;---------------------------------------------------------------------------
; Stand
[Statedef 60000]
type = S
physics = S
sprpriority = 0
anim = 60000

[State 52, 4]
type = ChangeState
trigger1 = roundstate = 4
value = 60170 + 10*(win)

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 191, 1]
type = PlaySND
triggerall = Anim=1
trigger1 = AnimElem=4
trigger2 = AnimElem=7
value = 61100,10
[State 191, 1]
type = PlaySND
triggerall = Anim=1
trigger1 = AnimElem=3
trigger2 = AnimElem=6
value = 60100,2

[State 0, 1]
type = ChangeAnim
trigger1 = AnimTime=0 && random%6=0
value = 60001

[State 0, 1]
type = ChangeAnim
trigger1 = Anim=60001 && AnimTime = 0
value = 60000+(random%5=0)

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 60100]
type    = S
physics = N
anim = 60100
sprpriority = 1
ctrl = 0

[State 1000, Snd1]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 1000, Snd1]
type = hitby
trigger1 = 1
time = -1
value = 

;`````````

[State 40, 1]
type = PlaySND
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
value = 60100,(AnimElem=7)
[State 191, 1]
type = PlaySND
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
value = 60100,2

[State 191, 1]
type = Explod
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
id = 6850
anim = 9500
pos = -20,0
postype = p1
removeongethit=1
supermovetime=9999
pausemovetime=9999
ignorehitpause=1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)

[State 100, 1]
type = VelSet
trigger1 = 1
x = 3

[State 100, 4]
type = ChangeState
trigger1 = p2dist x = [-50,50]
value = 63500

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-320,640]

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 60105]
type    = S
physics = N
anim = 60105
sprpriority = 1
ctrl = 0

;`````````

[State 40, 1]
type = PlaySND
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
value = 60100,(AnimElem=7)
[State 191, 1]
type = PlaySND
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
value = 60100,2

[State 191, 1]
type = Explod
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
id = 6850
anim = 9500
pos = 20,0
postype = p1
removeongethit=1
supermovetime=9999
pausemovetime=9999
ignorehitpause=1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
facing = -1

[State 100, 1]
type = VelSet
trigger1 = 1
x = -3

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-100,420]

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 60106]
type    = S
physics = N
anim = 60105
sprpriority = 1
ctrl = 0

[State a]
Type = Stopsnd
Trigger1 = !Time
channel = 13

;`````````

[State 40, 1]
type = PlaySND
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
value = 60100,(AnimElem=7)
[State 191, 1]
type = PlaySND
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
value = 60100,2

[State 191, 1]
type = Explod
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=7,=1
id = 6850
anim = 9500
pos = 20,0
postype = p1
removeongethit=1
supermovetime=9999
pausemovetime=9999
ignorehitpause=1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
facing = -1

[State 100, 1]
type = VelSet
trigger1 = 1
x = -3

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-100,420]

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 60170]
type = S
ctrl = 0
anim = 60170
velset = 0,0

[State 170, 1]
type = null
trigger1 = 1

;---------------------------------------------------------------------------
; WINPOSE
[Statedef 60180]
type = S
ctrl = 0
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 190, 1]
type = ChangeAnim
trigger1 = time=0
value = 60180

;|[Yp
[state -2,KO]
type = varset
trigger1 = time = 0
var(34) = ifelse((100*Life/const(data.life))>=57,1,ifelse((100*Life/const(data.life))<=12.5,2,0))

;PEIE
[state -2]
type = varset
trigger1 = P2name="kenshiro"||P4name="kenshiro"||p2name="kenshirou"||P4name="kenshirou"||P2name="kenshiro-(NERICYA)"||P4name="kenshiro-(NERICYA)"
trigger2 = P2name="raoh"||P4name="raoh"||P2name="kenoh"||P4name="kenoh"||P2name="raoh-(NERICYA)"||P4name="raoh-(NERICYA)"
var(35) = 1
;gLEWM
[state -2]
type = varset
trigger1 = P2name="toki"||P4name="toki"||P2name="toki-(NERICYA)"||P4name="toki-(NERICYA)"
trigger2 = P2name="jagi"||P4name="jagi"||P2name="jagi-(NERICYA)"||P4name="jagi-(NERICYA)"
var(35) = 2
;V
[state -2]
type = varset
trigger1 = P2name="shin"||P4name="shin"||P2name="king"||P4name="king"||P2name="shin-(NERICYA)"||P4name="shin-(NERICYA)"
var(35) = 3
;l
[state -2]
type = varset
trigger1 = P2name="rei"||P4name="rei"||P2name="rei-(NERICYA)"||P4name="rei-(NERICYA)"
trigger2 = P2name="juda"||P4name="juda"||P2name="juda-(NERICYA)"||P4name="juda-(NERICYA)"
trigger3 = P2name="thouther"||P4name="thouther"||P2name="thouther-(NERICYA)"||P4name="thouther-(NERICYA)"
trigger4 = P2name="shu"||P4name="shu"
var(35) = 4
;VE
[state -2]
type = varset
trigger1 = enemynear,name="shin"
trigger1 = p2stateno=2200&&enemynear,time>700
trigger2 = numenemy=2
trigger2 = (enemynear(0),name="shin"&&enemynear(0),stateno=2200&&enemynear(0),time>700)||((enemynear(1),name="shin"&&enemynear(1),stateno=2200&&enemynear(1),time>700))
var(35) = 5

[State 191, 1]
type = PlaySND
trigger1 = Time = 0
value = 60180,0+var(34)
channel = 1
;PEIE
[State 191, 1]
type = PlaySND
triggerall = Time = 0
trigger1 = var(35)=1
value = ifelse(var(34)=2,60180,ifelse(var(34),60181,60180)),ifelse(var(34)=2,2,0+ifelse(var(34)>2,var(34)-2,0))
channel = 1
;gLEWM
[State 191, 1]
type = PlaySND
triggerall = Time = 0
trigger1 = var(35)=2
value = ifelse(var(34)=2,60180,ifelse(var(34)=1,60181,60180)),ifelse(var(34)=2,2,0+ifelse(var(34)>2,var(34),0))
channel = 1
;V
[State 191, 1]
type = PlaySND
trigger1 = Time = 0
trigger1 = var(35)=3
value = ifelse(var(34)>2,60181,ifelse(var(34)=2,60180,ifelse(var(34)=1,60182,60180))),ifelse(var(34)=2,2,0+ifelse(var(34)>2,var(34)-2,0))
channel = 1
;l
[State 191, 1]
type = PlaySND
triggerall = Time = 0
trigger1 = var(35)=4
value = ifelse(var(34)=4,60183,ifelse(var(34)=2,60180,ifelse(var(34)=1,60182,60180))),ifelse(var(34)=2,2,0+ifelse(var(34)=3,var(34),0))
channel = 1
;VE
[State 191, 1]
type = PlaySND
triggerall = Time = 0
trigger1 = var(35)=5
value = 60184,0
channel = 1

[state 180]
type = AssertSpecial
trigger1 = time<280 && !matchover
trigger2 = time<ifelse((((var(35)=[3,4])&&var(34)=1)||(var(35)=4&&var(34)=4)),560,ifelse((var(34)=0||(var(35)=0&&var(34)=1)||((var(35)=[1,2])&&var(34)=1)),500,400))
flag = roundnotover

;WIN/LosebZ[W
[state -2]
type = null
trigger1 = (var(35)=[3,4])&&var(34)=1
trigger1 = var(52) := 304
trigger2 = var(35)=4&&var(34)=4
trigger2 = var(52) := 281
trigger3 = var(34)=0
trigger3 = var(52) := 249
trigger4 = var(35)=0&&var(34)=1
trigger4 = var(52) := 223
trigger5 = (var(35)=[1,2])&&var(34)=1
trigger5 = var(52) := 206
trigger6 = var(34)=2
trigger6 = var(52) := 180
trigger7 = (var(35)=0||var(35)=2)&&var(34)=4
trigger7 = var(52) := 150
trigger8 = (var(35)=1||var(35)=3)&&var(34)=3
trigger8 = var(52) := 140
trigger9 = (var(35)=0||var(35)=2||var(35)=4)&&var(34)=3
trigger9 = var(52) := 129
trigger10 = var(35)=5
trigger10 = var(52) := 84
trigger11 = (var(35)=1||var(35)=3)&&var(34)=4
trigger11 = var(52) := 53

;
;Ă`!!
;(R}h)
;(Ă`!!gpK[hs\̑ŌZ)
[statedef 63500]
type = S
physics = S
movetype=A
ctrl = 0
velset = vel x,0
anim = 63500

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 3500, 1]
type = SuperPause
trigger1 = AnimElem = 2,= 3
time = 50
movetime = 50
pos = -14,-9
ownpal = 1
anim = -1
sound = S10220,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)
darken = 0

[State 0, 0]
type = Helper
trigger1 = AnimElem = 2,= 3
helpertype = normal
name = "cutin"
ID = 61999
stateno = 11999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 3500]
type = PosFreeze
trigger1 = AnimElem=2,>=3&&AnimElem=3,<30
value = 1

[state 801]
type = PlaySND
trigger1 = animelem = 3
value = 67500,1
[state a]
type = Helper
trigger1 = animelem = 3
pos = 0,0
postype = p1
stateno = 16303
helpertype = normal
pausemovetime = 99999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 0, 0]
type = Helper
trigger1 = animelem = 3,>= 0 && animelem = 4,< 0
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 0, HitDef]
type = HitDef
trigger1 = animelem = 3,>= 0 && animelem = 4,< 0
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
getpower = 0,0
givepower = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
p2facing = 1
numhits = 0
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 63506
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

;`wi
[state 1000]
type = Helper
trigger1 = AnimElem=2,=3
id = 67500
stateno=67550
persistent=0
pos = 0,0
postype = p1
persistent=0
pausemovetime=99999
supermovetime=99999

[State 210, 3]
type = ChangeState
trigger1 = var(0) = 1
value = 63501
[state 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 63502

;---------------------------------------------------------------------------
[Statedef 635000]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = 1
reversal.attr = acs,aa,ap,at
getpower = 0,0
givepower = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
p2facing = 1
numhits = 0

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,animelem = 4,>=0
ignorehitpause = 1

;
;Ă`!!͂
[statedef 63501]
type = S
physics = S
movetype=A
ctrl = 0
velset = 0,0
anim = 63501

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state ]
type=projectile
Trigger1=time=0
projanim=9999
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=63506
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000

[state 801]
type = Pause
trigger1 = animelem=1
time=50
movetime=50

[state 801]
type = PlaySND
trigger1 = animelemtime(4)=0
trigger2 = animelemtime(8)=0
trigger3 = animelemtime(16)=0
trigger4 = animelemtime(24)=0
trigger5 = animelemtime(32)=0
value = 63500,10
[state 801]
type = PlaySND
trigger1 = animelemtime(2)=0
value = 60200,0
channel = 1
lowpriority = (var(53)!=0)
[state 801]
type = PlaySND
trigger1 = animelemtime(5)=0
value = 63500,0
channel = 1
lowpriority = (var(53)!=0)
[state 801]
type = PlaySND
trigger1 = animelemtime(52)=0
value = 67100,3

[state 3500]
type = PalFx
trigger1 = animelemtime(2)>=0
mul = 192,96,96
add = 96,-96,-96
time=1

[state 801]
type = hitadd
trigger1 = animelemtime(2)=0
value = 1

[state 801]
type = Width
trigger1 = animelemtime(2)=0
edge = floor(100*const(size.xscale)),0

[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(1)=1
trigger1=fvar(40):=screenpos x+ifelse(facing=1,100*const(size.xscale),-100*const(size.xscale))||1
params=(sysvar(0)&255),0,root,const(data.sparkno)+412
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(1)=1
params=(sysvar(0)&65280)/256,0,root,const(data.sparkno)+413
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(1)=1
params=(sysvar(0)&16711680)/65536,0,root,const(data.sparkno)+414
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(1)=1
params=(sysvar(0)<0)*128+(sysvar(0)&2130706432)/16777216,0,root,const(data.sparkno)+415
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=animelemtime(2)>=0&&animelemtime(3)<0&&var(1)=1
trigger1=fvar(40):=0||1
trigger2=animelemtime(3)>=0&&animelemtime(49)<0&&var(1)=1
trigger2=fvar(40):=pos y-280*const(size.yscale)||1
trigger3=animelemtime(52)=0&&var(1)=1
trigger3=fvar(40):=pos y-180*const(size.xscale)||1
params=(sysvar(0)&255),0,root,const(data.sparkno)+416
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(3)<0||animelemtime(3)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(1)=1
params=(sysvar(0)&65280)/256,0,root,const(data.sparkno)+417
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(3)<0||animelemtime(3)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(1)=1
params=(sysvar(0)&16711680)/65536,0,root,const(data.sparkno)+418
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(3)<0||animelemtime(3)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(1)=1
params=(sysvar(0)<0)*128+(sysvar(0)&2130706432)/16777216,0,root,const(data.sparkno)+419
text="%.*d%n%d"

[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(2)=1
trigger1=fvar(40):=screenpos x+ifelse(facing=1,100*const(size.xscale),-100*const(size.xscale))||1
params=(sysvar(0)&255),0,root,const(data.guard.sparkno)+412
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(2)=1
params=(sysvar(0)&65280)/256,0,root,const(data.guard.sparkno)+413
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(2)=1
params=(sysvar(0)&16711680)/65536,0,root,const(data.guard.sparkno)+414
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(2)=1
params=(sysvar(0)<0)*128+(sysvar(0)&2130706432)/16777216,0,root,const(data.guard.sparkno)+415
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=animelemtime(2)>=0&&animelemtime(3)<0&&var(2)=1
trigger1=fvar(40):=0||1
trigger2=animelemtime(3)>=0&&animelemtime(49)<0&&var(2)=1
trigger2=fvar(40):=pos y-280*const(size.yscale)||1
trigger3=animelemtime(52)=0&&var(2)=1
trigger3=fvar(40):=pos y-180*const(size.xscale)||1
params=(sysvar(0)&255),0,root,const(data.guard.sparkno)+416
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(3)<0||animelemtime(3)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(2)=1
params=(sysvar(0)&65280)/256,0,root,const(data.guard.sparkno)+417
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(3)<0||animelemtime(3)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(2)=1
params=(sysvar(0)&16711680)/65536,0,root,const(data.guard.sparkno)+418
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=(animelemtime(2)>=0&&animelemtime(3)<0||animelemtime(3)>=0&&animelemtime(49)<0||animelemtime(52)=0)&&var(2)=1
params=(sysvar(0)<0)*128+(sysvar(0)&2130706432)/16777216,0,root,const(data.guard.sparkno)+419
text="%.*d%n%d"

[state ]
type=projectile
Trigger1=animelemtime(52)=0
projanim=9999
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=63507
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000

[state 801]
type = hitadd
trigger1 = animelemtime(52)=0
value = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(52)=0
time = 24
ampl = 6

;JbgC1
[state 3501]
type = Helper
trigger1 = animelem=2
stateno=66500
id = 66500
name="cut_in"
pos = 0,0
postype = p1
ownpal = 1
;JbgC2
[state 3501]
type = Helper
trigger1 = animelem=2
stateno=66501
id = 66501
name="cut_in"
pos = 0,0
postype = p1
ownpal = 1
;JbgC3
[state 3501]
type = Helper
trigger1 = animelem=2
stateno=66502
id = 66502
name="cut_in"
pos = 0,0
postype = p1
ownpal = 1
;JbgC4
[state 3501]
type = Helper
trigger1 = animelem=2
stateno=66503
id = 66503
name="cut_in"
pos = 0,0
postype = p1
ownpal = 1
;JbgC5
[state 3501]
type = Helper
trigger1 = animelem=2
stateno=66504
id = 66504
name="cut_in"
pos = 0,0
postype = p1
ownpal = 1

;H
[state 3501]
type = Helper
trigger1 = animelem=2
stateno=66540
id = 66540
name="wing"
pos = floor(-330*const(size.xscale)),floor(-480*const(size.yscale))
postype = p1
ownpal = 1
;
[state 3501]
type = Helper
trigger1 = animelem=9
stateno=66550
id = 66550
name="wing"
pos = floor(-80*const(size.xscale)),floor(80*const(size.yscale))
postype = p1
ownpal = 1
;_
[state 3501]
type = Helper
trigger1 = animelem=13
stateno=66551
id = 66551
name="wing"
pos = floor(280*const(size.xscale)),floor(80*const(size.yscale))
postype = p1
ownpal = 1
;
[state 3501]
type = Helper
trigger1 = animelem=17
stateno=66552
id = 66552
name="wing"
pos = floor(280*const(size.xscale)),floor(-480*const(size.yscale))
postype = p1
ownpal = 1
;GtFNgij
[state 3501]
type = Helper
trigger1 = animelem=52
stateno=66560
id = 66560
name="wing"
pos = floor(270*const(size.xscale)),floor(-230*const(size.yscale))
postype = p1
ownpal = 1

[state 3500]
type = VarSet
trigger1 = AnimTime=-1
var(52)=-25-1

;ꌂ`
[state 3500]
type = PalFx
trigger1 = AnimTime=-1
mul = 192+(26+var(52))*2,96+(26+var(52))*6,96+(26+var(52))*6
add = 96-(26+var(52))*4,-96+(26+var(52))*4,-96+(26+var(52))*4
time=2

[State 2000,6];e[be[
Type = PlaySnd
Trigger1 = animelemtime(2) = 0
value = 2500,99
channel = 13
loop = 1
persistent = 0
[State 0, 0];e[be[tO
type = Helper
Trigger1 = animelemtime(2) = 0
stateno = 18807
pausemovetime = 99999
supermovetime = 99999

[State 0, 0]
type = Varset
trigger1 = time = 0
var(3) = 0
[State 0, 0]
type = Varset
triggerall = lose = 0 && drawgame = 0 && win = 0
trigger1 = animelem = 52,>= 0 && animelem = 55,< 0
var(3) = 1

[State 0, 0]
type = Helper
trigger1 = var(3) = 1
trigger1 = lose || drawgame || win
trigger1 = animelem = 52,>= 0 && animelem = 55,< 0
ID = 69570
stateno = 39570
persistent = 0
pausemovetime = 9999
supermovetime = 9999

;qbgXp[N
[state a];qbgGtFNg
type = Helper
trigger1 = animelemtime(52) = 1
name = "hit"
pos = 110,-90
ID = 16000
Postype = p1
stateno = 16095
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999

[state ]
type = varset
trigger1 = numhelper(50000)
fvar(36) = abs(pos x - helper(50000),pos x) * ifelse(frontedgedist < ifelse((facing = helper(50000),facing),(helper(50000),frontedgedist),(helper(50000),backedgedist)),-1,1)

[state 1000]
type = ChangeState
trigger1 = roundstate > 2
trigger1 = AnimTime=0
value = 60000
ctrl = 1
[state 1000]
type = ChangeState
trigger1 = AnimTime=0
value = 60106
ctrl = 1

;
;Ă`!!s
[statedef 63502]
type = A
physics = N
movetype=I
ctrl = 0
velset = 0,-5
anim = 65070

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 3502]
type = VelAdd
trigger1 = Time
y = .5

[state 3502]
type = ChangeState
trigger1 = Vel Y>0 && Pos Y>=0
value = 65110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 65110]
type    = L
movetype= H
physics = N

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

;ԍNオij
[state 5110]
type = ChangeState
trigger1 = time = 20
value = 65120

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(65110 + (anim % 10))
trigger1 = anim = [65081,65089]
value = 65110 + (anim % 10)
[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0 && Prevstateno != 65120
triggerall = anim != [65110,65119] ;Not already changed anim
trigger1 = anim != [65161,65169]
trigger2 = !SelfAnimExist(65170 + (anim % 10))
value = 65170+(Anim=65070&&SelfAnimExist(65171))
[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0 && Prevstateno != 65120
triggerall = anim != [65110,65119] ;Not already changed anim
trigger1 = anim = [65161,65169]
trigger1 = SelfAnimExist(65170 + (anim % 10))
value = 65170 + (anim % 10)

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 0
value = 65100, 0

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = (anim = [65171,65179])
triggerall = SelfAnimExist(65110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 65110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [65111,65119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 65110

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 65120]
type    = L
movetype= I
physics = N

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 5110]
type = VarSet
trigger1 = Time=0
Sysvar(2) = 0

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [65111,65119]
trigger2 = !SelfAnimExist(65120 + (anim % 10))
value = 65120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [65111,65119]
trigger1 = SelfAnimExist(65120 + (anim % 10))
value = 65120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 60105
ctrl = 1

;
;Ă`!!H炢
[statedef 63506]
type = A
physics = N
movetype=H
ctrl = 0
velset = 0,0

[State 210, 3]
type = ChangeState
trigger1 = numprojid(63507) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(63507) > 0
value = 63507

[state 1000]
type = ScreenBound
trigger1 = 1
value = 1

[state 806]
type = ChangeAnim2
trigger1 = time=0
value = 63506

[state 806]
type = VelSet
trigger1 = time>0
x = -.5
y = .5

;
;Ă`!!H炢iсj
[statedef 63507]
type = A
physics = N
movetype=H
ctrl = 0
velset = 0,0

[state 806]
type = ChangeAnim
trigger1 = time<10
value = 5050

[state 801]
type = lifeset
trigger1 = time=0
value = 0

[state 806]
type = VelSet
trigger1 = time=10
x = -4
y = -6

[state 806]
type = VelAdd
trigger1 = time>10
y = .5

[state 806]
type = SelfState
trigger1 = Vel Y>0 && Pos Y>=-Vel Y
value = 5100

;H
[statedef 66540]
type = A
ctrl = 0
anim = 66540
velset = 52*const(size.xscale),30*const(size.yscale)
sprpriority = 5

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6540]
type = ScreenBound
trigger1 = 1
value = 0

[state 6540]
type = AngleDraw
trigger1 = 1
scale = 1,1

[state 6540]
type = AngleAdd
trigger1 = time=0
value = -30

[state 6540]
type = Trans
trigger1 = 1
trans = add

[state 6540]
type = DestroySelf
trigger1 = ScreenPos Y>=240

;
[statedef 66550]
type = A
ctrl = 0
anim = 66550
velset = 8.5*const(size.xscale),-15*const(size.yscale);17*const(size.xscale),-30*const(size.yscale)
sprpriority = 5

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6540]
type = ScreenBound
trigger1 = 1
value = 0

[state 6540]
type = AngleDraw
trigger1 = 1
scale = 1,1

[state 6540]
type = AngleAdd
trigger1 = time=0
value = -30

[state 6540]
type = Trans
trigger1 = time>=12
trans = add

;AWiFʉȂj
[state 6540]
type = PlaySND
trigger1 = time=12
value = 67100,1

;qbgXp[N
[state a];qbgGtFNg
type = Helper
trigger1 = time=12
name = "hit"
pos = floor(40*const(size.xscale)),-floor(40*const(size.yscale))
ID = 16000
Postype = p1
stateno = 16095
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999

[state 6540]
type = VelSet
trigger1 = time=12
x = 0
y = 0

[State 4110, DestroySelf]
type = PalFx
trigger1 = time = [13,21];[6,14]
add = -(time-12)*30,-(time-12)*30,-(time-12)*30
time=1

[state 6540]
type = DestroySelf
trigger1 = Time=22;15

;_
[statedef 66551]
type = A
ctrl = 0
anim = 66551
velset = -8.5*const(size.xscale),-15*const(size.yscale);-17*const(size.xscale),-30*const(size.yscale)
sprpriority = 5

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6540]
type = ScreenBound
trigger1 = 1
value = 0

[state 6000]
type = AngleDraw
trigger1 = time<12
value = time%10*30
scale = 1,1

[state 6540]
type = Trans
trigger1 = time>=12;6
trans = add

;AWiFʉȂj
[state 6540]
type = PlaySND
trigger1 = time=12
value = 67100,3

;qbgXp[N
[state a];qbgGtFNg
type = Helper
trigger1 = time=12
name = "hit"
pos = floor(0*const(size.xscale)),-floor(40*const(size.yscale))
ID = 16000
Postype = p1
stateno = 16095
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999

[state 6540]
type = VelSet
trigger1 = time=12
x = 0
y = 0

[State 4110, DestroySelf]
type = PalFx
trigger1 = time = [13,21]
add = -(time-12)*30,-(time-12)*30,-(time-12)*30
time=1

[state 6540]
type = DestroySelf
trigger1 = Time=22

;
[statedef 66552]
type = A
ctrl = 0
anim = 66552
velset = -8.5*const(size.xscale),15*const(size.yscale);-17*const(size.xscale),30*const(size.yscale)
sprpriority = 5

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6540]
type = ScreenBound
trigger1 = 1
value = 0

[state 6540]
type = AngleDraw
trigger1 = 1
scale = 1,1

[state 6540]
type = AngleAdd
trigger1 = time=0
value = 45

[state 6540]
type = Trans
trigger1 = time>=12
trans = add

;AWiFʉȂj
[state 6540]
type = PlaySND
trigger1 = time=12
value = 67100,2

;qbgXp[N
[state a];qbgGtFNg
type = Helper
trigger1 = time=12
name = "hit"
pos = floor(-80*const(size.xscale)),-floor(40*const(size.yscale))
ID = 16000
Postype = p1
stateno = 16095
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999

[state 6540]
type = VelSet
trigger1 = time=12
x = 0
y = 0

[State 4110, DestroySelf]
type = PalFx
trigger1 = time = [13,21]
add = -(time-12)*30,-(time-12)*30,-(time-12)*30
time=1

[state 6540]
type = DestroySelf
trigger1 = Time=22

;
[statedef 66560]
type = A
ctrl = 0
anim = 66560
sprpriority = 5
movetype = A

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6540]
type = ScreenBound
trigger1 = 1
value = 0

[state 6540]
type = AngleDraw
trigger1 = 1
scale = 1+time*.033,1+time*.033

[state 6540]
type = AngleAdd
trigger1 = time=0
value = 45

[state 6540]
type = Trans
trigger1 = 1
trans = add

[State 4110, DestroySelf]
type = PalFx
trigger1 = time = [20,30]
add = -(time-20)*25,-(time-20)*25,-(time-20)*25
time=1

[State 0, 0]
type = Helper
triggerall = root,numprojid(142142143) > 0
trigger1 = time < 20
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[state samsara]
type = hitdef
triggerall = root,numprojid(142142143) > 0
trigger1 = time < 20
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 2147483648
hitsound = s-1
priority = 7,hit
sparkno = s-1
guard.sparkno = s-1
[State 200, HitDef1]
type = targetstate
triggerall = root,numprojid(142142143) > 0
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
trigger2 = var(0) = 1
var(0) = 1
ignorehitpause = 1
[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
trigger4 = var(1) = 1
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
trigger4 = var(2) = 1
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 6540]
type = DestroySelf
trigger1 = time>=30

;---------------------------------------------------------------------------
[Statedef 665600]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = 1
reversal.attr = acs,aa,ap,at
hitsound = s-1
priority = 7,hit
sparkno = s-1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,time = 20 + 1
ignorehitpause = 1

;GtFNg1(LO)
[statedef 66500]
type = A
ctrl = 0
anim = 9999

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;GtFNg1(LO)
[state 8000]
type = Explod
trigger1 = parent,animelem=5,=1
id = 6500
anim = 66500+(facing=-1)*5
pos = 0,0
postype = back
sprpriority = -5
bindtime=-1
ownpal = 0
scale = const(size.xscale),const(size.yscale)

[state 8000]
type = varadd
trigger1 = parent,animelem=5,>1
var(0) = 1

[state 8000]
type = varset
trigger1 = parent,animelem=5,=1
fvar(0) = 2

[state 8000]
type = varadd
trigger1 = parent,animelem=5,>1&&parent,animelem=21,<0&&Fvar(0)>1
fvar(0) = -.084

[state 8000]
type = varset
trigger1 = parent,animelem=5,>=1&&parent,animelem=21,<0&&fvar(0)<1
fvar(0) = 1

;GtFNgTCYύX
[state 8000]
type = ModifyExplod
trigger1 = parent,animelem=5,>0
id = 6500
pos = 0,0
postype = back
sprpriority = ifelse(fvar(0)=1,-6,-5)
scale = const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)

[state 8000]
type = PalFX
trigger1 = fvar(0)>1||parent,animelem=5,<1
add = 255-var(0)*21,255-var(0)*21,255-var(0)*21
time = 1

;GtFNg
[state 8000]
type = RemoveExplod
trigger1 = parent,animelem=38
id = 6500

[state 6500]
type = DestroySelf
trigger1 = parent,animelem=44

;GtFNg2(Nu)
[statedef 66501]
type = A
ctrl = 0
anim = 9999

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;GtFNg2(Nu)
[state 8000]
type = Explod
trigger1 = parent,animelem=9,=1
id = 6500
anim = 66501+(facing=-1)*5
pos = 0,240
postype = back
sprpriority = -5
bindtime=-1
ownpal = 0
scale = const(size.xscale),const(size.yscale)

[state 8000]
type = varadd
trigger1 = parent,animelem=9,>1
var(0) = 1

[state 8000]
type = varset
trigger1 = parent,animelem=9,=1
fvar(0) = 2

[state 8000]
type = varadd
trigger1 = parent,animelem=9,>1&&parent,animelem=21,<0&&Fvar(0)>1
fvar(0) = -.084

[state 8000]
type = varset
trigger1 = parent,animelem=9,>=1&&parent,animelem=21,<0&&fvar(0)<1
fvar(0) = 1

;GtFNgTCYύX
[state 8000]
type = ModifyExplod
trigger1 = parent,animelem=9,>0
id = 6500
pos = 0,240
postype = back
sprpriority = ifelse(fvar(0)=1,-6,-5)
scale = const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)

[state 8000]
type = PalFX
trigger1 = fvar(0)>1||parent,animelem=9,<1
add = 255-var(0)*21,255-var(0)*21,255-var(0)*21
time = 1

;GtFNg
[state 8000]
type = RemoveExplod
trigger1 = parent,animelem=38
id = 6500

[state 6500]
type = DestroySelf
trigger1 = parent,animelem=44

;GtFNg3(_C)
[statedef 66502]
type = A
ctrl = 0
anim = 9999

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;GtFNg3(_C)
[state 8000]
type = Explod
trigger1 = parent,animelem=13,=1
id = 6500
anim = 66502+(facing=-1)*5
pos = 320,240
postype = back
sprpriority = -5
bindtime=-1
ownpal = 0
scale = const(size.xscale),const(size.yscale)

[state 8000]
type = varadd
trigger1 = parent,animelem=13,>1
var(0) = 1

[state 8000]
type = varset
trigger1 = parent,animelem=13,=1
fvar(0) = 2

[state 8000]
type = varadd
trigger1 = parent,animelem=13,>1&&parent,animelem=21,<0&&Fvar(0)>1
fvar(0) = -.084

[state 8000]
type = varset
trigger1 = parent,animelem=13,>=1&&parent,animelem=21,<0&&fvar(0)<1
fvar(0) = 1

;GtFNgTCYύX
[state 8000]
type = ModifyExplod
trigger1 = parent,animelem=13,>0
id = 6500
pos = 320,240
postype = back
sprpriority = ifelse(fvar(0)=1,-6,-5)
scale = const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)

[state 8000]
type = PalFX
trigger1 = fvar(0)>1||parent,animelem=13,<1
add = 255-var(0)*21,255-var(0)*21,255-var(0)*21
time = 1

;GtFNg
[state 8000]
type = RemoveExplod
trigger1 = parent,animelem=38
id = 6500

[state 6500]
type = DestroySelf
trigger1 = parent,animelem=44

;GtFNg4(Xy[h)
[statedef 66503]
type = A
ctrl = 0
anim = 9999

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;GtFNg4(Xy[h)
[state 8000]
type = Explod
trigger1 = parent,animelem=17,=1
id = 6500
anim = 66503+(facing=-1)*5
pos = 320,0
postype = back
sprpriority = -5
bindtime=-1
ownpal = 0
scale = const(size.xscale),const(size.yscale)

[state 8000]
type = varadd
trigger1 = parent,animelem=17,>1
var(0) = 1

[state 8000]
type = varset
trigger1 = parent,animelem=17,=1
fvar(0) = 2

[state 8000]
type = varadd
trigger1 = parent,animelem=17,>1&&parent,animelem=21,<0&&Fvar(0)>1
fvar(0) = -.084

[state 8000]
type = varset
trigger1 = parent,animelem=17,>=1&&parent,animelem=21,<0&&fvar(0)<1
fvar(0) = 1

;GtFNgTCYύX
[state 8000]
type = ModifyExplod
trigger1 = parent,animelem=17,>0
id = 6500
pos = 320,0
postype = back
sprpriority = ifelse(fvar(0)=1,-6,-5)
scale = const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)

[state 8000]
type = PalFX
trigger1 = fvar(0)>1||parent,animelem=17,<1
add = 255-var(0)*21,255-var(0)*21,255-var(0)*21
time = 1

;GtFNg
[state 8000]
type = RemoveExplod
trigger1 = parent,animelem=38
id = 6500

[state 6500]
type = DestroySelf
trigger1 = parent,animelem=44

;CGtFNg(n[g)
[statedef 66504]
type = A
ctrl = 0
anim = 9999

[state 6500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;GtFNg
[state 8000]
type = RemoveExplod
trigger1 = parent,animelem=48
id = 6500

;CGtFNg(n[g)
[state 8000]
type = Explod
trigger1 = parent,animelem=38,=1
id = 6500
anim = 66504
pos = 160,160
postype = back
sprpriority = -5
bindtime=-1
ownpal = 0
scale = const(size.xscale),const(size.yscale)

[state 8000]
type = varadd
trigger1 = parent,animelem=38,>1
var(1) = 1

[state 8000]
type = varset
trigger1 = parent,animelem=38,=1
fvar(1) = .5;.75

[state 8000]
type = varadd
trigger1 = parent,animelem=38,>1&&Fvar(1)<1.5
fvar(1) = 0.02;0.03125;.0625

[state 8000]
type = PalFX
trigger1 = parent,animelem=40,<0
add = 255-var(1)*32,255-var(1)*32,255-var(1)*32
time = 1

;GtFNgTCYύX
[state 8000]
type = ModifyExplod
trigger1 = parent,animelem=38,>=1
id = 6500
pos = 160+(var(1)%4=2&&fvar(1)<1.5)*4-(var(1)%4=0&&fvar(1)<1.5)*4,160+(var(1)%4=2&&fvar(1)<1.5)*4-(var(1)%4=0&&fvar(1)<1.5)*4
postype = back
scale = const(size.xscale)*fvar(1),const(size.yscale)*fvar(1)

[state 6500]
type = DestroySelf
trigger1 = parent,animelem=48

;
;OOOOOOOOOOO
;ꌂ`wi
[statedef 67550]
ctrl = 0
anim = 9999

[state -2]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

;wi
[state 8000]
type = Explod
trigger1 = Time=0;||Time=60||Time=180||Time=300
id = 7550
anim = 67550
pos = -120+(facing=-1)*640,0;-(Time!=0)*240
postype = back
sprpriority = -10
vel = 0,4
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = 640,.5
facing=parent,facing
;wi
[state 8000]
type = Explod
trigger1 = Time=0;||Time=120||Time=240
id = 7551
anim = 67551
pos = -120+(facing=-1)*640,-1
postype = back
sprpriority = -10
vel = 0,4
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = 640,.5
facing=parent,facing

;o[1
[state 8000]
type = Explod
trigger1 = time=0||time=3||(Time%22=1&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*72-(time>0)*200+(teamside=2)*320,5-(Time>26&&(time%44=[1,12]))*5
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[2
[state 8000]
type = Explod
trigger1 = time=0||(Time%24=6&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*84-(time>0)*200+(teamside=2)*320,30-(Time>26&&(time%44=[1,12]))*10
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[3
[state 8000]
type = Explod
trigger1 = time=0||Time=2||(Time%26=0&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*60-(time>0)*200+(teamside=2)*320,ifelse(time=2,45,55)-(Time>26&&(time%44=[1,12]))*5
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[4
[state 8000]
type = Explod
trigger1 = time=0||Time=1||(Time%24=1&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*60-(time>0)*200+(teamside=2)*320,ifelse(Time=1,70,65)-(Time>26&&(time%44=[1,12]))*10
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[5
[state 8000]
type = Explod
trigger1 = time=0||(Time%32=5&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*108-(time>0)*200+(teamside=2)*320,75-(Time>26&&(time%44=[1,12]))*10
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[6
[state 8000]
type = Explod
trigger1 = time=0||time=2||(Time%25=1&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*48-(time>0)*200+(teamside=2)*320,ifelse(time=2,95,85)-(Time>26&&(time%44=[1,12]))*5
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[7
[state 8000]
type = Explod
trigger1 = time=0||time=1||(Time%28=1&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(time>0)*200+(teamside=2)*320,ifelse(time=1,115,110)-(Time>26&&(time%44=[1,12]))*5
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[8
[state 8000]
type = Explod
trigger1 = time=0||Time=2||(Time%22=3&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*96-(time>0)*200+(teamside=2)*320,ifelse(time=2,125,120)-(Time>26&&(time%44=[1,12]))*5
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[9
[state 8000]
type = Explod
trigger1 = time=0||time=1||Time=16||(Time%32=8&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*12-(time>0)*200+(teamside=2)*320,ifelse(time=1,155,140)-(Time>26&&(time%44=[1,12]))*15
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[10
[state 8000]
type = Explod
trigger1 = time=0||time=1||Time=16||(Time%28=10&&time>26)
id = 7560
anim = 67560+(time>10)
pos = 0-(Time=0)*84-(time>0)*200+(teamside=2)*320,ifelse(time=1,157,145)-(Time>26&&(time%44=[1,12]))*5
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[11
[state 8000]
type = Explod
trigger1 = time=0||time=2||Time=17||(Time%24=4&&time>26)
id = 7560
anim = 67560+(time>10)
pos = 0-(Time=0)*72-(time>0)*200+(teamside=2)*320,ifelse(time=2,175,170)-(Time>26&&(time%44=[1,12]))*10
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[12
[state 8000]
type = Explod
trigger1 = time=0||time=2||Time=17||(Time%22=5&&time>26)
id = 7560
anim = 67560
pos = 0-(Time=0)*84-(time>0)*200+(teamside=2)*320,ifelse(time=2,200,190)-(Time>26&&(time%44=[1,12]))*10
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[13
[state 8000]
type = Explod
trigger1 = time=0||time=3||Time=17||(Time%28=1&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*132-(time>0)*200+(teamside=2)*320,ifelse(time=3,215,205)-(Time>26&&(time%44=[1,12]))*15
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[14
[state 8000]
type = Explod
trigger1 = time=0||time=3||Time=17||(Time%26=0&&time>26)
id = 7560
anim = 67560+(time>10)
pos = 0-(Time=0)*120-(time>0)*200+(teamside=2)*320,ifelse(time=3,225,215)-(Time>26&&(time%44=[1,12]))*5
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5
;o[15
[state 8000]
type = Explod
trigger1 = time=0||time=5||time=19||(Time%24=0&&time>26)
id = 7560
anim = 67560+(time>20)
pos = 0-(Time=0)*72-(time>0)*200+(teamside=2)*320,ifelse(time=5,240,230)-(Time>26&&(time%44=[1,12]))*10
postype = back
sprpriority = -9
vel = 12,0
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5

;JbgC
[state 8000]
type = null;Explod
trigger1 = time=0
id = 6600
anim = 6600
pos = 0+(teamside=2)*320,240
postype = back
sprpriority = -8
bindtime=-1
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5

[state -2]
type = RemoveExplod
trigger1 = time>51&&(parent,stateno!=63501||(parent,stateno=63501&&parent,animelemtime(52)>=1&&(win||drawgame||lose)))

[state -2]
type = DestroySelf
trigger1 = time>51&&(parent,stateno!=63501||(parent,stateno=63501&&parent,animelemtime(52)>=1&&(win||drawgame||lose)))
