;
;KEZB

[statedef 200]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;WݒB
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;dwp[ˏoB
[state ]
type=helper
trigger1=animelemtime(4)=-10
stateno=5150
id=31000
size.ground.front=31000
size.ground.back=0
size.head.pos=0,0
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 210]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;S΃wp[ˏoB
[state ]
type=helper
trigger1=animelemtime(4)=-10
stateno=5150
id=31200
size.ground.front=31200
size.ground.back=0
size.head.pos=floor(60*cos((-90+20+0)*(pi/180))),floor(-37-2+60*sin((-90+20+0)*(pi/180)))
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0
[state ]
type=helper
trigger1=animelemtime(4)=-10+15
stateno=5150
id=31201
size.ground.front=31201
size.ground.back=0
size.head.pos=floor(60*cos((-90+20+120)*(pi/180))),floor(-37-2+60*sin((-90+20+120)*(pi/180)))
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0
[state ]
type=helper
trigger1=animelemtime(4)=-10+30
stateno=5150
id=31202
size.ground.front=31202
size.ground.back=0
size.head.pos=floor(60*cos((-90+20+240)*(pi/180))),floor(-37-2+60*sin((-90+20+240)*(pi/180)))
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 220]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;WݒB
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;wp[ˏoB
[state ]
type=helper
trigger1=animelemtime(4)=-10
stateno=5150
id=31300
size.ground.front=31300
size.ground.back=0
size.head.pos=60,0
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 230]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;UqbgB
[state ]
type=targetstate
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=239
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=changestate
triggerall=numtarget=[1,8]
trigger1=movehit=1
trigger1=1||var(50):=231
value=var(50)
ctrl=1
persistent=256
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,24
freqmul=1.5
volume=255
channel=1
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(4)=[-20,-1]
id=0
anim=19000
trans=addalpha
alpha=0,floor(160+96*cos((pi/2/20)*(animelemtime(4)+20)))
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
[state ]
type=explod
trigger1=animelemtime(4)>=0&&animelemtime(6)<=-1
id=0
anim=19000
trans=addalpha
alpha=0,160
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
[state ]
type=explod
trigger1=animelemtime(6)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,floor(160+96*sin((pi/2/20)*animelemtime(6)))
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



;GtFNgB
[state ]
type=explod
trigger1=animelemtime(4)=0
id=230
anim=10030
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-169
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=230
anim=10030
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-169
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=230
anim=10031
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=50
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=230
anim=10031
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=50
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(4)=[0,33]
id=230
pos=floor(fvar(10)),floor(fvar(11)-20)
postype=p1
ignorehitpause=0



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1500
ignorehitpause=0



;U{́B
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=8||fvar(0):=0||fvar(1):=0||fvar(2):=0||fvar(3):=0||fvar(4):=0.35
ignorehitpause=0

[state ]
type=hitdef
trigger1=animelemtime(4)=[0,29]
id=230
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,200
fall.damage=0
getpower=20,10
givepower=10,5
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=40
palfx.add=0,-64+32,128
palfx.sinadd=64,32+16,128,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=var(0)
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0

[statedef 231]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;UqbgB
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
value=s0,20
freqmul=0.9
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
value=s0,25
freqmul=0.5
volume=0
channel=22
ignorehitpause=1
[state ]
type=explod
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
id=0
anim=10110
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.75,0.75
shadow=0,0,0
sprpriority=-168
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)-15),floor(fvar(13))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
id=0
anim=110150
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.3,0.5
shadow=0,0,0
sprpriority=-167
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)),floor(fvar(13))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
id=0
anim=10150
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.2,0.4
shadow=0,0,0
sprpriority=-166
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)),floor(fvar(13))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=numtarget=[1,8]
trigger1=target,stateno=237
trigger1=target,time=1
id=0
anim=10150
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.2,0.4
shadow=0,0,0
sprpriority=51
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)),floor(fvar(13))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,16
freqmul=0.9
volume=255
channel=11
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,16
freqmul=0.9
volume=255
channel=12
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(2)<=-1
id=0
anim=19000
trans=addalpha
alpha=0,160
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
[state ]
type=explod
trigger1=animelemtime(2)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,floor(160+96*sin((pi/2/20)*animelemtime(2)))
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

[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(1)=[0,19]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
invertall=1
ignorehitpause=1

[statedef 239]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim2
trigger1=1
value=239
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
triggerall=!hitshakeover
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=0
y=-1
persistent=0
ignorehitpause=0
[state ]
type=veladd
triggerall=hitshakeover
trigger1=vel y<0
y=0.0333
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=vel y>0
y=0
persistent=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
triggerall=vel y=0
trigger1=1
x=1
persistent=0
ignorehitpause=0
[state ]
type=veladd
triggerall=hitshakeover
triggerall=vel y=0
trigger1=vel x>0
x=-0.0333
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
triggerall=hitshakeover
trigger1=time>=gethitvar(fall.envshake.ampl)+70
value=238
persistent=256
ignorehitpause=0

[statedef 238]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim2
trigger1=1
value=238
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=0
movecamera=1,0
ignorehitpause=0
[state ]
type=velset
trigger1=1
x=-32
y=0
persistent=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=changestate
trigger1=facing*pos x+160<-0.25*(const(size.air.front)+const(size.air.back))
trigger2=time>=gethitvar(fall.envshake.ampl)+floor(-320/vel x)
value=237
persistent=256
ignorehitpause=0

[statedef 237]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim2
triggerall=time<=19
trigger1=1
value=238
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
trigger1=time=20
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=time>=20
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=0
[state ]
type=envshake
triggerall=time<=19
trigger1=time=[0,19]
time=2
freq=180
ampl=floor((30-30*sin((pi/2/20)*time))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=0
[state ]
type=width
triggerall=time<=19
trigger1=1
edge=0,-(const(size.air.front)+const(size.air.back))
ignorehitpause=0
[state ]
type=velset
triggerall=time<=19
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=offset
triggerall=time<=19
trigger1=1
x=facing*((1+time)%2)
ignorehitpause=0
[state ]
type=posset
triggerall=time<=19
trigger1=time=0
x=facing*(-160+0.25*(const(size.air.front)+const(size.air.back)))
ignorehitpause=0
[state ]
type=turn
triggerall=time>=20
trigger1=time=20
ignorehitpause=0
[state ]
type=velset
triggerall=time>=20
trigger1=time=20
x=-2
y=-2
ignorehitpause=0
[state ]
type=veladd
triggerall=time>=20
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=lifeadd
triggerall=time=0
trigger1=1
value=-200
absolute=1
ignorehitpause=0
[state ]
type=selfstate
triggerall=time>=20
trigger1=pos y>=25&&vel y>0
value=5100
persistent=256
ignorehitpause=0



[statedef 240]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(4)=-8
value=s0,18
freqmul=0.6
volume=255
channel=1
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(4)=[-18,-1]
id=0
anim=19000
trans=addalpha
alpha=floor(256*sin((pi/2/18)*(animelemtime(4)+18))),256
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
[state ]
type=explod
trigger1=animelemtime(4)=[0,29]
id=0
anim=19000
trans=addalpha
alpha=256,256
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=playerpush
trigger1=1
value=0
ignorehitpause=1



;GtFNgB
[state ]
type=explod
trigger1=animelemtime(4)=-18
id=240
anim=25010
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-159
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
triggerall=numexplod(240)>=1
trigger1=animelemtime(4)=[-18,-13]
id=240
scale=1,sin((pi/2/6)*(animelemtime(4)+18))
ignorehitpause=0

[state ]
type=explod
trigger1=animelemtime(4)=30
id=0
anim=10130
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.5,0.15
shadow=0,0,0
sprpriority=-158
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=[30,69]
id=0
anim=10140
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.2+0.05*cos(var(59)**2),0.2+0.05*cos(var(59)**2)
shadow=0,0,0
sprpriority=60
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(-160+120*cos(random)),0
postype=p1
random=0,0
bindtime=1
vel=5*cos(-pi/2+(pi/6)*cos(var(59))),5*sin(-pi/2+(pi/6)*cos(var(59)))
accel=0,0
ignorehitpause=0



;Vh{wp[ˏoB
[state ]
type=helper
trigger1=animelemtime(4)=30
stateno=5150
id=31500
size.ground.front=31500
size.ground.back=0
size.head.pos=-100,0
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 250]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;WݒB
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;hLXwp[ˏoB
[state ]
type=helper
trigger1=animelemtime(4)=-10
stateno=5150
id=31600
size.ground.front=31600
size.ground.back=0
size.head.pos=0,-80
helpertype=player
keyctrl=1
ownpal=1
pausemovetime=0
supermovetime=0
ignorehitpause=0



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=0



[statedef 260]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s0,27
freqmul=1.4
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s0,27
freqmul=1.4
volume=255
channel=2
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s0,27
freqmul=1.4
volume=255
channel=3
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s0,27
freqmul=1.4
volume=255
channel=4
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(4)=105-20
value=s0,26
freqmul=0.9
volume=255
channel=6
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=105-20
value=s0,26
freqmul=1.1
volume=255
channel=7
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=105-30
value=s0,6
freqmul=1.3
volume=255
channel=8
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=105-20
value=s0,18
freqmul=0.7
volume=255
channel=9
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(4)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,floor(64+192*cos((pi/2/20)*animelemtime(4)))
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
[state ]
type=explod
trigger1=animelemtime(4)=[20,104]
id=0
anim=19000
trans=addalpha
alpha=0,64
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

[state ]
type=explod
trigger1=animelemtime(4)=[105-30,104]
id=0
anim=19000
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(4)-(105-30)))),256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=2147483647
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
[state ]
type=explod
trigger1=animelemtime(4)=[105,114]
id=0
anim=19000
trans=addalpha
alpha=256,256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=2147483647
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
[state ]
type=explod
trigger1=animelemtime(4)=[115,164]
id=0
anim=19000
trans=addalpha
alpha=floor(256*cos((pi/2/50)*(animelemtime(4)-115))),256
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=2147483647
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

[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(4)=[115,124]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=floor(1024-768*sin((pi/2/40)*(animelemtime(4)-125)))
trigger1=animelemtime(4)=[125,164]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1

[state ]
type=envshake
trigger1=animelemtime(4)=[0,105-30-1]
time=2
freq=180
ampl=floor(3*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0
[state ]
type=envshake
trigger1=animelemtime(4)=[105-30,105-1]
time=2
freq=180
ampl=floor(7*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=0



;GtFNgB
[state ]
type=explod
trigger1=animelemtime(4)=0
id=0
anim=10060
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.6,0.6
shadow=0,0,0
sprpriority=-139
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(4)=0
id=0
anim=10061
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.6,0.6
shadow=0,0,0
sprpriority=80
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1500
ignorehitpause=0



;U{́B
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=16||fvar(0):=-40||fvar(1):=-5||fvar(2):=-40||fvar(3):=-5||fvar(4):=0.35
ignorehitpause=0

[state ]
type=projectile
trigger1=animelemtime(4)=[105-20,105+9]
trigger1=(animelemtime(4)-(105-20))%3=0
projid=260
projanim=90010
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(vel x),floor(vel y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=4
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
id=260
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafp
guardflag=
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=30,600
fall.damage=0
getpower=12,6
givepower=6,3
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=60
palfx.add=64,64,64
palfx.sinadd=96,96,96,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0



[statedef 270]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;UqbgB
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=s0,30
freqmul=0.7
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=s0,32
freqmul=0.9
volume=255
channel=22
ignorehitpause=1
[state ]
type=playsnd
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=s0,32
freqmul=0.9
volume=255
channel=23
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget=[1,8]
trigger1=movehit=1
trigger1=target,statetype!=a
value=279
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget=[1,8]
trigger1=movehit=1
trigger1=target,statetype=a
value=278
ctrl=1
persistent=256
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(4)=-18
value=s0,28
freqmul=0.6
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=-18
value=s0,28
freqmul=0.9
volume=255
channel=2
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=[0,59]
trigger1=animelemtime(4)%20=0
value=s0,29
freqmul=1.3
volume=255
channel=3
abspan=1024
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(4)=[0,59]
trigger1=animelemtime(4)%20=10
value=s0,29
freqmul=1.3
volume=255
channel=4
abspan=-1024
ignorehitpause=0



;WݒB
[state ]
type=turn
trigger1=facing*(playerid(var(43)),pos x-pos x)<0
ignorehitpause=0



;GtFNgB
[state ]
type=explod
trigger1=animelemtime(4)=[0,59]
trigger1=animelemtime(4)%5=0
id=0
anim=10110
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.25,0.25
shadow=0,0,0
sprpriority=90
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=20,-37-2
postype=p1
random=0,0
bindtime=1
vel=4.8,0
accel=0,0
ignorehitpause=0



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-500
ignorehitpause=0



;U{́B
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=16||fvar(0):=0||fvar(1):=0||fvar(2):=0||fvar(3):=0||fvar(4):=0.35
ignorehitpause=0

[state ]
type=hitdef
trigger1=animelemtime(4)=[0,59]
id=270
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlap
guardflag=
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,200
fall.damage=0
getpower=20,10
givepower=10,5
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=40
palfx.add=128,32,64
palfx.sinadd=128,32+16,64,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=var(0)
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0

[statedef 279]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=selfstate
trigger1=alive=0
value=5150
persistent=256
ignorehitpause=0
[state ]
type=changeanim
triggerall=!hitshakeover
trigger1=1
value=5000
ignorehitpause=0
[state ]
type=changeanim2
triggerall=hitshakeover
trigger1=1
value=279
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=h
physics=n
ignorehitpause=0
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
triggerall=hitshakeover
trigger1=time>=gethitvar(fall.envshake.ampl)+300
value=5120
persistent=256
ignorehitpause=0

[statedef 278]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim
triggerall=!hitshakeover
trigger1=1
value=5030
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=selfanimexist(5035)
trigger1=animtime=0
value=5035
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
triggerall=!selfanimexist(5035)
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5030
trigger1=pos y>=-1+10&&vel y>0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5035
trigger1=animtime=0
value=5050
ignorehitpause=0
[state ]
type=changeanim
triggerall=hitshakeover
triggerall=anim=5050
triggerall=selfanimexist(5060)
trigger1=vel y>=1
value=5060
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[state ]
type=velmul
triggerall=!hitshakeover
trigger1=1
x=0.5
y=0.5
persistent=0
ignorehitpause=0
[state ]
type=velset
triggerall=hitshakeover
trigger1=1
x=vel x
y=vel y+0.35
ignorehitpause=0
[state ]
type=changestate
trigger1=pos y>=25&&vel y>0
value=277
persistent=256
ignorehitpause=0

[statedef 277]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)!=0
triggerall=(anim!=[5051,5059])&&(anim!=[5061,5069])&&(anim!=[5100,5109])&&(anim!=[5160,5169])&&(anim!=[5170,5179])&&(anim!=[5110,5119])&&(anim!=[5120,5129])
trigger1=1
value=5100
ignorehitpause=0
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)!=0
triggerall=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=!selfanimexist(5100+anim%10)
value=5100
ignorehitpause=0
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)!=0
triggerall=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=selfanimexist(5100+anim%10)
value=5100+anim%10
ignorehitpause=0
[state ]
type=changeanim
triggerall=gethitvar(fall.yvel)=0
triggerall=(anim!=[5080,5089])&&(anim!=[5110,5119])&&(anim!=[5170,5179])&&(anim!=[5120,5129])
trigger1=1
value=5170
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=l
movetype=h
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=0
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=0
[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
[state ]
type=playsnd
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
value=f7,(floor(vel y)>5)+(floor(vel y)>14)
ignorehitpause=0
[state ]
type=fallenvshake
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
ignorehitpause=0
[state ]
type=gamemakeanim
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=0
value=60+(floor(vel y)>5)+(floor(vel y)>14)
pos=0,floor(-pos y)
under=(floor(vel y)<=14)
ignorehitpause=0
[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
[state ]
type=velset
triggerall=anim=[5100,5109]
trigger1=1
x=vel x
y=vel y
ignorehitpause=0
[state ]
type=posadd
triggerall=anim=[5100,5109]
trigger1=1
x=-vel x
y=-vel y
ignorehitpause=0
[state ]
type=hitfalldamage
triggerall=anim=[5100,5109]
trigger1=animelemtime(1)=3
ignorehitpause=0
[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
[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
[state ]
type=velset
triggerall=anim=[5160,5169]
trigger1=1
x=vel x
y=vel y+0.4
ignorehitpause=0
[state ]
type=fallenvshake
triggerall=anim=[5080,5089]
trigger1=1
ignorehitpause=0
[state ]
type=hitfalldamage
triggerall=anim=[5080,5089]
trigger1=1
ignorehitpause=0
[state ]
type=changestate
triggerall=anim=[5080,5089]
trigger1=1
value=276
ignorehitpause=0
[state ]
type=changestate
triggerall=anim=[5170,5179]
triggerall=animtime=0
trigger1=1
value=276
ignorehitpause=0
[state ]
type=playsnd
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
value=f7,(floor(vel y)>5)+(floor(vel y)>14)
ignorehitpause=0
[state ]
type=fallenvshake
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
ignorehitpause=0
[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
[state ]
type=velset
triggerall=anim=[5170,5179]
trigger1=1
x=vel x*0.85
y=vel y
ignorehitpause=0
[state ]
type=hitfalldamage
triggerall=anim=[5170,5179]
trigger1=animelemtime(1)=0
ignorehitpause=0

[statedef 276]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1
[state ]
type=selfstate
trigger1=alive=0
value=5150
persistent=256
ignorehitpause=0
[state ]
type=changeanim2
trigger1=1
value=276
persistent=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=h
physics=n
ignorehitpause=0
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=0
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0
[state ]
type=selfstate
trigger1=time>=300
value=5120
persistent=256
ignorehitpause=0



[statedef 280]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
triggerall=animelemtime(5)>=0
trigger1=numhelper(40000)!=1
trigger1=1||var(50):=281
trigger2=numhelper(40000)=1
trigger2=helper(40000),var(40)=0
trigger2=1||var(50):=281
trigger3=var(42)=0
trigger3=numhelper(40000)=1
trigger3=helper(40000),command!="holdx"
trigger3=1||var(50):=281
value=var(50)
persistent=256
ignorehitpause=1
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(5)>=0
value=s0,16
freqmul=1.0
volume=255
channel=1
lowpriority=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(5)>=0
value=s0,16
freqmul=1.0
volume=255
channel=2
lowpriority=1
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(5)>=0
trigger1=animelemtime(5)%40=0
value=s0,17
freqmul=0.9+0.05*cos(random)
volume=0
channel=3
ignorehitpause=0

[state ]
type=playsnd
trigger1=animelemtime(5)>=0
value=s0,31
freqmul=1.0
volume=0
channel=4
lowpriority=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(5)>=0
value=s0,31
freqmul=1.0
volume=0
channel=5
lowpriority=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(5)>=90
value=s0,31
freqmul=1.0
volume=0
channel=6
lowpriority=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(5)>=90
value=s0,31
freqmul=1.0
volume=0
channel=7
lowpriority=1
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(5)=[-15,-1]
id=0
anim=19000
trans=addalpha
alpha=0,floor(80+176*cos((pi/2/15)*(animelemtime(5)+15)))
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
[state ]
type=explod
trigger1=animelemtime(5)>=0
id=0
anim=19000
trans=addalpha
alpha=0,80
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

[state ]
type=bgpalfx
triggerall=1||var(0):=floor(256+768*sin((pi/2/15)*(animelemtime(5)+15)))
trigger1=animelemtime(5)=[-15,-1]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(5)>=0
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1500
ignorehitpause=0

[statedef 281]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(1)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,80
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
[state ]
type=explod
trigger1=animelemtime(1)=[20,49]
id=0
anim=19000
trans=addalpha
alpha=0,floor(80+176*sin((pi/2/30)*(animelemtime(1)-20)))
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

[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(1)=[0,19]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=floor(1024-768*sin((pi/2/30)*(animelemtime(1)-20)))
trigger1=animelemtime(1)=[20,49]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1



[statedef 290]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=changestate
triggerall=animelemtime(3)>=0
trigger1=numhelper(40000)!=1
trigger1=1||var(50):=291
trigger2=var(42)=0
trigger2=numhelper(40000)=1
trigger2=helper(40000),command!="holdstart"
trigger2=1||var(50):=291
trigger3=var(42)!=0
trigger3=life>=0.3*lifemax
trigger3=power>=4000
trigger3=1||var(50):=291
trigger4=var(42)!=0
trigger4=life<0.3*lifemax
trigger4=power>=2000
trigger4=1||var(50):=291
value=var(50)
persistent=256
ignorehitpause=1
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=0
value=s0,29
freqmul=0.3
volume=0
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=0
value=s0,29
freqmul=0.4
volume=0
channel=2
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=50
value=s0,29
freqmul=0.3
volume=0
channel=3
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=50
value=s0,29
freqmul=0.4
volume=0
channel=4
ignorehitpause=0




;ʐݒB
[state ]
type=explod
trigger1=animelemtime(3)=[-15,-1]
id=0
anim=19000
trans=addalpha
alpha=0,floor(128+128*cos((pi/2/15)*(animelemtime(3)+15)))
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
[state ]
type=explod
trigger1=animelemtime(3)>=0
id=0
anim=19000
trans=addalpha
alpha=0,128
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

[state ]
type=bgpalfx
triggerall=1||var(0):=floor(256+768*sin((pi/2/15)*(animelemtime(3)+15)))
trigger1=animelemtime(3)=[-15,-1]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(3)>=0
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1



;Q[WݒB
[state ]
type=poweradd
trigger1=animelemtime(3)>=0
value=40
ignorehitpause=0



;GtFNgB
[state ]
type=explod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%50=0
id=290+100000*floor((animelemtime(3)%100)/50)
anim=10030
;trans=addalpha
;alpha=256,256
facing=1-2*floor((animelemtime(3)%100)/50)
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-109
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%50=0
id=290+100000*floor((animelemtime(3)%100)/50)
anim=10031
;trans=addalpha
;alpha=256,256
facing=1-2*floor((animelemtime(3)%100)/50)
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=110
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=[0,39]
id=290
scale=0.5*sin((pi/2/40)*(animelemtime(3)%100)),0.3*sin((pi/2/40)*(animelemtime(3)%100))
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=[40,99]
id=290
scale=0.5,0.3
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%100=[50,89]
id=100290
scale=0.5*sin((pi/2/40)*(-50+animelemtime(3)%100)),0.3*sin((pi/2/40)*(-50+animelemtime(3)%100))
ignorehitpause=0
[state ]
type=modifyexplod
trigger1=animelemtime(3)>=0
trigger1=(animelemtime(3)%100=[90,99])||(animelemtime(3)%100=[0,49])
id=100290
scale=0.5,0.3
ignorehitpause=0

[state ]
type=explod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%16=0
id=0
anim=10200
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.1,0.1
shadow=0,0,0
sprpriority=-108
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(40*cos(var(59))*cos(var(59)**2)),floor(10*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=cos(random),-1.5-cos(random)
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(3)>=0
trigger1=animelemtime(3)%16=8
id=0
anim=10200
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.1,0.1
shadow=0,0,0
sprpriority=111
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(40*cos(var(59))*cos(var(59)**2)),floor(10*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=cos(random),-1.5-cos(random)
accel=0,0
ignorehitpause=0

[statedef 291]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=velmul
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.5
y=0.5
ignorehitpause=0
[state ]
type=veladd
trigger1=statetype=a
y=0.25*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(1)=[0,19]
id=0
anim=19000
trans=addalpha
alpha=0,128
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
[state ]
type=explod
trigger1=animelemtime(1)=[20,49]
id=0
anim=19000
trans=addalpha
alpha=0,floor(128+128*sin((pi/2/30)*(animelemtime(1)-20)))
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

[state ]
type=bgpalfx
triggerall=1||var(0):=1024
trigger1=animelemtime(1)=[0,19]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1
[state ]
type=bgpalfx
triggerall=1||var(0):=floor(1024-768*sin((pi/2/30)*(animelemtime(1)-20)))
trigger1=animelemtime(1)=[20,49]
time=1
add=floor(-128+(32768/var(0))),floor(-128+(32768/var(0))),floor(-128+(32768/var(0)))
mul=var(0),var(0),var(0)
ignorehitpause=1



[statedef 300]
type=u
movetype=u
physics=u
hitdefpersist=1
movehitpersist=1
hitcountpersist=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
persistent=256
ignorehitpause=0
[state ]
type=posset
trigger1=pos y>0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=velset
trigger1=pos y=0&&vel y>0
y=0
ignorehitpause=0
[state ]
type=statetypeset
trigger1=pos y=0&&vel y=0
statetype=s
movetype=a
physics=s
ignorehitpause=1
[state ]
type=statetypeset
trigger1=!(pos y=0&&vel y=0)
statetype=a
movetype=a
physics=n
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
value=50*(statetype=a)
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=veladd
trigger1=statetype=a
y=0*const(movement.yaccel)
ignorehitpause=0
[state ]
type=ctrlset
trigger1=1
value=0
ignorehitpause=0
[state ]
type=ctrlset
trigger1=animelemtime(3)>=0
value=1
ignorehitpause=0



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s0,0
freqmul=2.0
volume=255
channel=1
ignorehitpause=0



;WݒB
[state ]
type=offset
trigger1=animelemtime(1)=[0,4]
y=-(-37-2)*sin((pi/2/5)*animelemtime(1))
ignorehitpause=0
[state ]
type=offset
trigger1=animelemtime(3)=[0,9]
y=-(-37-2)*cos((pi/2/10)*animelemtime(3))
ignorehitpause=0

[state ]
type=velset
trigger1=animelemtime(2)=0
x=0
y=0
ignorehitpause=0
[state ]
type=veladd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdfwd"
trigger2=var(42)!=0
trigger2=vel x>=0
x=0.2
ignorehitpause=0
[state ]
type=posadd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdfwd"
trigger2=var(42)!=0
trigger2=vel x>=0
x=4
ignorehitpause=0
[state ]
type=veladd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdback"
trigger2=var(42)!=0
trigger2=vel x<0
x=-0.2
ignorehitpause=0
[state ]
type=posadd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdback"
trigger2=var(42)!=0
trigger2=vel x<0
x=-4
ignorehitpause=0
[state ]
type=veladd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdup"
trigger2=var(42)!=0
trigger2=var(59)=[0,749]
y=-0.15
ignorehitpause=0
[state ]
type=posadd
triggerall=animelemtime(2)>=5&&animelemtime(3)<=-1
trigger1=var(42)=0
trigger1=command="holdup"
trigger2=var(42)!=0
trigger2=var(59)=[0,749]
y=-3
ignorehitpause=0

[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=0



;rWAZbgB
[state ]
type=trans
trigger1=animelemtime(1)=[0,4]
trans=addalpha
alpha=floor(256*cos((pi/2/5)*animelemtime(1))),floor(256*sin((pi/2/5)*animelemtime(1)))
ignorehitpause=0
[state ]
type=angledraw
trigger1=animelemtime(1)=[0,4]
value=0
scale=1-0.75*sin((pi/2/5)*animelemtime(1)),1+sin((pi/2/5)*animelemtime(1))
ignorehitpause=0

[state ]
type=trans
trigger1=animelemtime(3)=[0,9]
trans=addalpha
alpha=floor(256*sin((pi/2/10)*animelemtime(3))),floor(256*cos((pi/2/10)*animelemtime(3)))
ignorehitpause=0
[state ]
type=angledraw
trigger1=animelemtime(3)=[0,9]
value=0
scale=1-0.75*cos((pi/2/10)*animelemtime(3)),1+cos((pi/2/10)*animelemtime(3))
ignorehitpause=0









