Ctrlset
trigger1 = var(10) = 0
trigger1 = AnimelemTime(10) >= 1
trigger2 = var(10) = 1
trigger2 = AnimelemTime(10) >= 3
trigger3 = var(10) = 2
trigger3 = AnimelemTime(11) >= 0
trigger4 = var(10) = 3
trigger4 = AnimelemTime(11) >= 1
value = 1

[State 811, Velset]
type = Velset
trigger1 = P2stateno = [1560,1571]
trigger1 = animelemtime(2) = 0
x = 8.8*1.5*const(size.xscale)

[State 811, Velset]
type = VelMul
trigger1 = anim = 1550
trigger1 = animelemtime(5) >= 0
trigger2 = anim = 1551
trigger2 = animelemtime(5) >= 0
x = .90

[State 811, Velset]
type = Velset
trigger1 = var(10) = [0,2]
trigger1 = animelemtime(7) = 0
trigger2 = var(10) = 3
trigger2 = animelemtime(6) = 1
x = 0

[State 810, Explod]
type = Explod
trigger1 = time%2 = 0
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(7) < 0
anim = 6250
postype = p1
pos = 0, ceil(-5*2*const(size.yscale))
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -3]
type = AfterImageTime
trigger1 = anim = 1551
trigger1 = animelemtime(3) = 0
time = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) = 0
movetype = I 

[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
; 儌儞僗僞乕儔儕傾僢僩(僈乕僪)
[Statedef 1555]
type    = S
movetype= A
physics = N
velset = 0,0
anim = ifelse(var(10)=3,1551,1550)
SprPriority = -1

[State -2, PosAdd]
type = PosAdd
trigger1 = var(14) = 1
trigger1 = time = 0
x = 8*1.5*const(size.xscale)

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

[State 200, Ctrlset]
type = Ctrlset
trigger1 = var(10) = 0
trigger1 = AnimelemTime(10) >= 1
trigger2 = var(10) = 1
trigger2 = AnimelemTime(10) >= 3
trigger3 = var(10) = 2
trigger3 = AnimelemTime(11) >= 0
trigger4 = var(10) = 3
trigger4 = AnimelemTime(11) >= 1
value = 1

[State 1555, Explod]
type = Explod
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8410
postype = p1
pos = 20,-105
persistent = 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -3]
type = AfterImageTime
trigger1 = anim = 1551
trigger1 = animelemtime(3) = 0
time = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) = 0
movetype = I 

[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
; 儌儞僗僞乕儔儕傾僢僩(摉恎)
[Statedef 1556]
type    = S
movetype= A
physics = N
velset = 0,0
anim = ifelse(var(10)=3,1551,1550)
SprPriority = -1

[State -2, PosAdd]
type = PosAdd
trigger1 = var(14) = 1
trigger1 = time = 0
x = 8*1.5*const(size.xscale)

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

[State 200, ChangeAnim]
type = changeanim
trigger1 = Time = 2
value = anim
elem = 2
persistent = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = var(10) = 0
trigger1 = AnimelemTime(10) >= 1
trigger2 = var(10) = 1
trigger2 = AnimelemTime(10) >= 3
trigger3 = var(10) = 2
trigger3 = AnimelemTime(11) >= 0
trigger4 = var(10) = 3
trigger4 = AnimelemTime(11) >= 1
value = 1

[State -3]
type = AfterImageTime
trigger1 = anim = 1551
trigger1 = animelemtime(3) = 0
time = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) = 0
movetype = I 

[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
; 儌儞僗僞乕儔儕傾僢僩(憡庤嬺傜偄忬懺)1
[Statedef 1560]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 0

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1560+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 811, ChangeState]
type = changestate
trigger1 = animtime = 0
value = 1561

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儌儞僗僞乕儔儕傾僢僩(憡庤嬺傜偄忬懺)2
[Statedef 1561]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 0

[State 810, 0]
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 -2, PosFreeze]
type = PosFreeze
trigger1 = animelem = 1

[State 820, posadd]
type = posadd
trigger1 = time = 0
x = 10
y = -const(size.head.pos.Y)

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儌儞僗僞乕儔儕傾僢僩EX(憡庤嬺傜偄忬懺)1
[Statedef 1570]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 0

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1560+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 811, ChangeState]
type = changestate
trigger1 = animtime = 0
value = 1571

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儌儞僗僞乕儔儕傾僢僩EX(憡庤嬺傜偄忬懺)2
[Statedef 1571]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 0

[State 810, 0]
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 -2, PosFreeze]
type = PosFreeze
trigger1 = animelem = 1

[State 820, posadd]
type = posadd
trigger1 = time = 0
x = 10
y = -const(size.head.pos.Y)

[State 811, Velset]
type = Velset
trigger1 = time = 0
y = -14.0

[State 811, Velset]
type = VelAdd
trigger1 = 1
y = .70

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