[begin action 31050]
clsn2default:1
clsn2[0]=-14,-84,11,0
1000,2,0,0,2
1000,3,0,0,4
1000,4,0,0,2
clsn1:2
clsn1[0]=-70,-130,40,-50
clsn1[1]=0,-110,150,0
1000,5,0,0,2
clsn1:2
clsn1[0]=-70,-130,40,-50
clsn1[1]=0,-110,150,0
1000,6,0,0,2
1000,7,0,0,2
1000,1000,0,0,3
3000,0,0,0,20
3000,1,0,0,2
3000,2,0,0,2
3000,3,0,0,2
3000,4,0,0,2
6210,0,0,0,21
6210,1,0,0,6
6210,2,0,0,4
6210,3,0,0,4

[begin action 31055]
clsn2default:1
clsn2[0]=-14,-84,11,0
20020,2,0,0,2
20020,3,0,0,4
20020,4,0,0,2
clsn1:2
clsn1[0]=-70,-130,40,-50
clsn1[1]=0,-110,150,0
20020,5,0,0,2
clsn1:2
clsn1[0]=-70,-130,40,-50
clsn1[1]=0,-110,150,0
20020,6,0,0,2
20020,7,0,0,2
20220,0,0,0,3
20030,0,0,0,20
20030,1,0,0,2
20030,2,0,0,2
20030,3,0,0,2
20030,4,0,0,2
20040,0,0,0,21
20040,1,0,0,6
20040,2,0,0,4
20040,3,0,0,4

[begin action 10952]
10950,35,0,0,1,,s
10950,36,0,0,1,,s
10950,37,0,0,1,,s
10950,38,0,0,1,,s
10950,39,0,0,1,,s
10950,40,0,0,1,,s
10950,41,0,0,1,,s
10950,42,0,0,1,,s
10950,43,0,0,1,,s
10950,44,0,0,1,,s
10950,45,0,0,1,,s
10950,46,0,0,1,,s
10950,47,0,0,1,,s
10950,48,0,0,1,,s
10950,49,0,0,1,,s
10950,50,0,0,1,,s
10950,51,0,0,1,,s
10950,52,0,0,1,,s
10950,53,0,0,1,,s
10950,54,0,0,1,,s
10950,50,0,0,1,,s
10950,51,0,0,1,,s
10950,52,0,0,1,,s
10950,53,0,0,1,,s
10950,54,0,0,1,,s
10950,55,0,0,1,,s
10950,56,0,0,1,,s
10950,57,0,0,1,,s
10950,58,0,0,1,,s
10950,59,0,0,1,,s
10950,60,0,0,1,,s
10950,61,0,0,1,,s
10950,62,0,0,1,,s
10950,63,0,0,1,,s
10950,64,0,0,1,,s
10950,65,0,0,1,,s
10950,66,0,0,1,,s
10950,67,0,0,1,,s
10950,68,0,0,1,,s
10950,69,0,0,1,,s
10950,70,0,0,1,,s
10950,71,0,0,1,,s
10950,72,0,0,1,,s
10950,73,0,0,1,,s
10950,74,0,0,1,,s
10950,75,0,0,1,,s
10950,76,0,0,1,,s
10950,77,0,0,1,,s
10950,78,0,0,1,,s
10950,79,0,0,1,,s
10950,85,0,0,1,,s
10950,86,0,0,1,,s
10950,87,0,0,1,,s
10950,88,0,0,1,,s
10950,89,0,0,1,,s
10950,90,0,0,1,,s
10950,91,0,0,1,,s
10950,92,0,0,1,,s
10950,93,0,0,1,,s
10950,94,0,0,1,,s
[begin action 10962]
10960,35,0,0,1,,as128d256
10960,36,0,0,1,,as128d256
10960,37,0,0,1,,as128d256
10960,38,0,0,1,,as128d256
10960,39,0,0,1,,as128d256
10960,40,0,0,1,,as128d256
10960,41,0,0,1,,as128d256
10960,42,0,0,1,,as128d256
10960,43,0,0,1,,as128d256
10960,44,0,0,1,,as128d256
10960,45,0,0,1,,as128d256
10960,46,0,0,1,,as128d256
10960,47,0,0,1,,as128d256
10960,48,0,0,1,,as128d256
10960,49,0,0,1,,as128d256
10960,50,0,0,1,,as128d256
10960,51,0,0,1,,as128d256
10960,52,0,0,1,,as128d256
10960,53,0,0,1,,as128d256
10960,54,0,0,1,,as128d256
10960,50,0,0,1,,as128d256
10960,51,0,0,1,,as128d256
10960,52,0,0,1,,as128d256
10960,53,0,0,1,,as128d256
10960,54,0,0,1,,as128d256
10960,55,0,0,1,,as128d256
10960,56,0,0,1,,as128d256
10960,57,0,0,1,,as128d256
10960,58,0,0,1,,as128d256
10960,59,0,0,1,,as128d256
10960,60,0,0,1,,as128d256
10960,61,0,0,1,,as128d256
10960,62,0,0,1,,as128d256
10960,63,0,0,1,,as128d256
10960,64,0,0,1,,as128d256
10960,65,0,0,1,,as128d256
10960,66,0,0,1,,as128d256
10960,67,0,0,1,,as128d256
10960,68,0,0,1,,as128d256
10960,69,0,0,1,,as128d256
10960,70,0,0,1,,as128d256
10960,71,0,0,1,,as128d256
10960,72,0,0,1,,as128d256
10960,73,0,0,1,,as128d256
10960,74,0,0,1,,as128d256
10960,75,0,0,1,,as128d256
10960,76,0,0,1,,as128d256
10960,77,0,0,1,,as128d256
10960,78,0,0,1,,as128d256
10960,79,0,0,1,,as128d256
10960,85,0,0,1,,as128d256
10960,86,0,0,1,,as128d256
10960,87,0,0,1,,as128d256
10960,88,0,0,1,,as128d256
10960,89,0,0,1,,as128d256
10960,90,0,0,1,,as128d256
10960,91,0,0,1,,as128d256
10960,92,0,0,1,,as128d256
10960,93,0,0,1,,as128d256
10960,94,0,0,1,,as128d256

[begin action 40461]
clsn1:2
clsn1[0]=-160,-260,200,0
clsn1[1]=200,-180,1000,0
clsn2:2
clsn2[0]=-160,-260,200,0
clsn2[1]=200,-180,1000,0
-1,0,0,0,2
clsn1:2
clsn1[0]=80,-140,200,0
clsn1[1]=200,-180,1000,0
clsn2:2
clsn2[0]=80,-140,200,0
clsn2[1]=200,-180,1000,0
-1,0,0,0,22



[statedef 11051]
type=u
movetype=u
hitdefpersist=1
movehitpersist=1
[state ]
type=changeanim
trigger1=1
value=5030
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=h
physics=n
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,1
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=offset
trigger1=1
x=1-random%3
y=1-random%3
ignorehitpause=1
[state ]
type=changestate
triggerall=time>=12
trigger1=1
value=11002
persistent=256
ignorehitpause=1

[statedef 11052]
type=u
movetype=u
hitdefpersist=1
movehitpersist=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=screenbound
trigger1=1
value=1
movecamera=0,1
ignorehitpause=1
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state ]
type=velset
trigger1=time=0
x=facing*((facing*(-120)-pos x)/18)
y=((-50-pos y-0.5*gethitvar(yaccel)*18*18)/18)
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


;
;tH[ʋLqB

;
;236ˁB

[statedef 23900]
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+5*(floor(sysfvar(4))%2)
trigger2=animtime=0
value=var(50)+20000+5*(floor(sysfvar(4))%2)
ignorehitpause=1



;Ut[ۑpՎϐZbgB
[state ]
type=null
triggerall=1||var(20):=2||var(21):=0
trigger1=var(50)=11000
trigger1=1||var(20):=4||var(21):=30
trigger2=var(50)=11050
trigger2=1||var(20):=4||var(21):=30
ignorehitpause=1



;{ݒitjB
[state ]
type=statetypeset
triggerall=var(50)=11000
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=statetypeset
triggerall=var(50)=11050
trigger1=1
statetype=a
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=160
ignorehitpause=1



;KEZoB
[state ]
type=playsnd
trigger1=animelemtime(var(20))=0
value=s8000,0
freqmul=0.75
volume=0
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(var(20))=0
value=s1100,1
freqmul=1.2
volume=-128
channel=2
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))>=0&&animelemtime(var(20))<=19
id=0
anim=14000
trans=addalpha
alpha=0,floor(128*sin((pi/2/20)*animelemtime(var(20))))
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))<=19
time=2
freq=180
ampl=floor((10-10*sin((pi/2/20)*animelemtime(var(20))))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))=0
id=var(50)
anim=14120
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.75,(2-var(57))*0.5*0.75
shadow=0,0,0
sprpriority=-169
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
trigger1=animelemtime(var(20))=0
id=var(50)
anim=14121
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=(2-var(57))*0.5*0.75*0.5,(2-var(57))*0.5*0.75*0.5
shadow=0,0,0
sprpriority=-168
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=playsnd
triggerall=floor(sysfvar(4))%2=0
trigger1=animelemtime(var(20))=-2
value=s1100,0
freqmul=0.8
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
triggerall=floor(sysfvar(4))%2=1
trigger1=animelemtime(var(20))=-2
value=s8000,1
freqmul=1.1+0.2*cos(random)
volume=255
channel=4
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(var(20))=var(21)
value=s9300,2
freqmul=2
volume=128
channel=5
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(var(20))=var(21)
value=s10200,0
freqmul=0.8
volume=128
channel=6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(var(20))=var(21)
value=s9100,0
freqmul=1.1
volume=-128
channel=7
ignorehitpause=1



;ʐݒB
[state ]
type=explod
trigger1=animelemtime(var(20))>=20&&animelemtime(var(20))<=var(21)+19
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(var(20))>=var(21)+20&&animelemtime(var(20))<=var(21)+39
id=0
anim=14000
trans=addalpha
alpha=0,floor(128+128*sin((pi/2/20)*(animelemtime(var(20))-var(21)-20)))
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))<=3
time=2
freq=180
ampl=floor((16-16*sin((pi/2/4)*animelemtime(var(20))))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(var(20))>=var(21)+0&&animelemtime(var(20))<=var(21)+9
time=2
freq=180
ampl=floor((20-17*sin((pi/2/10)*(animelemtime(var(20))-var(21))))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(var(20))>=var(21)+10&&animelemtime(var(20))<=var(21)+19
time=2
freq=180
ampl=floor(3*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(var(20))>=var(21)+20&&animelemtime(var(20))<=var(21)+29
time=2
freq=180
ampl=floor((3-3*sin((pi/2/10)*(animelemtime(var(20))-var(21)-20)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



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

[state ]
type=posadd
triggerall=var(50)=11000
trigger1=animelemtime(var(20))>=-4+0&&animelemtime(var(20))<=-4+19
x=0.2*(ifelse(facing=1,320-screenpos x,screenpos x)-30)
ignorehitpause=1

[state ]
type=posadd
triggerall=var(50)=11050
trigger1=animelemtime(var(20))>=-4+0&&animelemtime(var(20))<=-2
x=0.4*(ifelse(facing=1,320-screenpos x,screenpos x)-180)
ignorehitpause=1
[state ]
type=posadd
triggerall=var(50)=11050
trigger1=animelemtime(var(20))>=-1&&animelemtime(var(20))<=-4+19
x=0.4*(ifelse(facing=1,320-screenpos x,screenpos x)-(320-180+64))
ignorehitpause=1
[state ]
type=posadd
triggerall=var(50)=11050
trigger1=animelemtime(var(20))>=var(21)-5&&animelemtime(var(20))<=var(21)-1
x=0.6*(ifelse(facing=1,320-screenpos x,screenpos x)-300)
ignorehitpause=1
[state ]
type=posadd
triggerall=var(50)=11050
trigger1=animelemtime(var(20))=-2
x=64+16
ignorehitpause=1
[state ]
type=turn
triggerall=var(50)=11050
trigger1=animelemtime(var(20))=-2
ignorehitpause=1
[state ]
type=velset
triggerall=var(50)=11050
trigger1=animelemtime(var(20))=-4
y=-(pos y/10)
ignorehitpause=1

[state ]
type=statetypeset
triggerall=var(50)=11050
trigger1=pos y>=-1
statetype=s
ignorehitpause=1
[state ]
type=velset
triggerall=var(50)=11050
triggerall=statetype=s
trigger1=1
y=0
ignorehitpause=1
[state ]
type=posset
triggerall=var(50)=11050
triggerall=statetype=s
trigger1=1
y=-1
ignorehitpause=1



;ZB
[state ]
type=velset
triggerall=var(50)=11000
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
[state ]
type=velset
triggerall=var(50)=11050
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



;Zt{mbNVbNEF[uB
[state ]
type=explod
trigger1=animelemtime(var(20))=-2
id=var(50)
anim=21000
;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=159
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(var(20))=-2
id=var(50)
anim=21050+1000*(floor(sysfvar(4))%2)
;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=170
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;B
[state ]
type=explod
triggerall=var(50)=11000
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10951
;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=-167
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=11000
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10961
;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=-166
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=11000
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10961
;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=171
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1

[state ]
type=explod
triggerall=var(50)=11050
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10952
;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=-167
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=11050
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10962
;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=-166
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=var(50)=11050
trigger1=animelemtime(var(20))=0
id=var(50)
anim=10962
;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=171
ontop=0
ownpal=1
supermove=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=-1
vel=0,0
accel=0,0
ignorehitpause=1



;U{́B
[state ]
type=hitdef
triggerall=var(50)=11000
trigger1=animelemtime(var(20))=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=50,5
fall.damage=0
getpower=50,25
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=var(50)=11000
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=11001
ignorehitpause=1
[state ]
type=projectile
triggerall=var(50)=11000
triggerall=animelemtime(var(20))=var(21)
trigger1=1
projid=var(50)
projanim=40460
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=0,0
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=27
projhits=3
projmisstime=6
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=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=0,12
guard.pausetime=0,12
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=6,30
air.velocity=6,30
;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=hitdef
triggerall=var(50)=11050
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=a,sa
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,5
fall.damage=0
getpower=50,25
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=var(50)=11050
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=11051
ignorehitpause=1
[state ]
type=projectile
triggerall=var(50)=11050
triggerall=animelemtime(var(20))=var(21)
trigger1=1
projid=var(50)
projanim=40461
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=0,0
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=24
projhits=3
projmisstime=6
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,sp
hitflag=hlafdp
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=0,12
guard.pausetime=0,12
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=-6,30
air.velocity=-6,30
;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):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(100000)
sysvar(0)=var(50)
ignorehitpause=1









