;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕-2僗僥乕僩丅

[statedef -2]

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僨僶僢僌婰弎丅

[state ]
type=null
trigger1=1
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僽儕僗懳墳乚傾僯儊曄峏丅

;懳僨儈僩儕梡丅
[state ]
type=changeanim
triggerall=var(58)!=gametime
triggerall=enemynear,name="Demitri"&&enemynear,authorname="YoungKirei"
trigger1=stateno=[2021,2026]
value=9020
elem=stateno-2020



;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕-3僗僥乕僩丅

[statedef -3]

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僔僗僥儉丅


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僽儕僗懳墳乚僗僥乕僩扗庢姶抦曄悢僙僢僩丅

;偑傔偪傔幃乮僗僥敳偗偡傞傢偗偠傖側偄傛両両乯
[state ]
type=varset
trigger1=1
var(58)=gametime
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕嫸儌乕僪惈擻挷惍崁栚丅

;僟僢僔儏峌寕帪柍揋丅
[state ]
type=nothitby
triggerall=palno=[7,12]
triggerall=stateno=230||stateno=430||stateno=630
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
triggerall=palno=[7,12]
triggerall=stateno=230||stateno=430||stateno=630
trigger1=1
value2=sca
ignorehitpause=1



;僎乕僕儅僔儅僔丅
[state ]
type=poweradd
triggerall=palno=[7,12]
trigger1=movetype=a
value=1
ignorehitpause=1
[state ]
type=poweradd
triggerall=palno=[7,12]
trigger1=movetype=h
value=2
ignorehitpause=1



;梟偗傞乮傏偆偓傚偑偖乕傫偲偆倫乯丅
[state ]
type=defencemulset
triggerall=palno=[7,12]
trigger1=1
value=0.5*life/lifemax
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僸僢僩廃傝堦妵張棟丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侕儌乕僪嫟捠帠崁丅

;僸僢僩偺僼儔僌棫偰丅
[state ]
type=varset
trigger1=1
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=movecontact=1
trigger2=projcontacttime(0)=0
var(0)=1
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侕捠忢儌乕僪丅

;壒嬁乚懪寕壒丅
[state ]
type=playsnd
triggerall=var(0)=1
triggerall=(palno=2||palno=[7,12])=0
trigger1=movecontact=1&&(stateno=200||stateno=210||stateno=220||stateno=230||stateno=240||stateno=400||stateno=420||stateno=430||stateno=600||stateno=610||stateno=620||stateno=630)
value=s0,9
freqmul=1.0
volume=0
channel=31
ignorehitpause=1

;壒嬁乚徴寕壒丅
[state ]
type=playsnd
triggerall=var(0)=1
triggerall=(palno=2||palno=[7,12])=0
trigger1=projcontacttime(0)=0
value=s0,14
freqmul=1.0
volume=0
channel=28
ignorehitpause=1
[state ]
type=playsnd
triggerall=var(0)=1
triggerall=(palno=2||palno=[7,12])=0
trigger1=projcontacttime(0)=0
value=s0,15
freqmul=1.0
volume=0
channel=27
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侕嫸儌乕僪丅

;壒嬁乚愗抐壒丅
[state ]
type=playsnd
triggerall=var(0)=1
triggerall=palno=2||palno=[7,12]
trigger1=movecontact=1&&(stateno=200||stateno=210||stateno=220||stateno=240||stateno=400||stateno=420||stateno=600||stateno=610||stateno=620)
value=s0,6
freqmul=1.0
volume=255
channel=31
ignorehitpause=1

;壒嬁乚徴寕壒丅
[state ]
type=playsnd
triggerall=var(0)=1
triggerall=palno=2||palno=[7,12]
trigger1=1
value=s0,14
freqmul=1.0
volume=0
channel=30
ignorehitpause=1
[state ]
type=playsnd
triggerall=var(0)=1
triggerall=palno=2||palno=[7,12]
trigger1=1
value=s0,15
freqmul=1.0
volume=0
channel=29
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
triggerall=var(0)=1
triggerall=palno=2||palno=[7,12]
trigger1=1
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=-2147483648
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1

;夋柺梙傜偟丅
[state ]
type=envshake
triggerall=var(0)=1
triggerall=palno=2||palno=[7,12]
trigger1=movecontact=1&&(stateno=200||stateno=210||stateno=220||stateno=240||stateno=400||stateno=420||stateno=600||stateno=610||stateno=620)
time=7
freq=85
ampl=55
phase=90
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侕儌乕僪嫟捠帠崁乮媡弴張棟乯丅

;壒嬁乚愗抐壒丅
[state ]
type=playsnd
triggerall=var(0)=1
trigger1=movecontact=1&&(stateno=3100&&animelemtime(47+38)<=0)
value=s0,6
freqmul=1.0
volume=255
channel=31
ignorehitpause=1



;夋柺怓儗僀儎乕丄壓丅
[state ]
type=explod
triggerall=var(0)=1
trigger1=projcontacttime(3400)=0
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=1
bindtime=-1
sprpriority=2147483602
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1



;僸僢僩僄僼僃僋僩嵗昗娗棟丅
[state ]
type=null
triggerall=var(0)=1
trigger1=1||var(1):=facing*floor(enemynear,screenpos x+enemynear,const(size.mid.pos.x)-screenpos x)
trigger1=1||var(2):=floor(enemynear,screenpos y+enemynear,const(size.mid.pos.y)-screenpos y)
trigger1=1||var(3):=30
trigger1=1||var(4):=floor(var(3)*cos(gametime**3)*cos(gametime**4))
trigger1=1||var(5):=floor(var(3)*cos(gametime**3)*sin(gametime**4))
trigger1=1||var(6):=floor(30-0.4*facing*floor(enemynear,screenpos x+enemynear,const(size.mid.pos.x)-screenpos x))
trigger1=1||var(7):=1+(palno=2||palno=[7,12])
ignorehitpause=1
[state ]
type=varset
triggerall=var(0)=1
trigger1=projcontacttime(3200)=0
trigger2=projcontacttime(3400)=0
var(3)=70
ignorehitpause=1
[state ]
type=varset
triggerall=var(0)=1
trigger1=projcontacttime(0)=0
var(6)=0
ignorehitpause=1
[state ]
type=varset
triggerall=var(0)=1
triggerall=(palno=2||palno=[7,12])=0
trigger1=projcontacttime(3200)=0
trigger2=projcontacttime(3400)=0
var(7)=2
ignorehitpause=1

;僸僢僩僄僼僃僋僩丅
[state ]
type=explod
triggerall=var(0)=1
trigger1=projcontacttime(3400)!=0
anim=10030
scale=0.5*var(7)*const(size.xscale),0.5*var(7)*const(size.yscale)
pos=var(1)+var(4)+var(6),var(2)+var(5)
postype=p1
vel=0,0
accel=0,0
removetime=-2
bindtime=1
sprpriority=2147483599
ontop=0
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=var(0)=1
trigger1=projcontacttime(3400)!=0
stateno=10040
id=10040
name="10040"
pos=var(1)+var(4)+var(6),var(2)+var(5)
postype=p1
size.xscale=0.5*var(7)*const(size.xscale)
size.yscale=0.5*var(7)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1
[state ]
type=helper
triggerall=var(0)=1
trigger1=projcontacttime(3400)!=0
stateno=10050
id=10050
name="10050"
pos=var(1)+var(4)+var(6),var(2)+var(5)
postype=p1
size.xscale=0.25*var(7)*const(size.xscale)
size.yscale=0.25*var(7)*const(size.yscale)
helpertype=normal
pausemovetime=0
supermovetime=0
ignorehitpause=1



;僞僎僗僥丅
[state ]
type=targetstate
triggerall=var(0)=1
trigger1=movehit=1&&(stateno=230||stateno=430||stateno=630||stateno=3100&&animelemtime(6)>=0&&animelemtime(47+38)<=-1||stateno=3100&&animelemtime(47+38-1+7)>=0)
trigger2=projhittime(1000)=0||projhittime(3100)=0
value=231
ignorehitpause=1
[state ]
type=targetstate
triggerall=var(0)=1
trigger1=projhittime(1100)=0||projhittime(1200)=0
trigger2=projhittime(1300)=0||projhittime(1301)=0||projhittime(1310)=0||projhittime(1311)=0||projhittime(1320)=0||projhittime(1321)=0||projhittime(1330)=0||projhittime(1331)=0
value=1301
ignorehitpause=1
[state ]
type=targetstate
triggerall=var(0)=1
trigger1=projhittime(3000)=0
value=10081
ignorehitpause=1
[state ]
type=targetstate
triggerall=var(0)=1
trigger1=movehit=1&&(stateno=3100&&animelemtime(47+38)>=0&&animelemtime(47+38-1+7)<=-1)
value=3101
ignorehitpause=1
[state ]
type=targetstate
triggerall=var(0)=1
trigger1=projhittime(3200)=0||projhittime(3400)=0
value=3201
ignorehitpause=1
[state ]
type=targetstate
triggerall=var(0)=1
trigger1=projhittime(3300)=0
value=3301
ignorehitpause=1



;僸僢僩偺僼儔僌徚嫀丅
[state ]
type=varset
triggerall=var(0)=1
trigger1=1
var(0)=0
ignorehitpause=1



;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕-1僗僥乕僩丅

[statedef -1]

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕僔僗僥儉丅


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕AI梡丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侕AI婰弎巟墖娭楢摦嶌丅

;AI憖嶌擣幆僼儔僌丅
[state ]
type=varset
trigger1=command="ai01"
trigger2=command="ai02"
trigger3=command="ai03"
trigger4=command="ai04"
trigger5=command="ai05"
trigger6=command="ai06"
trigger7=command="ai07"
trigger8=command="ai08"
trigger9=command="ai09"
trigger10=command="ai10"
trigger11=command="ai11"
trigger12=command="ai12"
trigger13=command="ai13"
trigger14=command="ai14"
trigger15=command="ai15"
trigger16=command="ai16"
trigger17=command="ai17"
trigger18=command="ai18"
trigger19=command="ai19"
trigger20=command="ai20"
trigger21=command="ai21"
trigger22=command="ai22"
trigger23=command="ai23"
trigger24=command="ai24"
trigger25=command="ai25"
trigger26=command="ai26"
trigger27=command="ai27"
trigger28=command="ai28"
trigger29=command="ai29"
trigger30=command="ai30"
trigger31=command="ai31"
trigger32=command="ai32"
trigger33=command="ai33"
trigger34=command="ai34"
trigger35=command="ai35"
trigger36=command="ai36"
trigger37=command="ai37"
trigger38=command="ai38"
trigger39=command="ai39"
trigger40=command="ai40"
trigger41=command="ai41"
trigger42=command="ai42"
trigger43=command="ai43"
trigger44=command="ai44"
trigger45=command="ai45"
trigger46=command="ai46"
trigger47=command="ai47"
trigger48=command="ai48"
trigger49=command="ai49"
trigger50=command="ai50"
trigger51=0;僨僶僢僌梡丅
var(59)=1
ignorehitpause=1



;嫍棧應掕梡曄悢僙僢僩丅
[state ]
type=null
triggerall=var(59)=1&&roundstate=2
trigger1=1||fvar(0):=ifelse(enemynear,statetype!=a,enemynear,const(size.ground.front),enemynear,const(size.air.front))
trigger1=1||fvar(1):=ifelse(enemynear,statetype!=a,-enemynear,const(size.ground.back),-enemynear,const(size.air.back))
trigger1=1||fvar(2):=ifelse(facing!=enemynear,facing,facing*(enemynear,screenpos x-screenpos x)-fvar(0),facing*(enemynear,screenpos x-screenpos x)+fvar(1))
trigger1=1||fvar(1):=ifelse(facing!=enemynear,facing,facing*(enemynear,screenpos x-screenpos x)-fvar(1),facing*(enemynear,screenpos x-screenpos x)+fvar(0))
trigger1=1||fvar(0):=fvar(2)
trigger1=1||fvar(2):=enemynear,screenpos y-screenpos y-enemynear,const(size.height)
trigger1=1||fvar(3):=enemynear,screenpos y-screenpos y
trigger1=1||fvar(4):=-vel x+(1-2*(facing!=enemynear,facing))*enemynear,vel x
trigger1=1||fvar(5):=enemynear,vel y-vel y
ignorehitpause=1

;嫍棧應掕梡曄悢摦嶌僠僃僢僇乕丅
[state ]
type=displaytoclipboard
trigger1=1
text="%f,%f,%f,%f"
params=fvar(0),fvar(1),fvar(2),fvar(3)
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侕僗僥乕僩堏摦丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥劥
;劔侕僐儌儞娭楢摦嶌丅

;恖岺僞乕儞丅
[state ]
type=turn
triggerall=var(59)=1&&roundstate=2
trigger1=ctrl
trigger1=facing*floor(enemynear,screenpos x-screenpos x)<0



;儕僇僶儕丅
[state ]
type=changestate
value=5200
triggerall=var(59)=1&&roundstate=2
triggerall=stateno=5050
triggerall=vel y>0
triggerall=pos y>=-20
triggerall=alive
triggerall=canrecover
trigger1=1
[state ]
type=changestate
value=5200
triggerall=var(59)=1&&roundstate=2
triggerall=stateno=5050
triggerall=vel y>-1
triggerall=alive
triggerall=canrecover
trigger1=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥劥
;劔侕挻昁娭楢摦嶌丅

;挻昁嶦媄丅
[state ]
type=changestate
value=3400
triggerall=var(59)=1&&roundstate=2
triggerall=palno=2||palno=[7,12]
triggerall=power>=3000
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)

[state ]
type=changestate
value=3200
triggerall=var(59)=1&&roundstate=2
triggerall=(palno=2||palno=[7,12])=0
triggerall=power>=2000
triggerall=enemynear,movetype=a
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=3200
triggerall=var(59)=1&&roundstate=2
triggerall=palno=2||palno=[7,12]
triggerall=power>=2000&&power<=2500-1
triggerall=enemynear,movetype=a
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)

[state ]
type=changestate
value=3100
triggerall=var(59)=1&&roundstate=2
triggerall=power>=1000&&power<=1500-1
triggerall=1||fvar(6):=0*const(size.xscale)*(1.0+1.0*1)
triggerall=1||fvar(9):=-200*const(size.yscale)*(1.0+1.0*1)
triggerall=1||fvar(7):=75*const(size.xscale)*(1.0+1.0*1)
triggerall=1||fvar(8):=0*const(size.yscale)*(1.0+1.0*1)
triggerall=1||fvar(10):=0
triggerall=ifelse(facing*floor(enemynear,screenpos x-screenpos x)>=0,fvar(0),fvar(1))>=30
triggerall=enemynear,vel x<0
triggerall=enemynear,ctrl=0
trigger1=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)

[state ]
type=changestate
value=3300
triggerall=var(59)=1&&roundstate=2
triggerall=power>=1000&&power<=1500-1
triggerall=frontedgedist>backedgedist
triggerall=random<500
trigger1=statetype!=a&&ctrl
[state ]
type=changestate
value=3000
triggerall=var(59)=1&&roundstate=2
triggerall=power>=1000&&power<=1500-1
trigger1=statetype!=a&&ctrl


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥劥
;劔侕僐儞儃摦嶌丅

;嬻拞僐儞儃丅
[state ]
type=changestate
value=620
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=0*const(size.xscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=-300*const(size.yscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(7):=187.5*const(size.xscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=37.5*const(size.yscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype=a&&ctrl
[state ]
type=changestate
value=600
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=0*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=-200*const(size.yscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(7):=75*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=0*const(size.yscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype=a&&ctrl
trigger2=movecontact&&(stateno=630&&animelemtime(7)>=31)
[state ]
type=changestate
value=610
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=0*const(size.xscale)
triggerall=1||fvar(9):=-300*const(size.yscale)*(1.0+0.667*(palno=2||palno=[7,12]))
triggerall=1||fvar(7):=125*const(size.xscale)
triggerall=1||fvar(8):=const(size.yscale)*ifelse((palno=2||palno=[7,12])=0,0,200)
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype=a&&ctrl
trigger2=movecontact&&(stateno=600||stateno=620)
[state ]
type=changestate
value=1110
triggerall=var(59)=1&&roundstate=2
triggerall=numhelper(10060)=0&&numhelper(10061)=0
trigger1=statetype=a&&ctrl
trigger2=movecontact&&(stateno=600||stateno=620||stateno=630&&animelemtime(7)>=31)
[state ]
type=changestate
value=630
triggerall=var(59)=1&&roundstate=2
trigger1=statetype=a&&ctrl



;嬻拞僐儞儃傊偺宷偓丅
[state ]
type=changestate
value=1320
triggerall=var(59)=1&&roundstate=2
triggerall=statetype!=a&&ctrl
trigger1=prevstateno=1000



;抧忋僐儞儃丅
[state ]
type=changestate
value=200
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=0*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=-200*const(size.yscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(7):=75*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=0*const(size.yscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype!=a&&ctrl

[state ]
type=changestate
value=230
triggerall=var(59)=1&&roundstate=2
triggerall=(palno=2||palno=[7,12])=0
triggerall=1||fvar(6):=-100*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=-320*const(size.yscale)
triggerall=1||fvar(7):=125*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=-40*const(size.yscale)*(1.0-2.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=220||stateno=420||stateno=240)
[state ]
type=changestate
value=420
triggerall=var(59)=1&&roundstate=2
triggerall=palno=2||palno=[7,12]
triggerall=1||fvar(6):=0*const(size.xscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=(-285-15)*const(size.yscale)*(1.0+0.333*(palno=2||palno=[7,12]))+15*const(size.yscale)
triggerall=1||fvar(7):=187.5*const(size.xscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=(52.5-15)*const(size.yscale)*(1.0+0.333*(palno=2||palno=[7,12]))+15*const(size.yscale)
triggerall=1||fvar(10):=ifelse((palno=2||palno=[7,12])=0,114,-154)
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
trigger1=statetype!=a&&ctrl

[state ]
type=changestate
value=210
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=-100*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=-250*const(size.yscale)
triggerall=1||fvar(7):=150*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=-80*const(size.yscale)
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=400||stateno=420)
[state ]
type=changestate
value=220
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=0*const(size.xscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=-300*const(size.yscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(7):=187.5*const(size.xscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=37.5*const(size.yscale)*(1.0+0.333*(palno=2||palno=[7,12]))
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype!=a&&ctrl
trigger2=moveguarded&&(stateno=210)
[state ]
type=changestate
value=240
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=0*const(size.xscale)
triggerall=1||fvar(9):=-300*const(size.yscale)*(1.0+0.667*(palno=2||palno=[7,12]))
triggerall=1||fvar(7):=125*const(size.xscale)
triggerall=1||fvar(8):=const(size.yscale)*ifelse((palno=2||palno=[7,12])=0,0,200)
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=420)
trigger2=ifelse((palno=2||palno=[7,12])=0,stateno!=420,1)
[state ]
type=changestate
value=230
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=-100*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=-320*const(size.yscale)
triggerall=1||fvar(7):=125*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=-40*const(size.yscale)*(1.0-2.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=220||stateno=420||stateno=240)
[state ]
type=changestate
value=430
triggerall=var(59)=1&&roundstate=2
triggerall=1||fvar(6):=-100*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(9):=(-305-15)*const(size.yscale)+15*const(size.yscale)
triggerall=1||fvar(7):=125*const(size.xscale)*(1.0+1.0*(palno=2||palno=[7,12]))
triggerall=1||fvar(8):=(-25-15)*const(size.yscale)*(1.0-2.0*(palno=2||palno=[7,12]))+15*const(size.yscale)
triggerall=1||fvar(10):=0
triggerall=(fvar(7)<fvar(0)+fvar(10)*fvar(4)||fvar(1)+fvar(10)*fvar(4)<fvar(6)||fvar(8)<fvar(2)+fvar(10)*fvar(5)||fvar(3)+fvar(10)*fvar(5)<fvar(9))=0
triggerall=enemynear,statetype!=l
trigger1=statetype!=a&&ctrl
trigger2=moveguarded&&(stateno=240)
[state ]
type=changestate
value=1000
triggerall=var(59)=1&&roundstate=2
triggerall=enemynear,statetype!=l
trigger1=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥劥
;劔侕忬嫷偵墳偠偨晍愇丅

;堦曽偺旘傃摴嬶弌偟偨傫側傜丄傕偆堦曽偺旘傃摴嬶傕弌偟偲偗傛側丅
[state ]
type=changestate
value=1100
triggerall=var(59)=1&&roundstate=2
triggerall=(palno=2||palno=[7,12])=0
triggerall=numhelper(10060)=0&&numhelper(10061)=0
triggerall=statetype!=a&&ctrl||movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
trigger1=prevstateno=1200
[state ]
type=changestate
value=1200
triggerall=var(59)=1&&roundstate=2
triggerall=palno=2||palno=[7,12]
triggerall=numhelper(10070)=0
triggerall=statetype!=a&&ctrl||movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
trigger1=prevstateno=1100



;嫍棧棧傟偨傫側傜偦傜偍慜丄儚乕僾偡傞偭偒傖側偄傛側偀丅
[state ]
type=changestate
value=1320
triggerall=var(59)=1&&roundstate=2
triggerall=statetype!=a&&ctrl||movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
trigger1=ifelse(facing*floor(enemynear,screenpos x-screenpos x)>=0,fvar(0),fvar(1))>=200
trigger1=random<500



;傗傞偙偲偹乕偺偵傗偨傜嬤偄側傜嫍棧傪庢傞傋偔儚乕僾偟側偒傖偩傛側偀乮儌乕僪嵎偁傝乯丅
[state ]
type=changestate
value=1310
triggerall=var(59)=1&&roundstate=2
triggerall=statetype!=a&&ctrl||movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
trigger1=(palno=2||palno=[7,12])=0
trigger1=ifelse(facing*floor(enemynear,screenpos x-screenpos x)>=0,fvar(0),fvar(1))<=59
trigger1=frontedgedist<=160
trigger2=palno=2||palno=[7,12]
trigger2=ifelse(facing*floor(enemynear,screenpos x-screenpos x)>=0,fvar(0),fvar(1))<=99
trigger2=frontedgedist<=160
[state ]
type=changestate
value=1300
triggerall=var(59)=1&&roundstate=2
triggerall=statetype!=a&&ctrl||movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
trigger1=(palno=2||palno=[7,12])=0
trigger1=ifelse(facing*floor(enemynear,screenpos x-screenpos x)>=0,fvar(0),fvar(1))<=59
trigger2=palno=2||palno=[7,12]
trigger2=ifelse(facing*floor(enemynear,screenpos x-screenpos x)>=0,fvar(0),fvar(1))<=99


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥劥
;劔侕忢挀旘傃摴嬶幩弌摦嶌丅

;捠忢儌乕僪偼丄僗僼傿傾桪愭丅嫸儌乕僪偼偦偺媡丅
[state ]
type=changestate
value=1100
triggerall=var(59)=1&&roundstate=2
triggerall=(palno=2||palno=[7,12])=0
triggerall=numhelper(10060)=0&&numhelper(10061)=0
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=1200
triggerall=var(59)=1&&roundstate=2
triggerall=numhelper(10070)=0
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=1100
triggerall=var(59)=1&&roundstate=2
triggerall=palno=2||palno=[7,12]
triggerall=numhelper(10060)=0&&numhelper(10061)=0
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)



;嬻拞偱儂乕儈儞僌儃儉丅
[state ]
type=changestate
value=1110
triggerall=var(59)=1&&roundstate=2
triggerall=numhelper(10060)=0&&numhelper(10061)=0
trigger1=statetype=a&&ctrl
trigger2=movecontact&&(stateno=600||stateno=620||stateno=630&&animelemtime(7)>=31)


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥劥
;劔侕摿偵傗傞偙偲側偄帪丅

;揔摉偵儚乕僾偟偲偙偆乮嫸儌乕僪偺傒乯丅
[state ]
type=changestate
value=1300+10*(random%4)
triggerall=var(59)=1&&roundstate=2
triggerall=palno=2||palno=[7,12]
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕偦傟埲奜丅

;挻昁嶦媄丅
[state ]
type=changestate
value=3400
triggerall=var(59)=0
triggerall=command="傾僂僞乕僗儁乕僗僿僀儘僁"
triggerall=power>=3000
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)

[state ]
type=changestate
value=3200
triggerall=var(59)=0
triggerall=command="傾億僇儕僾僗"
triggerall=power>=2000
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)

[state ]
type=changestate
value=3000
triggerall=var(59)=0
triggerall=command="僞儞僕僃儞僥傿傾儖僼儗傾"
triggerall=power>=1000
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=3100
triggerall=var(59)=0
triggerall=command="儔僢僔儏"
triggerall=power>=1000
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=3300
triggerall=var(59)=0
triggerall=command="儚乕儖僪僋儗償傽乕僗"
triggerall=power>=1000
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)



;昁嶦媄丅
[state ]
type=changestate
value=1300
triggerall=var(59)=0
triggerall=command="儚乕僾X"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=1310
triggerall=var(59)=0
triggerall=command="儚乕僾Y"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=1320
triggerall=var(59)=0
triggerall=command="儚乕僾A"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=1330
triggerall=var(59)=0
triggerall=command="儚乕僾B"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)

[state ]
type=changestate
value=1000
triggerall=var(59)=0
triggerall=command="壩拰"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)

[state ]
type=changestate
value=1100
triggerall=var(59)=0
triggerall=command="敋抏"
triggerall=numhelper(10060)=0&&numhelper(10061)=0
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)
[state ]
type=changestate
value=1110
triggerall=var(59)=0
triggerall=command="敋抏"
triggerall=numhelper(10060)=0&&numhelper(10061)=0
trigger1=statetype=a&&ctrl
trigger2=movecontact&&(stateno=600||stateno=620||stateno=630&&animelemtime(7)>=31)

[state ]
type=changestate
value=1200
triggerall=var(59)=0
triggerall=command="僗僼傿傾"
triggerall=numhelper(10070)=0
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=230&&animelemtime(7)>=38||stateno=240||stateno=400||stateno=420||stateno=430&&animelemtime(7)>=38)



;挧敪丅
[state ]
type=null;changestate
value=195
triggerall=var(59)=0
triggerall=command="start"
trigger1=statetype!=a&&ctrl

;僟僢僔儏丅
[state ]
type=changestate
value=100
triggerall=var(59)=0
triggerall=command="FF"
trigger1=statetype=s&&ctrl
[state ]
type=changestate
value=105
triggerall=var(59)=0
triggerall=command="BB"
trigger1=statetype=s&&ctrl



;捠忢乚嬻拞峌寕丅
[state ]
type=changestate
value=600
triggerall=var(59)=0
triggerall=command="x"
trigger1=statetype=a&&ctrl
trigger2=movecontact&&(stateno=630&&animelemtime(7)>=31)
[state ]
type=changestate
value=610
triggerall=var(59)=0
triggerall=command="y"||command="z"
trigger1=statetype=a&&ctrl
trigger2=movecontact&&(stateno=600||stateno=620)
[state ]
type=changestate
value=620
triggerall=var(59)=0
triggerall=command="a"
trigger1=statetype=a&&ctrl
[state ]
type=changestate
value=630
triggerall=var(59)=0
triggerall=command="b"||command="c"
trigger1=statetype=a&&ctrl



;捠忢乚孅傒峌寕丅
[state ]
type=changestate
value=400
triggerall=var(59)=0
triggerall=(command="x"||command="y"||command="z")&&command="holddown"
trigger1=statetype!=a&&ctrl
[state ]
type=changestate
value=420
triggerall=var(59)=0
triggerall=command="a"&&command="holddown"
trigger1=statetype!=a&&ctrl
[state ]
type=changestate
value=430
triggerall=var(59)=0
triggerall=(command="b"||command="c")&&command="holddown"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=220||stateno=420||stateno=240)



;捠忢乚棫偪峌寕丅
[state ]
type=changestate
value=200
triggerall=var(59)=0
triggerall=command="x"
trigger1=statetype!=a&&ctrl
[state ]
type=changestate
value=210
triggerall=var(59)=0
triggerall=command="y"||command="z"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=400||stateno=420)
[state ]
type=changestate
value=220
triggerall=var(59)=0
triggerall=command="a"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=210)
[state ]
type=changestate
value=230
triggerall=var(59)=0
triggerall=command="b"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=220||stateno=240||stateno=420)
[state ]
type=changestate
value=240
triggerall=var(59)=0
triggerall=command="c"
trigger1=statetype!=a&&ctrl
trigger2=movecontact&&(stateno=200||stateno=210||stateno=220||stateno=420)



;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕僐儅儞僪丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕儕儅僢僾偲偐丅

[remap]
x=x
y=y
z=z
a=a
b=b
c=c
s=s
[defaults]
command.time=15
command.buffer.time=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕AI僐儅儞僪丅

[command]
name="ai01"
command=F,F,F
time=0
[command]
name="ai02"
command=F,F,F
time=0
[command]
name="ai03"
command=F,F,F
time=0
[command]
name="ai04"
command=F,F,F
time=0
[command]
name="ai05"
command=F,F,F
time=0
[command]
name="ai06"
command=F,F,F
time=0
[command]
name="ai07"
command=F,F,F
time=0
[command]
name="ai08"
command=F,F,F
time=0
[command]
name="ai09"
command=F,F,F
time=0
[command]
name="ai10"
command=F,F,F
time=0
[command]
name="ai11"
command=F,F,F
time=0
[command]
name="ai12"
command=F,F,F
time=0
[command]
name="ai13"
command=F,F,F
time=0
[command]
name="ai14"
command=F,F,F
time=0
[command]
name="ai15"
command=F,F,F
time=0
[command]
name="ai16"
command=F,F,F
time=0
[command]
name="ai17"
command=F,F,F
time=0
[command]
name="ai18"
command=F,F,F
time=0
[command]
name="ai19"
command=F,F,F
time=0
[command]
name="ai20"
command=F,F,F
time=0
[command]
name="ai21"
command=F,F,F
time=0
[command]
name="ai22"
command=F,F,F
time=0
[command]
name="ai23"
command=F,F,F
time=0
[command]
name="ai24"
command=F,F,F
time=0
[command]
name="ai25"
command=F,F,F
time=0
[command]
name="ai26"
command=F,F,F
time=0
[command]
name="ai27"
command=F,F,F
time=0
[command]
name="ai28"
command=F,F,F
time=0
[command]
name="ai29"
command=F,F,F
time=0
[command]
name="ai30"
command=F,F,F
time=0
[command]
name="ai31"
command=F,F,F
time=0
[command]
name="ai32"
command=F,F,F
time=0
[command]
name="ai33"
command=F,F,F
time=0
[command]
name="ai34"
command=F,F,F
time=0
[command]
name="ai35"
command=F,F,F
time=0
[command]
name="ai36"
command=F,F,F
time=0
[command]
name="ai37"
command=F,F,F
time=0
[command]
name="ai38"
command=F,F,F
time=0
[command]
name="ai39"
command=F,F,F
time=0
[command]
name="ai40"
command=F,F,F
time=0
[command]
name="ai41"
command=F,F,F
time=0
[command]
name="ai42"
command=F,F,F
time=0
[command]
name="ai43"
command=F,F,F
time=0
[command]
name="ai44"
command=F,F,F
time=0
[command]
name="ai45"
command=F,F,F
time=0
[command]
name="ai46"
command=F,F,F
time=0
[command]
name="ai47"
command=F,F,F
time=0
[command]
name="ai48"
command=F,F,F
time=0
[command]
name="ai49"
command=F,F,F
time=0
[command]
name="ai50"
command=F,F,F
time=0


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕挻昁嶦媄僐儅儞僪丅

[command]
name="傾僂僞乕僗儁乕僗僿僀儘僁"
command=D,DB,B,D,DB,B,a
time=30
[command]
name="傾僂僞乕僗儁乕僗僿僀儘僁"
command=D,DB,B,D,DB,B,b
time=30

[command]
name="傾億僇儕僾僗"
command=D,DB,B,D,DB,B,x
time=30
[command]
name="傾億僇儕僾僗"
command=D,DB,B,D,DB,B,y
time=30

[command]
name="儔僢僔儏"
command=D,DF,F,D,DF,F,x
time=30
[command]
name="儔僢僔儏"
command=D,DF,F,D,DF,F,y
time=30
[command]
name="僞儞僕僃儞僥傿傾儖僼儗傾"
command=D,DF,F,D,DF,F,a
time=30
[command]
name="儚乕儖僪僋儗償傽乕僗"
command=D,DF,F,D,DF,F,b
time=30


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕昁嶦媄僐儅儞僪丅

[command]
name="壩拰"
command=D,DF,F,x
time=15
[command]
name="壩拰"
command=D,DF,F,y
time=15

[command]
name="敋抏"
command=D,DF,F,a
time=15
[command]
name="僗僼傿傾"
command=D,DF,F,b
time=15

[command]
name="儚乕僾X"
command=F,D,DF,x
time=15
[command]
name="儚乕僾Y"
command=F,D,DF,y
time=15
[command]
name="儚乕僾A"
command=F,D,DF,a
time=15
[command]
name="儚乕僾B"
command=F,D,DF,b
time=15


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侕昁恵僐儅儞僪丅

[command]
name="FF"
command=F,F
time=10
[command]
name="BB"
command=B,B
time=10
[command]
name="recovery"
command=x+y
time=1
[command]
name="down_a"
command=/$D,a
time=1
[command]
name="down_b"
command=/$D,b
time=1
[command]
name="a"
command=a
time=1
[command]
name="b"
command=b
time=1
[command]
name="c"
command=c
time=1
[command]
name="x"
command=x
time=1
[command]
name="y"
command=y
time=1
[command]
name="z"
command=z
time=1
[command]
name="start"
command=s
time=1
[command]
name="holdfwd"
command=/$F
time=1
[command]
name="holdback"
command=/$B
time=1
[command]
name="holdup"
command=/$U
time=1
[command]
name="holddown"
command=/$D
time=1



;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕偟乕偊偸偊偡丅

[data]
life=1000
power=3000
attack=100
defence=100
fall.defence_up=50
liedown.time=60
airjuggle=100
sparkno=-1
guard.sparkno=-1
ko.echo=0
volume=0
intpersistindex=59,59
floatpersistindex=40

[size]
xscale=0.4
yscale=0.4
ground.front=16
ground.back=20
air.front=16
air.back=20
height=118
attack.dist=100
proj.attack.dist=100
proj.doscale=0
head.pos=2,-106
mid.pos=2,-72
shadowoffset=0
draw.offset=0,0

[velocity]
walk.fwd=1.5
walk.back=-1.5
run.fwd=4.0,0.0
run.back=-4.0,0.0
jump.neu=0.0,-6.0
jump.fwd=3.5
jump.back=-3.5
runjump.fwd=4.0
runjump.back=-4.0
airjump.neu=0.0,-6.0
airjump.fwd=1.5
airjump.back=-1.5

[movement]
airjump.num=0
airjump.height=25
yaccel=.2
stand.friction=.85
crouch.friction=.80









