[begin action 33000]
clsn2default:1
clsn2[0]=-14,-84,11,0
1000,0,0,0,4
1000,1,0,0,16
1000,2,0,0,2
1000,3,0,0,4
1000,4,0,0,2
clsn1:2
clsn1[0]=-55,-115,30,-66
clsn1[1]=0,-90,105,-5
1000,5,0,0,2
clsn1:2
clsn1[0]=-55,-115,30,-66
clsn1[1]=0,-90,105,-5
1000,6,0,0,2
1000,7,0,0,6
1000,8,0,0,6
3000,0,0,0,8
clsn1:1
clsn1[0]=20,-150,110,-5
3000,1,0,0,2
clsn1:1
clsn1[0]=20,-150,110,-5
3000,2,0,0,2
3000,3,0,0,3
3000,4,0,0,3
6210,0,0,0,6
6210,1,0,0,2
210,0,0,0,2
210,1,0,0,2
210,2,0,0,2
clsn1:1
clsn1[0]=3,-93,83,0
210,3,0,0,8
220,0,0,0,2
220,1,0,0,2
clsn1:1
clsn1[0]=20,-83,95,0
220,2,0,0,4
220,3,0,0,6
220,1,0,0,2
clsn1:1
clsn1[0]=20,-83,95,0
220,2,0,0,4
230,0,0,0,2
230,1,0,0,2
230,2,0,0,2
230,3,0,0,2
clsn1:1
clsn1[0]=0,-120,122,0
230,4,0,0,4
230,5,0,0,4
240,0,0,0,4
clsn1:1
clsn1[0]=0,-95,95,0
240,1,0,0,4
240,2,0,0,4
240,3,0,0,4
240,4,0,0,2
3000,10,0,0,2
3000,11,0,0,6
3000,12,0,0,2
clsn1:2
clsn1[0]=-65,-45,95,15
clsn1[1]=-65,-90,0,-45
3000,13,0,0,2
clsn1:2
clsn1[0]=-65,-45,95,15
clsn1[1]=-65,-90,0,-45
3000,14,0,0,2
6220,0,0,0,3
6220,1,0,0,6
6220,2,0,0,3
3000,0,0,0,8
clsn1:1
clsn1[0]=20,-150,110,-5
3000,1,0,0,2
clsn1:1
clsn1[0]=20,-150,110,-5
3000,2,0,0,2
3000,3,0,0,3
3000,4,0,0,3
6210,0,0,0,6
1000,2,0,0,2
1000,3,0,0,4
1000,4,0,0,2
clsn1:2
clsn1[0]=-55,-115,30,-66
clsn1[1]=0,-90,105,-5
1000,5,0,0,2
clsn1:2
clsn1[0]=-55,-115,30,-66
clsn1[1]=0,-90,105,-5
1000,6,0,0,2
1000,7,0,0,4
3000,15,0,0,2
3000,16,0,0,2
3000,17,0,0,8
3000,18,0,0,2
3000,19,0,0,2
clsn1:1
clsn1[0]=10,-110,100,0
3000,20,0,0,2
clsn1:1
clsn1[0]=10,-110,100,0
3000,21,0,0,2
3000,22,0,0,8
3000,23,0,0,4
3000,24,0,0,4
3000,25,0,0,4

[statedef 13000]
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)+20000
trigger2=animtime=0
value=var(50)+20000
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=animelemtime(1)>=0&&animelemtime(10)<=-1
trigger2=animelemtime(10)>=0&&animelemtime(17)<=-1
trigger3=animelemtime(38)>=0&&animelemtime(46)<=-1
trigger4=animelemtime(46)>=0&&animelemtime(52)<=-1
trigger5=animelemtime(52)>=0&&animelemtime(58)<=-1
trigger6=animelemtime(58)>=0&&animtime<=-1
value=110
ignorehitpause=1



;KEZoB
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s3000,0
freqmul=0.8
volume=255
channel=21
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s3000,0
freqmul=0.8
volume=255
channel=22
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s9100,1
freqmul=0.9
volume=255
channel=23
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
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)>=10&&animelemtime(1)<=19
id=0
anim=14000
trans=addalpha
alpha=0,floor(256*sin((pi/2/10)*(animelemtime(1)-10)))
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)<=19
time=2
freq=180
ampl=floor((10-10*sin((pi/2/20)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
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,(2-var(57))*0.5
shadow=0,0,0
sprpriority=-39
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=-38,-88
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=14120
;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=-38
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=-38,-88
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-3000
ignorehitpause=1



;B
[state ]
type=playsnd
trigger1=animelemtime(58)=0
value=s1000,2
freqmul=1.0
volume=255
channel=24
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(58)=0
value=s1000,2
freqmul=1.0
volume=255
channel=25
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(6)=-3
trigger2=animelemtime(11)=-3
trigger3=animelemtime(41)=-3
trigger4=animelemtime(47)=-3
trigger5=animelemtime(55)=-3
trigger6=animelemtime(63)=-3
value=s1000,3
freqmul=1.3
volume=255
channel=26
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=-3
trigger2=animelemtime(11)=-3
trigger3=animelemtime(41)=-3
trigger4=animelemtime(47)=-3
trigger5=animelemtime(55)=-3
trigger6=animelemtime(63)=-3
value=s1000,4
freqmul=1.0
volume=255
channel=27
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(20)=-4
value=s210,0
freqmul=1.0
volume=255
channel=28
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(23)=-4
trigger2=animelemtime(26)=-4
trigger3=animelemtime(31)=-4
trigger4=animelemtime(34)=-4
value=s220,0
freqmul=1.0
volume=255
channel=29
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(31)=-4
trigger2=animelemtime(34)=-4
value=s230,0
freqmul=1.0
volume=255
channel=30
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(6)>=0&&animelemtime(8)<=0
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(8)>=1&&animelemtime(8)<=10
id=0
anim=14000
trans=addalpha
alpha=0,floor(192*sin((pi/2/10)*(animelemtime(8)-1)))
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(8)>=11&&animelemtime(63)<=-1
id=0
anim=14000
trans=addalpha
alpha=0,192
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(63)>=0&&animelemtime(63)<=19
id=0
anim=14000
trans=addalpha
alpha=0,floor(256*sin((pi/2/20)*animelemtime(63)))
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=bgpalfx
trigger1=animelemtime(8)>=1&&animelemtime(63)<=-2
invertall=1
time=2
ignorehitpause=1

[state ]
type=envshake
trigger1=animelemtime(6)>=0&&animelemtime(6)<=5
time=2
freq=180
ampl=floor((32-32*sin((pi/2/6)*animelemtime(6)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(11)>=0&&animelemtime(11)<=5
time=2
freq=180
ampl=floor((32-32*sin((pi/2/6)*animelemtime(11)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(20)>=0&&animelemtime(20)<=3
time=2
freq=180
ampl=floor((8-8*sin((pi/2/4)*animelemtime(20)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(23)>=0&&animelemtime(23)<=3
time=2
freq=180
ampl=floor((8-8*sin((pi/2/4)*animelemtime(23)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(26)>=0&&animelemtime(26)<=3
time=2
freq=180
ampl=floor((8-8*sin((pi/2/4)*animelemtime(26)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(31)>=0&&animelemtime(31)<=3
time=2
freq=180
ampl=floor((16-16*sin((pi/2/4)*animelemtime(31)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(34)>=0&&animelemtime(34)<=3
time=2
freq=180
ampl=floor((16-16*sin((pi/2/4)*animelemtime(34)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(41)>=0&&animelemtime(41)<=5
time=2
freq=180
ampl=floor((32-32*sin((pi/2/6)*animelemtime(41)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(47)>=0&&animelemtime(47)<=5
time=2
freq=180
ampl=floor((32-32*sin((pi/2/6)*animelemtime(47)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(55)>=0&&animelemtime(55)<=5
time=2
freq=180
ampl=floor((32-32*sin((pi/2/6)*animelemtime(55)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(63)>=0&&animelemtime(63)<=5
time=2
freq=180
ampl=floor((32-32*sin((pi/2/6)*animelemtime(63)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1

[state ]
type=assertspecial
trigger1=animelemtime(8)>=1&&animelemtime(63)<=-1
flag=nobardisplay
ignorehitpause=1



;rWAZbgB
[state ]
type=afterimage
trigger1=animelemtime(8)=1
time=211
length=16
timegap=1
framegap=1
palcolor=256
palinvertall=0
palbright=0,0,0
palcontrast=256,256,256
paladd=-16,-16,-16
palmul=1,1,1
trans=sub
ignorehitpause=1



;WݒB
[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
[state ]
type=turn
triggerall=facing*(enemynear,screenpos x-screenpos x)<0
trigger1=animelemtime(1)=20
ignorehitpause=1
[state ]
type=velset
triggerall=floor(facing*(enemynear,screenpos x-screenpos x))>=60
trigger1=animelemtime(6)=-4
trigger1=1||fvar(0):=60
x=fvar(0)*0.003125*floor(facing*(enemynear,screenpos x-screenpos x)-60)
ignorehitpause=1

[state ]
type=posadd
trigger1=animelemtime(8)>=1&&animelemtime(65)<=-1
x=0.2*(ifelse(facing=1,320-screenpos x,screenpos x)-(280-(120.0/191)*(animelemtime(8)-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+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



;GtFNgˏoWۑpՎϐZbgB
[state ]
type=null
trigger1=animelemtime(1)>=0&&animelemtime(10)<=-1
trigger1=1||var(20):=11020||fvar(1):=-67||fvar(2):=-87
trigger2=animelemtime(10)>=0&&animelemtime(17)<=-1
trigger2=1||var(20):=11000||fvar(1):=109||fvar(2):=-13
trigger3=animelemtime(38)>=0&&animelemtime(46)<=-1
trigger3=1||var(20):=11021||fvar(1):=-54||fvar(2):=-93
trigger4=animelemtime(46)>=0&&animelemtime(52)<=-1
trigger4=1||var(20):=11000||fvar(1):=109||fvar(2):=-13
trigger5=animelemtime(52)>=0&&animelemtime(58)<=-1
trigger5=1||var(20):=11020||fvar(1):=-67||fvar(2):=-87
trigger6=animelemtime(58)>=0&&animtime<=-1
trigger6=1||var(20):=11000||fvar(1):=109||fvar(2):=-3
ignorehitpause=1

;B
[state ]
type=explod
trigger1=animelemtime(6)=-3
trigger2=animelemtime(11)=-3
trigger3=animelemtime(41)=-3
trigger4=animelemtime(47)=-3
trigger5=animelemtime(55)=-3
trigger6=animelemtime(63)=-3
id=var(50)
anim=var(20)
;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(1)),floor(fvar(2))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=-3
trigger2=animelemtime(11)=-3
trigger3=animelemtime(41)=-3
trigger4=animelemtime(47)=-3
trigger5=animelemtime(55)=-3
trigger6=animelemtime(63)=-3
id=var(50)
anim=var(20)+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(1)),floor(fvar(2))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=-3
trigger2=animelemtime(11)=-3
trigger3=animelemtime(41)=-3
trigger4=animelemtime(47)=-3
trigger5=animelemtime(55)=-3
trigger6=animelemtime(63)=-3
id=var(50)
anim=var(20)+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(1)),floor(fvar(2))
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;WvƂB
[state ]
type=explod
trigger1=animelemtime(23)=-4
trigger2=animelemtime(26)=-4
id=var(50)
anim=14222
;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=-37
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(23)=-4
trigger2=animelemtime(26)=-4
id=var(50)
anim=14223
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.4,(2-var(57))*0.5*0.4
shadow=0,0,0
sprpriority=100
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(34)=-4
id=var(50)
anim=14230
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.8,(2-var(57))*0.5*0.8
shadow=0,0,0
sprpriority=-36
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=const(size.mid.pos.x)+130,const(size.mid.pos.y)
postype=p1
random=0,0
bindtime=1
vel=-1.5,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(34)=-4
id=var(50)
anim=14231
;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=101
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=const(size.mid.pos.x)+130,const(size.mid.pos.y)
postype=p1
random=0,0
bindtime=1
vel=-1.5,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=hitdef
trigger1=animelemtime(6)=0
trigger2=animelemtime(11)=0
trigger3=animelemtime(20)=0
trigger4=animelemtime(23)=0
trigger5=animelemtime(26)=0
trigger6=animelemtime(31)=0
trigger7=animelemtime(34)=0
trigger8=animelemtime(41)=0
trigger9=animelemtime(47)=0
trigger10=animelemtime(55)=0
trigger11=animelemtime(63)=0
id=var(50)
chainid=-1
nochainid=-1
attr=s,ha
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=0,0
givepower=0,10
kill=0
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=0,0
air.velocity=0,0
;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=targetstate
triggerall=numtarget=[1,8]
triggerall=movehit=1
trigger1=animelemtime(1)>=0&&animelemtime(58)<=-1
value=13002
ignorehitpause=1
[state ]
type=targetdrop
triggerall=numtarget=[1,8]
triggerall=movehit=1
trigger1=animelemtime(1)>=0&&animelemtime(58)<=-1
ignorehitpause=1

[state ]
type=hitdef
trigger1=animelemtime(63)=0
id=var(50)
chainid=-1
nochainid=-1
attr=s,ha
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=150,15
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=0,0
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=0,0
air.velocity=0,0
;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=targetstate
triggerall=numtarget=[1,8]
triggerall=movehit=1
trigger1=animelemtime(58)>=0&&animtime<=-1
value=10271
ignorehitpause=1
[state ]
type=targetdrop
triggerall=numtarget=[1,8]
triggerall=movehit=1
trigger1=animelemtime(58)>=0&&animtime<=-1
ignorehitpause=1



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animelemtime(8)=-1+1
triggerall=movehit!=[1,4]
trigger1=1||var(50):=13001
trigger1=ishelper(100000)
sysvar(0)=var(50)
ignorehitpause=1
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(100000)
sysvar(0)=var(50)
ignorehitpause=1

[statedef 13001]
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)+20000
trigger2=animtime=0
value=var(50)+20000
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
id=0
anim=14000
trans=addalpha
alpha=0,floor(256*sin((pi/2/10)*animelemtime(1)))
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



;Xe[gԍۑϐZbgB
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(100000)
sysvar(0)=var(50)
ignorehitpause=1

[statedef 13002]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=time>=0&&time<=4
value=5002
ignorehitpause=1
[state ]
type=changeanim
trigger1=time=5
value=5007
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=h
physics=s
ignorehitpause=1
[state ]
type=posadd
trigger1=time>=0&&time<=19
x=0.2*floor(facing*(enemy(enemy(0),sysvar(0)%257000!=256007),screenpos x-screenpos x)-60)
ignorehitpause=1
[state ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[state ]
type=offset
trigger1=time>=0&&time<=4
x=1-random%3
y=1-random%3
ignorehitpause=1
[state ]
type=selfstate
trigger1=time>=30
value=0
persistent=256
ignorehitpause=1









