;
;x[g[hB

;
;ʏŌB

;
;AA1~3iځB
;6AAA4iځB
;AAA1iځB
;AA1~3iځB

[statedef 6200]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11000
persistent=256
ignorehitpause=1
[statedef 6210]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11000
persistent=256
ignorehitpause=1
[statedef 6220]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11000
persistent=256
ignorehitpause=1
[statedef 6230]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11000
persistent=256
ignorehitpause=1
[statedef 6400]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11000
persistent=256
ignorehitpause=1
[statedef 6600]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11000
persistent=256
ignorehitpause=1
[statedef 6610]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11000
persistent=256
ignorehitpause=1
[statedef 6620]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11000
persistent=256
ignorehitpause=1


;
;ʏˌB

;
;BB

[statedef 6300]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,0
freqmul=0.9
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,1
freqmul=1.2
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,1
freqmul=0.7
volume=255
channel=13
ignorehitpause=1



;ʐݒB
[state ]
type=envshake
trigger1=animelemtime(3)>=0&&animelemtime(3)<=19
time=2
freq=180
ampl=floor((16-16*sin((pi/2/20)*animelemtime(3)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;WݒB
[state ]
type=posadd
triggerall=ifelse(facing=1,320-screenpos x,screenpos x)<192
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
x=0.25*(ifelse(facing=1,320-screenpos x,screenpos x)-192)
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=1



;zB
[state ]
type=explod
trigger1=animelemtime(3)=0
id=var(50)
anim=10360-10*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.8,(2-var(57))*0.5*0.8
shadow=0,0,0
sprpriority=20
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=125,-55
postype=p1
random=0,0
bindtime=ifelse(animelemtime(1)<20,20-animelemtime(1)+1,1)
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=0
id=var(50)
anim=10361-10*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.8*0.8,(2-var(57))*0.5*0.8*0.8
shadow=0,0,0
sprpriority=21
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=125,-55
postype=p1
random=0,0
bindtime=ifelse(animelemtime(1)<20,20-animelemtime(1)+1,1)
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(3)>=5&&animelemtime(3)<=24
trigger1=(animelemtime(3)-5)%4=0
projid=var(50)
projanim=40230
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=125,-55
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,np
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,5
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,0
guard.pausetime=0,0
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=1
air.fall=1
ground.velocity=-30,-6
air.velocity=-30,-6
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1

[statedef 6301]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=time=0
value=5030
ignorehitpause=1
[state ]
type=changeanim
triggerall=anim=5030
triggerall=animtime=0
trigger1=selfanimexist(5035)
value=5035
ignorehitpause=1
[state ]
type=changeanim
triggerall=animtime=0
trigger1=anim=5030
trigger2=anim=5035
value=5050
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
trigger1=vel y<0
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=vel y<0
value2=sca
ignorehitpause=1
[state ]
type=hitvelset
trigger1=time=0
x=1
y=1
ignorehitpause=1
[state ]
type=veladd
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1
[state ]
type=selfstate
trigger1=pos y>=-0.15*const(size.mid.pos.y)&&vel y>0
value=5100
persistent=256
ignorehitpause=1


;
;CB

[statedef 6310]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,0
freqmul=0.8
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,1
freqmul=0.7
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,2
freqmul=1.0
volume=255
channel=13
ignorehitpause=1



;ʐݒB
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
time=2
freq=180
ampl=floor((6-6*sin((pi/2/20)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
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=1



;|_̕B
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=11140+1000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.7,(2-var(57))*0.5*0.7
shadow=0,0,0
sprpriority=30
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=11141+1000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.35,(2-var(57))*0.5*0.35
shadow=0,0,0
sprpriority=32
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;ΒȂǂȂǁB
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10240+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10270+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10243+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10273+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10240+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x-screenpos x+160-160*facing-10*facing),floor(screenpos y-55-0.2679*facing*(-screenpos x+160-160*facing-10*facing))+50
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10270+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x-screenpos x+160-160*facing-10*facing),floor(screenpos y-55-0.2679*facing*(-screenpos x+160-160*facing-10*facing))+50
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10243+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x-screenpos x+160-160*facing-10*facing),floor(screenpos y-55+0.2679*facing*(-screenpos x+160-160*facing-10*facing))-50
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10273+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x-screenpos x+160-160*facing-10*facing),floor(screenpos y-55+0.2679*facing*(-screenpos x+160-160*facing-10*facing))-50
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40240
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=70,-55
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=25
projhits=4
projmisstime=5
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,np
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=20,2
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,10
guard.pausetime=0,10
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=1
air.fall=1
ground.velocity=-4,-4
air.velocity=-4,-4
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;BB

[statedef 6500]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=c
movetype=a
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,0
freqmul=0.9
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,1
freqmul=1.2
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,1
freqmul=0.7
volume=255
channel=13
ignorehitpause=1



;ʐݒB
[state ]
type=envshake
trigger1=animelemtime(3)>=0&&animelemtime(3)<=19
time=2
freq=180
ampl=floor((16-16*sin((pi/2/20)*animelemtime(3)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;WݒB
[state ]
type=posadd
triggerall=ifelse(facing=1,320-screenpos x,screenpos x)<167
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
x=0.25*(ifelse(facing=1,320-screenpos x,screenpos x)-167)
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=1



;zB
[state ]
type=explod
trigger1=animelemtime(3)=0
id=var(50)
anim=10360-10*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.8,(2-var(57))*0.5*0.8
shadow=0,0,0
sprpriority=20
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=100,-120
postype=p1
random=0,0
bindtime=ifelse(animelemtime(1)<20,20-animelemtime(1)+1,1)
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=0
id=var(50)
anim=10361-10*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.8*0.8,(2-var(57))*0.5*0.8*0.8
shadow=0,0,0
sprpriority=21
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=100,-120
postype=p1
random=0,0
bindtime=ifelse(animelemtime(1)<20,20-animelemtime(1)+1,1)
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(3)>=5&&animelemtime(3)<=24
trigger1=(animelemtime(3)-5)%4=0
projid=var(50)
projanim=40230
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=100,-120
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=c,np
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,5
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,0
guard.pausetime=0,0
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=1
air.fall=1
ground.velocity=-5,30
air.velocity=-5,30
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;CB

[statedef 6510]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=c
movetype=a
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,0
freqmul=0.8
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,1
freqmul=0.7
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,2
freqmul=1.0
volume=255
channel=13
ignorehitpause=1



;ʐݒB
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
time=2
freq=180
ampl=floor((6-6*sin((pi/2/20)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
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=1



;悩B
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
id=var(50)
anim=13015
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.5,(2-var(57))*0.5*0.5
shadow=0,0,0
sprpriority=30
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=-15,-15
postype=p1
random=0,0
bindtime=1
vel=3*cos(var(58)),3*sin(var(58))
accel=0.3*cos(-75*pi/180),0.3*sin(-75*pi/180)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
id=var(50)
anim=13030
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.3,(2-var(57))*0.5*0.3
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=-15,-15
postype=p1
random=0,0
bindtime=1
vel=3*cos(var(58)),3*sin(var(58))
accel=0.2*cos(-75*pi/180),0.2*sin(-75*pi/180)
ignorehitpause=1



;|_̕B
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=11140+1000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.7,(2-var(57))*0.5*0.7
shadow=0,0,0
sprpriority=32
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+55*facing),floor(screenpos y-40)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=11141+1000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.35,(2-var(57))*0.5*0.35
shadow=0,0,0
sprpriority=34
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+55*facing),floor(screenpos y-40)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;ΒȂǂȂǁB
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10230+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+55*facing),floor(screenpos y-40)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10260+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=35
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+55*facing),floor(screenpos y-40)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10240+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+55*facing),floor(screenpos y-40)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10270+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=35
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+55*facing),floor(screenpos y-40)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10243+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x-screenpos x+160-160*facing-10*facing),floor(screenpos y-95+0.2679*facing*(-screenpos x+160-160*facing-10*facing))
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10273+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=35
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x-screenpos x+160-160*facing-10*facing),floor(screenpos y-95+0.2679*facing*(-screenpos x+160-160*facing-10*facing))
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10252+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+(55+100)*facing),240+10
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10282+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=35
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+(55+100)*facing),240+10
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40250
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=55,-40
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=25
projhits=4
projmisstime=5
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=c,np
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=20,2
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,10
guard.pausetime=0,10
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=1
air.fall=1
ground.velocity=-4,-4
air.velocity=-4,-4
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;BB

[statedef 6700]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=a
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,0
freqmul=0.9
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,1
freqmul=1.2
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1200,1
freqmul=0.7
volume=255
channel=13
ignorehitpause=1



;ʐݒB
[state ]
type=envshake
trigger1=animelemtime(3)>=0&&animelemtime(3)<=19
time=2
freq=180
ampl=floor((16-16*sin((pi/2/20)*animelemtime(3)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;WݒB
[state ]
type=velset
triggerall=ifelse(facing=1,320-screenpos x,screenpos x)<192
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=0.25*(ifelse(facing=1,320-screenpos x,screenpos x)-192)<-2
x=0.25*(ifelse(facing=1,320-screenpos x,screenpos x)-192)
ignorehitpause=1
[state ]
type=velset
triggerall=ifelse(facing=1,320-screenpos x,screenpos x)<192
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
trigger1=0.25*(ifelse(facing=1,320-screenpos x,screenpos x)-192)>-2
x=-2
ignorehitpause=1

[state ]
type=statetypeset
triggerall=pos y>=-1
trigger1=1
statetype=s
ignorehitpause=1
[state ]
type=velset
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.2*vel x+0.8-1.6*var(1)
y=0.2*vel y-0.8+3.2*var(3)
ignorehitpause=1
[state ]
type=velset
triggerall=statetype=s
trigger1=1
y=0
ignorehitpause=1
[state ]
type=posset
triggerall=statetype=s
trigger1=1
y=-1
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
ignorehitpause=1



;zB
[state ]
type=explod
trigger1=animelemtime(3)=0
id=var(50)
anim=10360-10*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.8,(2-var(57))*0.5*0.8
shadow=0,0,0
sprpriority=20
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=125,0
postype=p1
random=0,0
bindtime=ifelse(animelemtime(1)<20,20-animelemtime(1)+1,1)
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=0
id=var(50)
anim=10361-10*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.8*0.8,(2-var(57))*0.5*0.8*0.8
shadow=0,0,0
sprpriority=21
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=125,0
postype=p1
random=0,0
bindtime=ifelse(animelemtime(1)<20,20-animelemtime(1)+1,1)
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(3)>=5&&animelemtime(3)<=24
trigger1=(animelemtime(3)-5)%4=0
projid=var(50)
projanim=40230
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=125,0
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=a,np
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,5
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,0
guard.pausetime=0,0
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=1
air.fall=1
ground.velocity=-30,-6
air.velocity=-30,-6
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;CB

[statedef 6710]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=a
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,0
freqmul=0.8
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,1
freqmul=0.7
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,2
freqmul=1.0
volume=255
channel=13
ignorehitpause=1



;ʐݒB
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
time=2
freq=180
ampl=floor((6-6*sin((pi/2/20)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;WݒB
[state ]
type=statetypeset
triggerall=pos y>=-1
trigger1=1
statetype=s
ignorehitpause=1
[state ]
type=velset
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.2*vel x+0.8-1.6*var(1)
y=0.2*vel y-0.8+3.2*var(3)
ignorehitpause=1
[state ]
type=velset
triggerall=statetype=s
trigger1=1
y=0
ignorehitpause=1
[state ]
type=posset
triggerall=statetype=s
trigger1=1
y=-1
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
ignorehitpause=1



;|_̕B
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=11140+1000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.7,(2-var(57))*0.5*0.7
shadow=0,0,0
sprpriority=30
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=11141+1000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5*0.35,(2-var(57))*0.5*0.35
shadow=0,0,0
sprpriority=32
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;ΒȂǂȂǁB
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10230+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10260+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10240+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10270+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10243+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10273+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+70*facing),floor(screenpos y-55)
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10251+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=31
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+120*facing),-10
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10281+60*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=33
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(screenpos x+120*facing),-10
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40260
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=70,-55
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=25
projhits=4
projmisstime=5
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=a,np
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=20,2
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,10
guard.pausetime=0,10
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=1
air.fall=1
ground.velocity=-4,-4
air.velocity=-4,-4
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;KEZB

;
;236ˁB

[statedef 2000]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11100
persistent=256
ignorehitpause=1
[statedef 2001]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11100
persistent=256
ignorehitpause=1

[statedef 2002]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=time=0
value=5030
ignorehitpause=1
[state ]
type=changeanim
triggerall=anim=5030
triggerall=animtime=0
trigger1=selfanimexist(5035)
value=5035
ignorehitpause=1
[state ]
type=changeanim
triggerall=animtime=0
trigger1=anim=5030
trigger2=anim=5035
value=5050
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=nothitby
trigger1=screenpos y<0
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=screenpos y<0
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=hitvelset
trigger1=time=0
x=1
y=1
ignorehitpause=1
[state ]
type=veladd
trigger1=1
y=gethitvar(yaccel)
ignorehitpause=1
[state ]
type=selfstate
trigger1=pos y>=-0.15*const(size.mid.pos.y)&&vel y>0
value=5100
persistent=256
ignorehitpause=1


;
;623ˁB

[statedef 2100]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
triggerall=var(50)=stateno
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1



;[vB
[state ]
type=changestate
triggerall=var(50)=stateno
triggerall=1||var(20):=0
triggerall=1||var(21):=60
triggerall=1||fvar(0):=70||fvar(1):=0
triggerall=1||fvar(2):=70+170||fvar(3):=-60
triggerall=1||fvar(4):=50||fvar(5):=-200
trigger1=animelemtime(3)=0
value=2101
persistent=256
ignorehitpause=1
[state ]
type=null
triggerall=var(50)!=stateno
trigger1=1||var(50):=stateno
ignorehitpause=1



;{ݒitjB
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1000,2
freqmul=1.0
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s1000,2
freqmul=1.0
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s2100,0
freqmul=0.8
volume=255
channel=15
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(3)>=0&&animelemtime(3)<=1
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;WݒB
[state ]
type=posadd
triggerall=ifelse(facing=1,320-screenpos x,screenpos x)<270
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
x=0.2*(ifelse(facing=1,320-screenpos x,screenpos x)-270)
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=1



;WvƂB
[state ]
type=explod
trigger1=animelemtime(3)=-4
id=var(50)
anim=14224
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-80
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=43,-5
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-4
id=var(50)
anim=14225
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.7,(2-var(57))*0.5*0.7
shadow=0,0,0
sprpriority=44
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=43,-5
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;KGtFNgB
[state ]
type=explod
trigger1=animelemtime(3)=0
id=var(50)
anim=14120
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-89
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=70,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=0
id=var(50)
anim=14121
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.5,(2-var(57))*0.5*0.5
shadow=0,0,0
sprpriority=-88
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=70,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;ITȃXtBAB
[state ]
type=explod
trigger1=animelemtime(3)>=0&&animelemtime(3)<=19
id=var(50)
anim=13080
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.7,(2-var(57))*0.5*0.7
shadow=0,0,0
sprpriority=40
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(70+20*cos(var(58))),floor(0+20*sin(var(58)))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)>=0&&animelemtime(3)<=19
id=var(50)
anim=13085
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.35,(2-var(57))*0.5*0.35
shadow=0,0,0
sprpriority=41
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(70+20*cos(var(58))),floor(0+20*sin(var(58)))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=hitdef
trigger1=animelemtime(3)=0
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=60,6
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,10
guard.pausetime=0,10
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=1
air.fall=1
ground.velocity=-2,-40
air.velocity=-2,-40
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=2.1
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1
[state ]
type=targetstate
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=2002
ignorehitpause=1
[state ]
type=targetdrop
triggerall=numtarget=[1,8]
trigger1=movehit=1
ignorehitpause=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1

[statedef 2101]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;ITȃXtBAB
[state ]
type=projectile
triggerall=var(20)=[0,var(21)-1]
triggerall=var(20)%8=0
trigger1=1||fvar(18):=0.5*var(20)*var(20)*((4*fvar(0)-8*fvar(2)+4*fvar(4))/(var(21)*var(21)))+var(20)*((-3*fvar(0)+4*fvar(2)-fvar(4))/var(21))+fvar(0)
trigger1=1||fvar(19):=0.5*var(20)*var(20)*((4*fvar(1)-8*fvar(3)+4*fvar(5))/(var(21)*var(21)))+var(20)*((-3*fvar(1)+4*fvar(3)-fvar(5))/var(21))+fvar(1)
projid=var(50)
projanim=40000
projremanim=10110+5*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
projhitanim=-1
projcancelanim=-1
projscale=(2-var(57))*0.5*0.8,(2-var(57))*0.5*0.8
projsprpriority=42
projshadow=0,0,0
offset=floor(fvar(18)),floor(fvar(19))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=0
projremovetime=var(20)
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,sp
hitflag=hlafdp
ignorehitpause=1
[state ]
type=projectile
triggerall=var(20)=[0,var(21)-1]
triggerall=var(20)%8=0
trigger1=1||fvar(18):=0.5*var(20)*var(20)*((4*fvar(0)-8*fvar(2)+4*fvar(4))/(var(21)*var(21)))+var(20)*((-3*fvar(0)+4*fvar(2)-fvar(4))/var(21))+fvar(0)
trigger1=1||fvar(19):=0.5*var(20)*var(20)*((4*fvar(1)-8*fvar(3)+4*fvar(5))/(var(21)*var(21)))+var(20)*((-3*fvar(1)+4*fvar(3)-fvar(5))/var(21))+fvar(1)
projid=var(50)
projanim=40000
projremanim=10120+5*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
projhitanim=-1
projcancelanim=-1
projscale=(2-var(57))*0.5*0.8,(2-var(57))*0.5*0.8
projsprpriority=43
projshadow=0,0,0
offset=floor(fvar(18)),floor(fvar(19))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=0
projremovetime=var(20)
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,sp
hitflag=hlafdp
ignorehitpause=1

[state ]
type=projectile
triggerall=var(20)=[0,var(21)-1]
triggerall=var(20)%8=0
trigger1=1||fvar(18):=0.5*var(20)*var(20)*((4*fvar(0)-8*fvar(2)+4*fvar(4))/(var(21)*var(21)))+var(20)*((-3*fvar(0)+4*fvar(2)-fvar(4))/var(21))+fvar(0)
trigger1=1||fvar(19):=0.5*var(20)*var(20)*((4*fvar(1)-8*fvar(3)+4*fvar(5))/(var(21)*var(21)))+var(20)*((-3*fvar(1)+4*fvar(3)-fvar(5))/var(21))+fvar(1)
projid=var(50)
projanim=40000
projremanim=110130+floor((floor(sysfvar(4))%(3*7*2))/(3*7))
projhitanim=-1
projcancelanim=-1
projscale=(2-var(57))*0.5*0.8,(2-var(57))*0.5*0.8
projsprpriority=45
projshadow=0,0,0
offset=floor(fvar(18)),floor(fvar(19))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=0
projremovetime=var(20)+60
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,sp
hitflag=hlafdp
ignorehitpause=1
[state ]
type=projectile
triggerall=var(20)=[0,var(21)-1]
triggerall=var(20)%8=0
trigger1=1||fvar(18):=0.5*var(20)*var(20)*((4*fvar(0)-8*fvar(2)+4*fvar(4))/(var(21)*var(21)))+var(20)*((-3*fvar(0)+4*fvar(2)-fvar(4))/var(21))+fvar(0)
trigger1=1||fvar(19):=0.5*var(20)*var(20)*((4*fvar(1)-8*fvar(3)+4*fvar(5))/(var(21)*var(21)))+var(20)*((-3*fvar(1)+4*fvar(3)-fvar(5))/var(21))+fvar(1)
projid=var(50)
projanim=40000
projremanim=110146+floor((floor(sysfvar(4))%(3*7*2))/(3*7))
projhitanim=-1
projcancelanim=-1
projscale=(2-var(57))*0.5*0.8*0.8,(2-var(57))*0.5*0.8*0.8
projsprpriority=46
projshadow=0,0,0
offset=floor(fvar(18)),floor(fvar(19))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=0
projremovetime=var(20)+60
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,sp
hitflag=hlafdp
ignorehitpause=1



;U{́B
[state ]
type=projectile
triggerall=var(20)=[0,var(21)-1]
triggerall=var(20)%6=0
trigger1=1||fvar(18):=0.5*var(20)*var(20)*((4*fvar(0)-8*fvar(2)+4*fvar(4))/(var(21)*var(21)))+var(20)*((-3*fvar(0)+4*fvar(2)-fvar(4))/var(21))+fvar(0)
trigger1=1||fvar(19):=0.5*var(20)*var(20)*((4*fvar(1)-8*fvar(3)+4*fvar(5))/(var(21)*var(21)))+var(20)*((-3*fvar(1)+4*fvar(3)-fvar(5))/var(21))+fvar(1)
projid=var(50)
projanim=40000
projremanim=40270
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(fvar(18)),floor(fvar(19))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=var(20)+60
projhits=3
projmisstime=9
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=20,2
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,10
guard.pausetime=0,10
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=1
air.fall=1
ground.velocity=-4,-4
air.velocity=-4,-4
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;[vB
[state ]
type=changestate
triggerall=1||var(50):=stateno
trigger1=1||var(20):=var(20)+1
value=ifelse((var(20)=[1,var(21)-1]),stateno,2100)
persistent=256
ignorehitpause=1


;
;214ˁB

[statedef 2200]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11200
persistent=256
ignorehitpause=1
[statedef 2201]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=changestate
trigger1=1
value=11200
persistent=256
ignorehitpause=1


;
;22ˁB

[statedef 2300]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=12
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1000,0
freqmul=1.0
volume=255
channel=13
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s1100,0
freqmul=1.0
volume=255
channel=14
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=1
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
time=2
freq=180
ampl=floor((14-14*sin((pi/2/30)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
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=1



;KGtFNgB
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=14120
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-69
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=14121
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.5,(2-var(57))*0.5*0.5
shadow=0,0,0
sprpriority=-68
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;zB
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10350
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.125
shadow=0,0,0
sprpriority=-63
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10351
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.7,(2-var(57))*0.125*0.7
shadow=0,0,0
sprpriority=-61
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1

;_Bf̐B
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=110146
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-62
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=110148
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.5,(2-var(57))*0.5*0.5
shadow=0,0,0
sprpriority=51
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;B
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10073
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=-60
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10083
;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=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10093
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.5
shadow=0,0,0
sprpriority=54
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10103
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=52
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),-40
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10108
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.7,(2-var(57))*0.5*0.7
shadow=0,0,0
sprpriority=53
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(facing*(enemynear,screenpos x-screenpos x)),-40
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40290
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=180
projhits=20
projmisstime=9
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlap
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=5,0
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,0
guard.pausetime=0,0
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=0
ground.velocity=-6,0
air.velocity=-6,0
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1

[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40300
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(facing*(enemynear,screenpos x-screenpos x)),-40
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=200
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlap
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=5,0
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,0
guard.pausetime=0,0
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=1
air.fall=1
ground.velocity=-5,-5
air.velocity=-5,-5
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;KEZB

;
;zB

[statedef 4000]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



;KoB
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4000,0
freqmul=0.8
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4000,1
freqmul=0.8
volume=255
channel=22
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=32
value=s4000,0
freqmul=0.1+0.9*sin((pi/2/33)*animelemtime(1))
volume=255
channel=23
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=32
value=s4000,1
freqmul=0.1+0.9*sin((pi/2/33)*animelemtime(1))
volume=255
channel=24
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
id=0
anim=14000
trans=addalpha
alpha=0,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=32
id=0
anim=14000
trans=addalpha
alpha=floor(256*sin((pi/2/13)*(animelemtime(1)-20))),0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=33&&animelemtime(1)<=59
id=0
anim=14000
trans=addalpha
alpha=floor(256*cos((pi/2/27)*(animelemtime(1)-33))),floor(256*sin((pi/2/27)*(animelemtime(1)-33)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
time=2
freq=180
ampl=floor((240-240*sin((pi/2/10)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=14130
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-59
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;FzB

[statedef 4100]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1



;KoB
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4000,0
freqmul=0.8
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4000,1
freqmul=0.8
volume=255
channel=22
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=32
value=s4000,0
freqmul=0.1+0.9*sin((pi/2/33)*animelemtime(1))
volume=255
channel=23
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=32
value=s4000,1
freqmul=0.1+0.9*sin((pi/2/33)*animelemtime(1))
volume=255
channel=24
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
id=0
anim=14000
trans=addalpha
alpha=0,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=32
id=0
anim=14000
trans=addalpha
alpha=floor(256*sin((pi/2/13)*(animelemtime(1)-20))),0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=33&&animelemtime(1)<=59
id=0
anim=14000
trans=addalpha
alpha=floor(256*cos((pi/2/27)*(animelemtime(1)-33))),floor(256*sin((pi/2/27)*(animelemtime(1)-33)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
time=2
freq=180
ampl=floor((240-240*sin((pi/2/10)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=14130
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-59
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-2000
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4100,0
freqmul=0.6
volume=255
channel=25
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4100,0
freqmul=0.6
volume=255
channel=26
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=0
value=s1000,0
freqmul=1.0
volume=255
channel=27
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=0
value=s1000,1
freqmul=1.0
volume=255
channel=28
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=0
value=s3100,0
freqmul=1.0
volume=255
channel=29
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=0
value=s3100,0
freqmul=1.0
volume=255
channel=30
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)>=20&&animelemtime(10)<=64
value=s4000,0
freqmul=0.3+1.2*cos((pi/2/45)*(animelemtime(10)-20))
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)>=20&&animelemtime(10)<=64
value=s4000,1
freqmul=0.3+1.2*cos((pi/2/45)*(animelemtime(10)-20))
volume=255
channel=22
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=65
value=s4100,1
freqmul=0.4
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=65
value=s4100,2
freqmul=1.0
volume=255
channel=22
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=65
value=s4100,0
freqmul=0.75
volume=255
channel=23
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=65
value=s4100,0
freqmul=0.75
volume=255
channel=24
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)>=70&&animelemtime(10)<=264
trigger1=animelemtime(10)%5=0
value=s4100,2
freqmul=1.0
volume=255
channel=26
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)>=70&&animelemtime(10)<=264
trigger1=animelemtime(10)%5=0
value=s4100,3
freqmul=1.0
volume=255
channel=25
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)>=70&&animelemtime(10)<=264
trigger1=animelemtime(10)%5=0
value=s4100,4
freqmul=0.6
volume=255
channel=27
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)>=70&&animelemtime(10)<=264
trigger1=animelemtime(10)%5=0
value=s4100,4
freqmul=0.4
volume=255
channel=28
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(1)>=33&&animelemtime(1)<=59
id=0
anim=14000
trans=addalpha
alpha=0,floor(128+128*cos((pi/2/27)*(animelemtime(1)-33)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(10)<=224
id=0
anim=14000
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=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)>=225&&animelemtime(10)<=284
id=0
anim=14000
trans=addalpha
alpha=0,floor(128*cos((pi/2/60)*(animelemtime(10)-225)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)>=285&&animelemtime(10)<=304
id=0
anim=14000
trans=addalpha
alpha=0,floor(256*sin((pi/2/20)*(animelemtime(10)-285)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(10)>=0&&animelemtime(10)<=64
trigger1=animelemtime(10)%floor(2+5*cos((pi/2/65)*animelemtime(10)))=0
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)>=65&&animelemtime(10)<=264
trigger1=animelemtime(10)%5=0
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(10)>=-3&&animelemtime(10)<=-1
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=300
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=bgpalfx
trigger1=animelemtime(1)>=33&&animelemtime(10)<=284
add=floor(-50+100*sin((2*pi/60)*(animelemtime(1)-33))),floor(-50+100*sin((2*pi/60)*(animelemtime(1)-33))),floor(-50+100*sin((2*pi/60)*(animelemtime(1)-33)))
invertall=1
time=2
ignorehitpause=1

[state ]
type=envshake
trigger1=animelemtime(10)>=0&&animelemtime(10)<=19
time=2
freq=180
ampl=floor((45-42*sin((pi/2/20)*animelemtime(10)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(10)>=20&&animelemtime(10)<=64
time=2
freq=180
ampl=floor(3*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(10)>=65&&animelemtime(10)<=74
time=2
freq=180
ampl=floor((120-110*sin((pi/2/10)*(animelemtime(10)-65)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(10)>=75&&animelemtime(10)<=264
time=2
freq=180
ampl=floor(10*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(10)>=265&&animelemtime(10)<=304
time=2
freq=180
ampl=floor((15-15*sin((pi/2/40)*(animelemtime(10)-265)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1

[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(10)<=284
flag=nobardisplay
ignorehitpause=1



;Pr̉錕B
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10170
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-53
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=6,-52
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10180
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-52
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=6,-52
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(10)=-5
id=var(50)
anim=10190
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=15,-120
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)=-5
id=var(50)
anim=10200
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=122
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=15,-120
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(10)=15
id=var(50)
anim=10191
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=30*9
removeongethit=0
pos=15,-120
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)=15
id=var(50)
anim=10201
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=122
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=30*9
removeongethit=0
pos=15,-120
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(10)=15+30*9
id=var(50)
anim=10192
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=15,-120
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)=15+30*9
id=var(50)
anim=10202
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=122
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=15,-120
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(10)=65
id=var(50)
anim=10210
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-51
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor((floor(sysfvar(3))%(3*7*2*2*21*321))/(3*7*2*2*21)),240
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)=65
id=var(50)
anim=10220
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-50
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor((floor(sysfvar(3))%(3*7*2*2*21*321))/(3*7*2*2*21)),240
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)=65
id=var(50)
anim=10220
;trans=addalpha
;alpha=256,256
facing=facing
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=120
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor((floor(sysfvar(3))%(3*7*2*2*21*321))/(3*7*2*2*21)),240
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(10)>=65&&animelemtime(10)<=264
trigger1=animelemtime(10)%5=0
projid=var(50)
projanim=40310
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=facing*floor((floor(sysfvar(3))%(3*7*2*2*21*321))/(3*7*2*2*21)),floor(pos y-screenpos y+240)
postype=left
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,ha
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=12,1
fall.damage=0
getpower=0,0
givepower=0,10
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=0
pausetime=0,3
guard.pausetime=0,3
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=1
air.fall=1
ground.velocity=0,-2
air.velocity=0,-2
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;BzB

[statedef 4200]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1



;KoB
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4000,0
freqmul=0.8
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4000,1
freqmul=0.8
volume=255
channel=22
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=32
value=s4000,0
freqmul=0.1+0.9*sin((pi/2/33)*animelemtime(1))
volume=255
channel=23
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=32
value=s4000,1
freqmul=0.1+0.9*sin((pi/2/33)*animelemtime(1))
volume=255
channel=24
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
id=0
anim=14000
trans=addalpha
alpha=0,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=32
id=0
anim=14000
trans=addalpha
alpha=floor(256*sin((pi/2/13)*(animelemtime(1)-20))),0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=33&&animelemtime(1)<=59
id=0
anim=14000
trans=addalpha
alpha=floor(256*cos((pi/2/27)*(animelemtime(1)-33))),floor(256*sin((pi/2/27)*(animelemtime(1)-33)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
time=2
freq=180
ampl=floor((240-240*sin((pi/2/10)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=14130
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-59
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=back
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-3000
ignorehitpause=1



;ՎϐZbgB
[state ]
type=null
trigger1=1||var(20):=20
trigger1=1||var(21):=2
trigger1=1||var(22):=25
trigger1=1||var(58):=160*floor(((animelemtime(23)+var(22))%20)/10)+(random%160)
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4100,0
freqmul=0.6
volume=255
channel=25
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s4100,0
freqmul=0.6
volume=255
channel=26
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=0
value=s1000,0
freqmul=1.0
volume=255
channel=27
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=0
value=s1000,1
freqmul=1.0
volume=255
channel=28
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=0
value=s3100,0
freqmul=1.0
volume=255
channel=29
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(10)=0
value=s3100,0
freqmul=1.0
volume=255
channel=30
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(16)=0
value=s40,0
freqmul=1.0
volume=255
channel=-1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(16)=0
value=s40,0
freqmul=1.0
volume=255
channel=-1
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(23)>=0&&animelemtime(23)<=199
trigger1=animelemtime(23)%10=0
value=s4200,0
freqmul=1.0+0.2*cos(random)
volume=255
channel=21+floor((animelemtime(23)%20)/10)
ignorehitpause=1

[state ]
type=playsnd
trigger1=(animelemtime(23)+var(22)-50)>=0&&(animelemtime(23)+var(22)-50)<=199
trigger1=(animelemtime(23)+var(22)-50)%10=0
value=s4100,2
freqmul=1.0+0.2*cos(var(58)**2)
volume=255
channel=23+floor(((animelemtime(23)-39)%20)/10)
ignorehitpause=1
[state ]
type=playsnd
trigger1=(animelemtime(23)+var(22)-50)>=0&&(animelemtime(23)+var(22)-50)<=199
trigger1=(animelemtime(23)+var(22)-50)%10=0
value=s4100,2
freqmul=1.0+0.2*cos(var(58)**2)
volume=255
channel=25+floor(((animelemtime(23)-39)%20)/10)
ignorehitpause=1
[state ]
type=playsnd
trigger1=(animelemtime(23)+var(22)-50)>=0&&(animelemtime(23)+var(22)-50)<=199
trigger1=(animelemtime(23)+var(22)-50)%10=0
value=s4200,1
freqmul=1.0+0.2*cos(var(58))
volume=255
channel=27
ignorehitpause=1

[state ]
type=playsnd
trigger1=(animelemtime(23)+var(22)-50)=190
value=s4200,2
freqmul=0.9
volume=255
channel=28
ignorehitpause=1
[state ]
type=playsnd
trigger1=(animelemtime(23)+var(22)-50)=190
value=s4200,2
freqmul=0.9
volume=255
channel=29
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(1)>=33&&animelemtime(1)<=59
id=0
anim=14000
trans=addalpha
alpha=0,floor(128+128*cos((pi/2/27)*(animelemtime(1)-33)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&(animelemtime(23)+var(22)-50)<=199
id=0
anim=14000
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=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(23)+var(22)-50)>=200&&(animelemtime(23)+var(22)-50)<=259
id=0
anim=14000
trans=addalpha
alpha=0,floor(128*cos((pi/2/60)*(animelemtime(23)+var(22)-50-200)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(23)+var(22)-50)>=260&&(animelemtime(23)+var(22)-50)<=279
id=0
anim=14000
trans=addalpha
alpha=0,floor(256*sin((pi/2/20)*(animelemtime(23)+var(22)-50-260)))
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=(animelemtime(23)+var(22)-50)>=0&&(animelemtime(23)+var(22)-50)<=199
trigger1=(animelemtime(23)+var(22)-50)%10=0
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483647
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(10)>=-3&&animelemtime(10)<=-1
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=300
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=bgpalfx
trigger1=animelemtime(1)>=33&&(animelemtime(23)+var(22)-50)<=259
add=floor(-50+100*sin((2*pi/60)*(animelemtime(1)-33))),floor(-50+100*sin((2*pi/60)*(animelemtime(1)-33))),floor(-50+100*sin((2*pi/60)*(animelemtime(1)-33)))
invertall=1
time=2
ignorehitpause=1

[state ]
type=envshake
trigger1=animelemtime(10)>=0&&animelemtime(10)<=19
time=2
freq=180
ampl=floor((45-42*sin((pi/2/20)*animelemtime(10)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(10)>=20&&(animelemtime(23)+var(22)-50)<=0
time=2
freq=180
ampl=floor(3*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=(animelemtime(23)+var(22)-50)>=0&&(animelemtime(23)+var(22)-50)<=189
time=2
freq=180
ampl=floor(10*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=(animelemtime(23)+var(22)-50)>=190&&(animelemtime(23)+var(22)-50)<=249
time=2
freq=180
ampl=floor((20-20*sin((pi/2/60)*(animelemtime(23)+var(22)-50-190)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1

[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&(animelemtime(23)+var(22)-50)<=259
flag=nobardisplay
ignorehitpause=1

[state ]
type=screenbound
trigger1=animelemtime(16)>=0&&animtime<=-1
value=0
movecamera=0,1
ignorehitpause=1



;rWAZbgB
[state ]
type=trans
trigger1=animelemtime(16)>=17&&animelemtime(16)<=26
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(16)-17))),floor(256*sin((pi/2/10)*(animelemtime(16)-17)))
ignorehitpause=1



;WݒB
[state ]
type=turn
triggerall=ifelse(facing=1,screenpos x,320-screenpos x)<160
trigger1=animelemtime(16)=0
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(16)>=0&&animelemtime(16)<=26
x=-18
ignorehitpause=1
[state ]
type=posset
trigger1=animelemtime(16)>=27&&animelemtime(24)<=-1
x=-facing*280
ignorehitpause=1
[state ]
type=posset
trigger1=animelemtime(24)>=0&&animtime<=-1
x=-facing*(280-3*animelemtime(24))
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=1



;Pr̉錕B
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10170
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-51
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=6,-52
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
id=var(50)
anim=10180
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-50
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=6,-52
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(10)=-5
id=var(50)
anim=10193
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=120
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=15,-120
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(10)=-5
id=var(50)
anim=10203
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=15,-120
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;򉻂̉B
[state ]
type=explod
trigger1=(animelemtime(23)+var(22))>=0&&(animelemtime(23)+var(22))<=199
trigger1=(animelemtime(23)+var(22))%10=0
id=var(50)
anim=10150
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=60
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor((-(50-var(21))*var(20)*0.3333)+(var(58)%320)),floor(screenpos y-pos y-(50-var(21))*var(20)+(20-(var(58)**2)%41))
postype=back
random=0,0
bindtime=1
vel=var(20)*0.3333,var(20)
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(23)+var(22))>=0&&(animelemtime(23)+var(22))<=199
trigger1=(animelemtime(23)+var(22))%10=0
id=var(50)
anim=10151
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.5,(2-var(57))*0.5*0.5
shadow=0,0,0
sprpriority=61
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor((-(50-var(21))*var(20)*0.3333)+(var(58)%320)),floor(screenpos y-pos y-(50-var(21))*var(20)+(20-(var(58)**2)%41))
postype=back
random=0,0
bindtime=1
vel=var(20)*0.3333,var(20)
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=(animelemtime(23)+var(22))>=0&&(animelemtime(23)+var(22))<=199
trigger1=(animelemtime(23)+var(22))%10=0
id=var(50)
anim=10164
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=60
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=var(58)%320,floor(screenpos y-pos y+(20-(var(58)**2)%41))
postype=back
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(23)+var(22))>=0&&(animelemtime(23)+var(22))<=199
trigger1=(animelemtime(23)+var(22))%10=0
id=var(50)
anim=10165
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.7,(2-var(57))*0.5*0.7
shadow=0,0,0
sprpriority=61
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=var(58)%320,floor(screenpos y-pos y+(20-(var(58)**2)%41))
postype=back
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
trigger1=(animelemtime(23)+var(22))>=0&&(animelemtime(23)+var(22))<=199
trigger1=(animelemtime(23)+var(22))%10=0
projid=var(50)
projanim=40320
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=var(58)%320,20-(var(58)**2)%41
postype=back
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=55+10
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,ha
hitflag=hlafdp
guardflag=
affectteam=b
priority=2147483647,h
hitonce=0
numhits=1
damage=30,3
fall.damage=0
getpower=0,0
givepower=0,10
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=0
pausetime=0,15
guard.pausetime=0,15
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=1
air.fall=1
ground.velocity=-1,-3
air.velocity=-1,-3
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;WXe[gB

;
;ʏŌAA1~3iځB
;ʏŌ6AAA4iځB
;ʏŌAAA1iځB
;ʏŌAA1~3iځB

[statedef 11000]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1


;
;{ݒB

;ȊOB
[state ]
type=changeanim
trigger1=anim!=var(50)+floor((floor(sysfvar(4))%(3*7*2))/(3*7))
value=var(50)+floor((floor(sysfvar(4))%(3*7*2))/(3*7))
ignorehitpause=1


;
;t[ۑpՎϐZbgB

;IvVځB
[state ]
type=null
triggerall=1||var(20):=2
trigger1=var(50)=6200
trigger1=1||var(20):=4
trigger2=var(50)=6210
trigger2=1||var(20):=2
trigger3=var(50)=6220
trigger3=1||var(20):=4
trigger4=var(50)=6230
trigger4=1||var(20):=6
trigger5=var(50)=6400
trigger5=1||var(20):=5
trigger6=var(50)=6600
trigger6=1||var(20):=4
trigger7=var(50)=6610
trigger7=1||var(20):=4
trigger8=var(50)=6620
trigger8=1||var(20):=6
ignorehitpause=1


;
;{ݒitjB

;ȊOB
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1

;IvVځB
[state ]
type=statetypeset
triggerall=var(50)=6200||var(50)=6210||var(50)=6220||var(50)=6230
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=statetypeset
triggerall=var(50)=6400
trigger1=1
statetype=c
movetype=a
ignorehitpause=1
[state ]
type=statetypeset
triggerall=var(50)=6600||var(50)=6610||var(50)=6620
trigger1=1
statetype=a
movetype=a
ignorehitpause=1


;
;B

;ȊOB
[state ]
type=playsnd
trigger1=animelemtime(var(20))=0
value=s1000,3
freqmul=1.3
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(var(20))=0
value=s1000,4
freqmul=1.0
volume=255
channel=2
ignorehitpause=1

;IvVځB
[state ]
type=playsnd
triggerall=var(50)=6230||var(50)=6620
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
triggerall=var(50)=6230||var(50)=6620
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=4
ignorehitpause=1


;
;ʐݒB

;ȊOB
[state ]
type=envshake
trigger1=animelemtime(var(20))>=0&&animelemtime(var(20))<=7
time=2
freq=180
ampl=floor((8-8*sin((pi/2/8)*animelemtime(var(20))))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1


;
;WݒB

;ȊOB
[state ]
type=posadd
triggerall=ifelse(facing=1,320-screenpos x,screenpos x)<120
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
x=0.2*(ifelse(facing=1,320-screenpos x,screenpos x)-120)
ignorehitpause=1



;IvVځB
[state ]
type=velset
triggerall=animelemtime(var(20))=-3+floor((floor(sysfvar(4))%(3*7*2))/(3*7))
triggerall=floor(facing*(enemynear,screenpos x-screenpos x))>=60
trigger1=var(50)=6200
trigger1=1||fvar(0):=7
trigger2=var(50)=6210
trigger2=1||fvar(0):=15
trigger3=var(50)=6220
trigger3=1||fvar(0):=40
trigger4=var(50)=6230
trigger4=1||fvar(0):=40
trigger5=var(50)=6400
trigger5=1||fvar(0):=20
x=fvar(0)*0.003125*floor(facing*(enemynear,screenpos x-screenpos x)-60)
ignorehitpause=1
[state ]
type=statetypeset
triggerall=var(50)=6600||var(50)=6610||var(50)=6620
trigger1=pos y>=-1
statetype=s
ignorehitpause=1
[state ]
type=velset
triggerall=var(50)=6600||var(50)=6610||var(50)=6620
triggerall=statetype=a
trigger1=animelemtime(1)=0
x=0.2*vel x+0.8-1.6*var(1)
y=0.2*vel y-0.8+3.2*var(3)
ignorehitpause=1
[state ]
type=velset
triggerall=var(50)=6600||var(50)=6610||var(50)=6620
triggerall=statetype=s
trigger1=1
y=0
ignorehitpause=1
[state ]
type=posset
triggerall=var(50)=6600||var(50)=6610||var(50)=6620
triggerall=statetype=s
trigger1=1
y=-1
ignorehitpause=1
[state ]
type=velset
triggerall=statetype=s
triggerall=floor(facing*(enemynear,screenpos x-screenpos x))>=60
trigger1=var(50)=6600
trigger1=1||fvar(0):=5
trigger2=var(50)=6610
trigger2=1||fvar(0):=20
trigger3=var(50)=6620
trigger3=1||fvar(0):=15
x=fvar(0)*0.003125*floor(facing*(enemynear,screenpos x-screenpos x)-60)
ignorehitpause=1


;
;ZB

;IvVځB
[state ]
type=velset
trigger1=var(50)=6200||var(50)=6210||var(50)=6220||var(50)=6230||var(50)=6400
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=1
[state ]
type=velset
trigger1=var(50)=6600||var(50)=6610||var(50)=6620
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y
ignorehitpause=1


;
;GtFNgˏoWۑpՎϐZbgB

;IvVځB
[state ]
type=null
trigger1=var(50)=6200
trigger1=1||var(21):=11020||fvar(2):=-67||fvar(3):=-87
trigger2=var(50)=6210
trigger2=1||var(21):=11000||fvar(2):=109||fvar(3):=-13
trigger3=var(50)=6220
trigger3=1||var(21):=11021||fvar(2):=-54||fvar(3):=-93
trigger4=var(50)=6230
trigger4=1||var(21):=11000||fvar(2):=109||fvar(3):=-3
trigger5=var(50)=6400
trigger5=1||var(21):=11010||fvar(2):=-39||fvar(3):=-102
trigger6=var(50)=6600
trigger6=1||var(21):=11020||fvar(2):=-67||fvar(3):=-87
trigger7=var(50)=6610
trigger7=1||var(21):=11021||fvar(2):=-54||fvar(3):=-93
trigger8=var(50)=6620
trigger8=1||var(21):=11000||fvar(2):=109||fvar(3):=-3
ignorehitpause=1


;
;B

;ȊOB
[state ]
type=explod
trigger1=animelemtime(var(20))=-3+floor((floor(sysfvar(4))%(3*7*2))/(3*7))
id=var(50)
anim=var(21)
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=108
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))=-3+floor((floor(sysfvar(4))%(3*7*2))/(3*7))
id=var(50)
anim=var(21)+30
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=109
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))=-3+floor((floor(sysfvar(4))%(3*7*2))/(3*7))
id=var(50)
anim=var(21)+30
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=120
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1


;
;U{́B

;IvVځB
[state ]
type=null
trigger1=var(50)=6200
trigger1=1||fvar(4):=1||fvar(5):=-6||fvar(6):=1||fvar(7):=6
trigger2=var(50)=6210
trigger2=1||fvar(4):=-3||fvar(5):=-6||fvar(6):=-1||fvar(7):=30
trigger3=var(50)=6220
trigger3=1||fvar(4):=-3||fvar(5):=-5||fvar(6):=-3||fvar(7):=-5
trigger4=var(50)=6230
trigger4=1||fvar(4):=-1||fvar(5):=-6||fvar(6):=-1||fvar(7):=-6
trigger5=var(50)=6400
trigger5=1||fvar(4):=1||fvar(5):=-6||fvar(6):=1||fvar(7):=-6
trigger6=var(50)=6600
trigger6=1||fvar(4):=1||fvar(5):=-6||fvar(6):=1||fvar(7):=6
trigger7=var(50)=6610
trigger7=1||fvar(4):=-1||fvar(5):=-6||fvar(6):=-1||fvar(7):=-6
trigger8=var(50)=6620
trigger8=1||fvar(4):=-30||fvar(5):=-6||fvar(6):=-30||fvar(7):=-6
ignorehitpause=1

;ȊOB
[state ]
type=hitdef
triggerall=statetype=s
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=s,na
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,7
guard.pausetime=0,7
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=1
air.fall=1
ground.velocity=fvar(4),fvar(5)
air.velocity=fvar(6),fvar(7)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1

[state ]
type=hitdef
triggerall=statetype=c||statetype=l
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=c,na
hitflag=hlafdp
guardflag=l
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,7
guard.pausetime=0,7
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=1
air.fall=1
ground.velocity=fvar(4),fvar(5)
air.velocity=fvar(6),fvar(7)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1

[state ]
type=hitdef
triggerall=statetype=a
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=a,na
hitflag=hlafdp
guardflag=a
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,7
guard.pausetime=0,7
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=1
air.fall=1
ground.velocity=fvar(4),fvar(5)
air.velocity=fvar(6),fvar(7)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1


;
;Xe[gԍۑϐZbgB

[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;236ˁB

[statedef 11100]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1



;t[ۑpՎϐZbgB
[state ]
type=null
triggerall=1||var(20):=2
trigger1=var(50)=2000
trigger1=1||var(20):=8
trigger1=1||var(21):=11
trigger2=var(50)=2001
trigger2=1||var(20):=3
ignorehitpause=1



;{ݒitjB
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=var(50)=2000
trigger1=animelemtime(var(20)-1)=0
trigger2=var(50)=2000
trigger2=animelemtime(var(21)-1)=0
trigger3=var(50)=2001
trigger3=animelemtime(var(20)-1)=0
value=s1000,0
freqmul=1.0
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=var(50)=2000
trigger1=animelemtime(var(20)-1)=0
trigger2=var(50)=2000
trigger2=animelemtime(var(21)-1)=0
trigger3=var(50)=2001
trigger3=animelemtime(var(20)-1)=0
value=s1000,1
freqmul=1.0
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
triggerall=var(50)=2000
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
triggerall=var(50)=2000
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=4
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=var(50)=2000
trigger1=animelemtime(var(20))>=0&&animelemtime(var(20))<=1
trigger2=var(50)=2000
trigger2=animelemtime(var(21))>=0&&animelemtime(var(21))<=1
trigger3=var(50)=2001
trigger3=animelemtime(var(20))>=0&&animelemtime(var(20))<=1
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=envshake
triggerall=var(50)=2000
trigger1=animelemtime(var(20)-1)>=0&&animelemtime(var(20)-1)<=14
time=2
freq=180
ampl=floor((20-20*sin((pi/2/15)*animelemtime(var(20)-1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
triggerall=var(50)=2000
trigger1=animelemtime(var(21)-1)>=0&&animelemtime(var(21)-1)<=14
time=2
freq=180
ampl=floor((20-20*sin((pi/2/15)*animelemtime(var(21)-1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
triggerall=var(50)=2001
trigger1=animelemtime(var(20)-1)>=0&&animelemtime(var(20)-1)<=14
time=2
freq=180
ampl=floor((20-20*sin((pi/2/15)*animelemtime(var(20)-1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;WݒB
[state ]
type=velset
triggerall=animelemtime(var(20)-1)=0
triggerall=floor(facing*(enemynear,screenpos x-screenpos x))>=60
trigger1=1
x=50*0.003125*floor(facing*(enemynear,screenpos x-screenpos x)-60)
ignorehitpause=1

[state ]
type=posadd
triggerall=ifelse(facing=1,320-screenpos x,screenpos x)<240
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
x=0.2*(ifelse(facing=1,320-screenpos x,screenpos x)-240)
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=1



;GtFNgˏoWۑpՎϐZbgB
[state ]
type=null
trigger1=var(50)=2000
trigger1=1||var(22):=10023||fvar(2):=-80||fvar(3):=-40
trigger1=1||var(23):=10000||fvar(4):=50||fvar(5):=0
trigger2=var(50)=2001
trigger2=1||var(22):=10023||fvar(2):=-80||fvar(3):=-60
ignorehitpause=1



;KGtFNgB
[state ]
type=explod
triggerall=var(50)=2000
trigger1=animelemtime(1)=0
id=var(50)
anim=14120
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-99
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=const(size.mid.pos.x),const(size.mid.pos.y)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=2000
trigger1=animelemtime(1)=0
id=var(50)
anim=14121
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.5,(2-var(57))*0.5*0.5
shadow=0,0,0
sprpriority=-98
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=const(size.mid.pos.x),const(size.mid.pos.y)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;B
[state ]
type=explod
triggerall=var(50)=2000
trigger1=animelemtime(var(20)-1)=0
id=var(50)
anim=var(22)
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=120
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=2000
trigger1=animelemtime(var(20)-1)=0
id=var(50)
anim=var(22)+30
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
triggerall=var(50)=2000
trigger1=animelemtime(var(21)-1)=0
id=var(50)
anim=var(23)
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=120
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(4)),floor(fvar(5))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=2000
trigger1=animelemtime(var(21)-1)=0
id=var(50)
anim=var(23)+30
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(4)),floor(fvar(5))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
triggerall=var(50)=2001
trigger1=animelemtime(var(20)-1)=0
id=var(50)
anim=var(22)
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=120
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=2001
trigger1=animelemtime(var(20)-1)=0
id=var(50)
anim=var(22)+30
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=projectile
triggerall=var(50)=2000
trigger1=animelemtime(var(20))=0
projid=var(50)
projanim=var(22)+30090
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(fvar(2)),floor(fvar(3))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=8
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=60,6
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,10
guard.pausetime=0,10
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=1
air.fall=1
ground.velocity=1,-6
air.velocity=1,6
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1
[state ]
type=projectile
triggerall=var(50)=2000
trigger1=animelemtime(var(21))=0
projid=var(50)
projanim=var(23)+30090
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(fvar(4)),floor(fvar(5))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=8
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=60,6
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,10
guard.pausetime=0,10
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=1
air.fall=1
ground.velocity=-5,30
air.velocity=-5,30
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1

[state ]
type=projectile
triggerall=var(50)=2001
trigger1=animelemtime(var(20))=0
projid=var(50)
projanim=var(22)+30090
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(fvar(2)),floor(fvar(3))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=8
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=120,12
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,10
guard.pausetime=0,10
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=1
air.fall=1
ground.velocity=-2,-40
air.velocity=-2,-40
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=2.1
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;
;214ˁB

[statedef 11200]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256007
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256007
value=1836769491
persistent=256
ignorehitpause=1

;{ݒB
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1



;t[ۑpՎϐZbgB
[state ]
type=null
triggerall=1||var(20):=2
trigger1=var(50)=2200
trigger1=1||var(20):=8
trigger2=var(50)=2201
trigger2=1||var(20):=4
ignorehitpause=1



;{ݒitjB
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(var(20))=0
value=s1000,3
freqmul=1.3
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(var(20))=0
value=s1000,4
freqmul=1.0
volume=255
channel=2
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(var(20))=10
trigger2=animelemtime(var(20))=20
value=s3100,1
freqmul=0.8
volume=255
channel=11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(var(20))=10
trigger2=animelemtime(var(20))=20
value=s3200,0
freqmul=0.8
volume=255
channel=12
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(var(20))=10
trigger2=animelemtime(var(20))=20
value=s3200,1
freqmul=0.8
volume=255
channel=13
ignorehitpause=1

[state ]
type=playsnd
triggerall=var(50)=2200
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
triggerall=var(50)=2200
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=4
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(var(20))>=0&&animelemtime(var(20))<=1
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=2200
trigger1=animelemtime(1)>=0&&animelemtime(1)<=1
id=0
anim=14000
trans=addalpha
alpha=256,0
facing=1
vfacing=1
scale=1,1
shadow=0,0,0
sprpriority=-2147483648
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=left
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=envshake
trigger1=animelemtime(var(20))>=0&&animelemtime(var(20))<=14
time=2
freq=180
ampl=floor((20-20*sin((pi/2/15)*animelemtime(var(20))))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;WݒB
[state ]
type=velset
triggerall=animelemtime(var(20))=-3
triggerall=floor(facing*(enemynear,screenpos x-screenpos x))>=60
trigger1=1
x=10*0.003125*floor(facing*(enemynear,screenpos x-screenpos x)-60)
ignorehitpause=1

[state ]
type=posadd
triggerall=ifelse(facing=1,320-screenpos x,screenpos x)<300
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
x=0.2*(ifelse(facing=1,320-screenpos x,screenpos x)-300)
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=1



;GtFNgˏoWۑpՎϐZbgB
[state ]
type=null
trigger1=1||var(21):=11020||fvar(2):=-67||fvar(3):=-87
ignorehitpause=1



;KGtFNgB
[state ]
type=explod
triggerall=var(50)=2200
trigger1=animelemtime(1)=0
id=var(50)
anim=14120
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-79
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=const(size.mid.pos.x),const(size.mid.pos.y)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=2200
trigger1=animelemtime(1)=0
id=var(50)
anim=14121
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.5,(2-var(57))*0.5*0.5
shadow=0,0,0
sprpriority=-78
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=const(size.mid.pos.x),const(size.mid.pos.y)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;B
[state ]
type=explod
trigger1=animelemtime(var(20))=-3
id=var(50)
anim=var(21)
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=108
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))=-3
id=var(50)
anim=var(21)+30
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=109
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))=-3
id=var(50)
anim=var(21)+30
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=120
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=floor(fvar(2)),floor(fvar(3))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;B
[state ]
type=explod
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10066+100000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-70
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=100,floor(-pos y)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10067+100000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.6,(2-var(57))*0.5*0.6
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=100,floor(-pos y)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10068+100000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-70
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=200,floor(-pos y)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10069+100000*floor((floor(sysfvar(4))%(3*7*2))/(3*7))
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.6,(2-var(57))*0.5*0.6
shadow=0,0,0
sprpriority=121
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=200,floor(-pos y)
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=hitdef
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,4
guard.pausetime=0,4
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=1
air.fall=1
ground.velocity=-1,-6
air.velocity=-1,-6
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;U{́B
[state ]
type=projectile
trigger1=animelemtime(var(20))=0
projid=var(50)
projanim=40280
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=100,floor(-pos y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=20
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=120,12
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,4
guard.pausetime=0,4
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=1
air.fall=1
ground.velocity=-2,-40
air.velocity=-2,-40
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=2.1
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1
[state ]
type=projectile
trigger1=animelemtime(var(20))=0
projid=var(50)
projanim=40281
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=200,floor(-pos y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=30
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=120,12
fall.damage=0
getpower=50,25
givepower=0,10
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=0
pausetime=0,4
guard.pausetime=0,4
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=1
air.fall=1
ground.velocity=-2,-40
air.velocity=-2,-40
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=2.1
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;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=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1









