;
;RXe[gQB

;
;_bVB

;
;j[gB

[statedef 100]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=1
value=stateno+5700
persistent=256
ignorehitpause=1

[statedef 5800]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
value=2134123982
persistent=256
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=var(51)=[6,7]
trigger1=1||var(50):=stateno-5700
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
triggerall=anim!=100
trigger1=1
value=100
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,11
freqmul=1
volume=0
channel=21
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,11
freqmul=1.01
volume=0
channel=22
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s10,34
freqmul=0.7
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s10,34
freqmul=0.95
volume=255
channel=2
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(2)=[0,47]
trigger1=animelemtime(2)%6=0
value=s10,36
freqmul=1.4
volume=floor(255-510*sin((pi/2/48)*animelemtime(2)))
channel=-1
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(2)=[0,15]
id=0
anim=19000
trans=addalpha
alpha=0,floor(192+32*cos(random))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0



;WݒB
[state ]
type=velset
trigger1=animelemtime(2)=0
x=const(velocity.run.fwd.x)
ignorehitpause=0

[state ]
type=velset
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
trigger1=1
y=0
ignorehitpause=0

[state ]
type=turn
triggerall=animelemtime(2)>=0
trigger1=facing*(enemynear,pos x-pos x)<0
ignorehitpause=0

[state ]
type=offset
trigger1=animelemtime(2)=[0,59]
x=facing*(-60+60*sin((pi/2/60)*animelemtime(2))**2)*cos(random)
ignorehitpause=0



;ZB
[state ]
type=velset
trigger1=1
x=vel x
y=vel y
ignorehitpause=0



;rWAZbgB
[state ]
type=afterimage
trigger1=animelemtime(2)=0
time=1
length=8
timegap=1
framegap=1
palcolor=256
palinvertall=1
palbright=0,0,0
palcontrast=256,256,256
paladd=-64,-64,-64
palmul=1,1,1
trans=sub
ignorehitpause=0
[state ]
type=afterimagetime
trigger1=1
time=2
ignorehitpause=1



;wp[ˏoB
[state ]
type=helper
trigger1=animelemtime(1)=0
stateno=5150
id=40300
size.ground.front=40300
size.ground.back=0
size.head.pos=0,0
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;IB

[statedef 101]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=1
value=stateno+5700
persistent=256
ignorehitpause=1

[statedef 5801]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
value=2134123982
persistent=256
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=var(51)=[6,7]
trigger1=1||var(50):=stateno-5700
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
triggerall=anim!=101
trigger1=1
value=101
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
ignorehitpause=0



;WݒB
[state ]
type=turn
triggerall=animelemtime(1)=0
trigger1=facing*(enemynear,pos x-pos x)<0
ignorehitpause=0

[state ]
type=velmul
trigger1=animelemtime(1)=0
x=0.5
ignorehitpause=0

[state ]
type=velset
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
trigger1=1
y=0
ignorehitpause=0



;ZB
[state ]
type=velset
trigger1=1
x=vel x*const(movement.stand.friction)
y=vel y
ignorehitpause=0



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;_bV߂B

[statedef 102]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=1
value=stateno+5700
persistent=256
ignorehitpause=1

[statedef 5802]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
value=2134123982
persistent=256
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=var(51)=[6,7]
trigger1=1||var(50):=stateno-5700
ignorehitpause=1

;{ݒB
[state ]
type=statetypeset
trigger1=statetype!=s&&statetype!=c&&statetype!=a&&statetype!=l
statetype=s
ignorehitpause=0
[state ]
type=statetypeset
trigger1=statetype=l
statetype=c
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim!=102&&anim!=100102
trigger1=1
value=102+100000*(statetype=c)
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10,40
freqmul=0.8
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10,40
freqmul=0.8
volume=255
channel=2
ignorehitpause=0



;ʐݒB
[state ]
type=envshake
trigger1=animelemtime(1)=[0,19]
time=2
freq=180
ampl=floor(3*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=envshake
trigger1=animelemtime(1)=[20,31]
time=2
freq=180
ampl=floor((3-3*sin((pi/2/12)*(animelemtime(1)-20)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0



;ՎϐZbgB
[state ]
type=forcefeedback
triggerall=numhelper(40300)=1
trigger1=animelemtime(1)=0
trigger1=1||fvar(20):=pos x||fvar(21):=pos y
ignorehitpause=0



;WݒB
[state ]
type=posset
triggerall=numhelper(40300)=1
trigger1=animelemtime(1)=[0,5]
x=fvar(20)
y=fvar(21)+(helper(40300),pos y-fvar(21))*sin((pi/2/6)*animelemtime(1))
ignorehitpause=0
[state ]
type=posset
triggerall=numhelper(40300)=1
trigger1=animelemtime(1)=[6,19]
x=fvar(20)+(helper(40300),pos x-fvar(20))*sin((pi/2/11)*(animelemtime(1)-6))
y=helper(40300),pos y
ignorehitpause=0

[state ]
type=posset
triggerall=numhelper(40300)=1
trigger1=animelemtime(1)=20
x=helper(40300),pos x
y=helper(40300),pos y
ignorehitpause=0
[state ]
type=turn
triggerall=numhelper(40300)=1
triggerall=animelemtime(1)=20
trigger1=facing!=helper(40300),facing
ignorehitpause=0

[state ]
type=velset
trigger1=animelemtime(1)=0
x=0
y=0
ignorehitpause=0

[state ]
type=statetypeset
triggerall=statetype=a
triggerall=pos y>=0
trigger1=1
statetype=s
ignorehitpause=0
[state ]
type=velset
triggerall=statetype=s||statetype=c
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
triggerall=statetype=s||statetype=c
trigger1=1
y=0
ignorehitpause=0



;ZB
[state ]
type=velset
trigger1=1
x=vel x
y=vel y
ignorehitpause=0



;rWAZbgB
[state ]
type=angledraw
trigger1=animelemtime(1)=[0,5]
value=0
scale=1,1-0.9*sin((pi/2/6)*animelemtime(1))
ignorehitpause=1
[state ]
type=angledraw
trigger1=animelemtime(1)=[6,19]
value=0
scale=1,0.1
ignorehitpause=1

[state ]
type=trans
trigger1=animelemtime(1)=[0,5]
trans=addalpha
alpha=floor(256*cos((pi/2/6)*animelemtime(1))),0
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)=[6,19]
trans=addalpha
alpha=0,0
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)=[20,59]
trans=addalpha
alpha=floor(256*sin((pi/2/40)*(animelemtime(1)-20))),floor(128*cos((pi/2/40)*(animelemtime(1)-20)))
ignorehitpause=1

[state ]
type=afterimage
trigger1=animelemtime(1)=0
time=1
length=20
timegap=1
framegap=1
palcolor=0
palinvertall=1
palbright=0,0,0
palcontrast=256,256,256
paladd=-13,-13,-13
palmul=1,1,1
trans=sub
ignorehitpause=0
[state ]
type=afterimagetime
trigger1=animelemtime(1)=[0,19+20]
time=2
ignorehitpause=1



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;oNXeB

;
;j[gB

[statedef 105]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=1
value=stateno+5700
persistent=256
ignorehitpause=1

[statedef 5805]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
value=2134123982
persistent=256
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=var(51)=[6,7]
trigger1=1||var(50):=stateno-5700
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
triggerall=anim!=105
trigger1=1
value=105
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,11
freqmul=1
volume=0
channel=21
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,11
freqmul=1.01
volume=0
channel=22
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s10,34
freqmul=0.7
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s10,34
freqmul=0.95
volume=255
channel=2
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(2)=[0,47]
trigger1=animelemtime(2)%6=0
value=s10,36
freqmul=1.4
volume=floor(255-510*sin((pi/2/48)*animelemtime(2)))
channel=-1
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(2)=[0,15]
id=0
anim=19000
trans=addalpha
alpha=0,floor(192+32*cos(random))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0



;WݒB
[state ]
type=velset
trigger1=animelemtime(2)=0
x=const(velocity.run.back.x)
ignorehitpause=0

[state ]
type=velset
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
trigger1=1
y=0
ignorehitpause=0

[state ]
type=offset
trigger1=animelemtime(2)=[0,59]
x=facing*(60-60*sin((pi/2/60)*animelemtime(2))**2)*cos(random)
ignorehitpause=0



;ZB
[state ]
type=velset
trigger1=1
x=vel x
y=vel y
ignorehitpause=0



;rWAZbgB
[state ]
type=afterimage
trigger1=animelemtime(2)=0
time=1
length=8
timegap=1
framegap=1
palcolor=256
palinvertall=1
palbright=0,0,0
palcontrast=256,256,256
paladd=-64,-64,-64
palmul=1,1,1
trans=sub
ignorehitpause=0
[state ]
type=afterimagetime
trigger1=1
time=2
ignorehitpause=1



;wp[ˏoB
[state ]
type=helper
trigger1=animelemtime(1)=0
stateno=5150
id=40300
size.ground.front=40300
size.ground.back=0
size.head.pos=0,0
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;IB

[statedef 106]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=1
value=stateno+5700
persistent=256
ignorehitpause=1

[statedef 5806]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
value=2134123982
persistent=256
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=var(51)=[6,7]
trigger1=1||var(50):=stateno-5700
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
triggerall=anim!=106
trigger1=1
value=106
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
ignorehitpause=0



;WݒB
[state ]
type=turn
triggerall=animelemtime(1)=0
trigger1=facing*(enemynear,pos x-pos x)<0
ignorehitpause=0

[state ]
type=velmul
trigger1=animelemtime(1)=0
x=0.5
ignorehitpause=0

[state ]
type=velset
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
trigger1=1
y=0
ignorehitpause=0



;ZB
[state ]
type=velset
trigger1=1
x=vel x*const(movement.stand.friction)
y=vel y
ignorehitpause=0



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;B

;
;]|B

[statedef 5305]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
value=2134123982
persistent=256
ignorehitpause=1
[state ]
type=forcefeedback
triggerall=var(51)=[6,7]
trigger1=1||var(50):=stateno
ignorehitpause=1


;
;ʋLqB

;{ݒB
[state ]
type=changeanim
triggerall=anim=5070
trigger1=1
value=5172
ignorehitpause=0

[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)!=0
triggerall=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=!selfanimexist(5100+anim%10)
value=5170
ignorehitpause=0
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)!=0
triggerall=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=selfanimexist(5100+anim%10)
value=5170+anim%10
ignorehitpause=0

[state ]
type=changeanim
triggerall=(anim!=[5080,5089])&&(anim!=[5110,5119])&&(anim!=[5170,5179])&&(anim!=[5120,5129])
trigger1=1
value=5170+(vel x<-8)
ignorehitpause=0

[state ]
type=statetypeset
trigger1=1
statetype=l
ignorehitpause=0


;
;triggerall=anim=[5100,5109]

;{ݒB
[state ]
type=changeanim
triggerall=anim=[5100,5109]
triggerall=animtime=0
trigger1=anim!=[5101,5109]
trigger2=!selfanimexist(5160+anim%10)
value=5160
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5100,5109]
triggerall=animtime=0
trigger1=anim=[5101,5109]
trigger1=selfanimexist(5160+anim%10)
value=5160+anim%10
ignorehitpause=0



;B
[state ]
type=playsnd
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
value=f7,(floor(vel y)>5)+(floor(vel y)>14)
ignorehitpause=0



;ʐݒB
[state ]
type=fallenvshake
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
ignorehitpause=0



;WݒB
[state ]
type=velmul
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
x=0.75
ignorehitpause=0

[state ]
type=velset
triggerall=anim=[5100,5109]
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
triggerall=anim=[5100,5109]
trigger1=1
y=0
ignorehitpause=0



;ZB
[state ]
type=velset
triggerall=anim=[5100,5109]
trigger1=1
x=vel x
y=vel y
ignorehitpause=0



;WݒitjB
[state ]
type=posadd
triggerall=anim=[5100,5109]
trigger1=1
x=-vel x
y=-vel y
ignorehitpause=0



;CtݒB
[state ]
type=hitfalldamage
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=3
ignorehitpause=0


;
;triggerall=anim=[5160,5169]

;{ݒB
[state ]
type=changeanim
triggerall=anim=[5160,5169]
triggerall=pos y>=12&&vel y>0
trigger1=anim!=[5161,5169]
trigger2=!selfanimexist(5170+anim%10)
value=5170
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5160,5169]
triggerall=pos y>=12&&vel y>0
trigger1=anim=[5161,5169]
trigger1=selfanimexist(5170+anim%10)
value=5170+anim%10
ignorehitpause=0



;WݒB
[state ]
type=hitfallvel
triggerall=anim=[5160,5169]
trigger1=animelemtime(1)=0
ignorehitpause=0
[state ]
type=posset
triggerall=anim=[5160,5169]
trigger1=animelemtime(1)=0
y=20
ignorehitpause=0



;ZB
[state ]
type=velset
triggerall=anim=[5160,5169]
trigger1=1
x=vel x
y=vel y+0.4
ignorehitpause=0


;
;triggerall=anim=[5080,5089]

;ʐݒitjB
[state ]
type=fallenvshake
triggerall=anim=[5080,5089]
trigger1=1
ignorehitpause=0



;CtݒitjB
[state ]
type=hitfalldamage
triggerall=anim=[5080,5089]
trigger1=1
ignorehitpause=0



;{ݒB
[state ]
type=changeanim
triggerall=anim=[5080,5089]
trigger1=anim!=[5081,5089]
trigger2=!selfanimexist(5110+anim%10)
value=5110
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5080,5089]
trigger1=anim=[5081,5089]
trigger1=selfanimexist(5110+anim%10)
value=5110+anim%10
ignorehitpause=0


;
;triggerall=anim=[5170,5179]

;{ݒB
[state ]
type=changeanim
triggerall=anim=[5170,5179]
triggerall=animtime=0
trigger1=anim!=[5171,5179]
trigger2=!selfanimexist(5110+anim%10)
value=5110
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5170,5179]
triggerall=animtime=0
trigger1=anim=[5171,5179]
trigger1=selfanimexist(5110+anim%10)
value=5110+anim%10
ignorehitpause=0



;B
[state ]
type=playsnd
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
value=f7,(floor(vel y)>5)+(floor(vel y)>14)
ignorehitpause=0



;ʐݒB
[state ]
type=fallenvshake
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
ignorehitpause=0



;WݒB
[state ]
type=velset
triggerall=anim=[5170,5179]
triggerall=gethitvar(fall.yvel)=0
trigger1=animelemtime(1)=0
trigger1=vel x>1
x=1
ignorehitpause=0
[state ]
type=velmul
triggerall=anim=[5170,5179]
triggerall=gethitvar(fall.yvel)=0
trigger1=animelemtime(1)=0
x=0.75
ignorehitpause=0

[state ]
type=velset
triggerall=anim=[5170,5179]
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
triggerall=anim=[5170,5179]
trigger1=1
y=0
ignorehitpause=0



;ZB
[state ]
type=velset
triggerall=anim=[5170,5179]
trigger1=1
x=vel x*0.85
y=vel y
ignorehitpause=0



;CtݒB
[state ]
type=hitfalldamage
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
ignorehitpause=0


;
;triggerall=anim=[5110,5119]

;{ݒB
[state ]
type=changeanim
triggerall=anim=[5110,5119]
triggerall=alive!=0
triggerall=ifelse(var(55)=0,gethitvar(recovertime)=0,var(49)=0||!!(var(40)&floor(2.0**0))=1)
trigger1=anim!=[5111,5119]
trigger2=!selfanimexist(5120+anim%10)
value=5120
ignorehitpause=0
[state ]
type=changeanim
triggerall=anim=[5110,5119]
triggerall=alive!=0
triggerall=ifelse(var(55)=0,gethitvar(recovertime)=0,var(49)=0||!!(var(40)&floor(2.0**0))=1)
trigger1=anim=[5111,5119]
trigger1=selfanimexist(5120+anim%10)
value=5120+anim%10
ignorehitpause=0



;WݒB
[state ]
type=velset
triggerall=anim=[5110,5119]
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
triggerall=anim=[5110,5119]
trigger1=1
y=0
ignorehitpause=0



;ZB
[state ]
type=velset
triggerall=anim=[5110,5119]
trigger1=1
x=vel x*0.85
y=vel y
ignorehitpause=0


;
;triggerall=anim=[5120,5129]

;ZbgB
[state ]
type=nothitby
triggerall=anim=[5120,5129]
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
triggerall=anim=[5120,5129]
trigger1=1
value2=sca
ignorehitpause=0

[state ]
type=nothitby
triggerall=anim=[5120,5129]
trigger1=animtime=-1
value=,nt,st,ht
time=12
ignorehitpause=0
[state ]
type=nothitby
triggerall=anim=[5120,5129]
trigger1=animtime=-1
value2=sca
time=3
ignorehitpause=0



;WݒB
[state ]
type=velset
triggerall=anim=[5120,5129]
trigger1=1
y=0
ignorehitpause=0
[state ]
type=posset
triggerall=anim=[5120,5129]
trigger1=1
y=0
ignorehitpause=0



;ZB
[state ]
type=velset
triggerall=anim=[5120,5129]
trigger1=1
x=vel x*0
y=vel y
ignorehitpause=0


;
;ʋLqitjB

;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;CgB

;
;Cgn_B

[statedef 190]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
trigger3=var(51)=[6,7]
value=2134123982
persistent=256
ignorehitpause=1
[state ]
type=forcefeedback
trigger1=1||var(50):=191
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=var(50)
persistent=256
ignorehitpause=1



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;CgAB

[statedef 191]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
trigger3=var(51)=[6,7]
value=2134123982
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=191
value=191
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=i
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(2)=-12
value=s10,0
freqmul=1
volume=255
channel=1
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s0,18
freqmul=1
volume=0
channel=21
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(2)=0
value=s0,18
freqmul=1.01
volume=0
channel=22
ignorehitpause=0



;ʐݒB
[state ]
type=assertspecial
trigger1=1
flag=intro
ignorehitpause=1
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=31
flag=nobardisplay
ignorehitpause=1



;rWAZbgB
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=0&&animelemtime(1)<=31
time=1
add=-256,-256,-256
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=32&&animelemtime(1)<=69
time=1
add=floor(-256+256*sin((pi/2/38)*(animelemtime(1)-32))),floor(-256+256*sin((pi/2/38)*(animelemtime(1)-32))),floor(-256+256*sin((pi/2/38)*(animelemtime(1)-32)))
ignorehitpause=1



;ZB
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=0



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;|[YB

;
;|[Yn_B

[statedef 180]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
trigger3=var(51)=[6,7]
value=2134123982
persistent=256
ignorehitpause=1
[state ]
type=forcefeedback
trigger1=1||var(50):=181
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=var(50)
persistent=256
ignorehitpause=1



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;|[YAB

[statedef 181]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
trigger3=var(51)=[6,7]
value=2134123982
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=181
value=181
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=i
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,19+2*(var(59)=[0,499])
freqmul=1
volume=0
channel=21
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,19+2*(var(59)=[0,499])
freqmul=1.01
volume=0
channel=22
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(6)=-4
value=s10,19
freqmul=1
volume=0
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(16)=-4
value=s10,3
freqmul=1.2
volume=255
channel=2
ignorehitpause=0



;ʐݒB
[state ]
type=envshake
trigger1=animelemtime(6)=[0,11]
time=2
freq=180
ampl=floor((4-4*sin((pi/2/12)*animelemtime(6)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0

[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(6)<=119
flag=roundnotover
ignorehitpause=1



;ZB
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=0



;GtFNgB
[state ]
type=explod
trigger1=animelemtime(16)=0
id=0
anim=110110
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=-12,-102
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;skoB

[statedef 170]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
trigger3=var(51)=[6,7]
value=2134123982
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=170
value=170
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=i
ignorehitpause=0



;ZB
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=0



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1


;
;h[oB

[statedef 175]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changestate
trigger1=name!="Hakuda"
trigger2=ishelper&&!ishelper(40200)
trigger3=var(51)=[6,7]
value=2134123982
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=175
value=175
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=i
ignorehitpause=0



;ZB
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=0



;Xe[gڍsB
[state ]
type=changestate
trigger1=1
value=100000
persistent=256
ignorehitpause=1









