;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
;劔侕儀乕僩儌乕僪丅

;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劒劒劒劒劒劒劥劥
;劔侖捠忢懪寕丅

;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劒劥劥劥
;劔侖棫偪A楢1~3抜栚丅
;劔侖棫偪6A寭棫偪A楢4抜栚丅
;劔侖孅傒A寭棫偪A楢1抜栚丅
;劔侖嬻拞A楢1~3抜栚丅

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


;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劥劥
;劔侖捠忢幩寕丅

;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劒劥劥劥
;劔侖棫偪B丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



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



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



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

;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(3)>=5&&animelemtime(3)<=24
trigger1=(animelemtime(3)-5)%4=0
projid=var(50)
projanim=40230
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=125,-55
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,np
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,5
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,0
guard.pausetime=0,0
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-30,-6
air.velocity=-30,-6
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1

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


;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劥劥劥
;劔侖棫偪C丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



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



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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



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



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

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

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

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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40240
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=70,-55
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=25
projhits=4
projmisstime=5
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,np
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=20,2
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,10
guard.pausetime=0,10
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-4,-4
air.velocity=-4,-4
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥劥
;劔侖孅傒B丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=c
movetype=a
ignorehitpause=1



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



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



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

;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(3)>=5&&animelemtime(3)<=24
trigger1=(animelemtime(3)-5)%4=0
projid=var(50)
projanim=40230
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=100,-120
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=c,np
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,5
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,0
guard.pausetime=0,0
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-5,30
air.velocity=-5,30
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
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劥劥劥
;劔侖孅傒C丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=c
movetype=a
ignorehitpause=1



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



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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



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



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



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

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

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

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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40250
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=55,-40
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=25
projhits=4
projmisstime=5
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=c,np
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=20,2
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,10
guard.pausetime=0,10
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-4,-4
air.velocity=-4,-4
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥劥
;劔侖嬻拞B丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=a
ignorehitpause=1



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



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



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

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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y
ignorehitpause=1



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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(3)>=5&&animelemtime(3)<=24
trigger1=(animelemtime(3)-5)%4=0
projid=var(50)
projanim=40230
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=125,0
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=a,np
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=50,5
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,0
guard.pausetime=0,0
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-30,-6
air.velocity=-30,-6
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥劥
;劔侖嬻拞C丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=a
ignorehitpause=1



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



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



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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y
ignorehitpause=1



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



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

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

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

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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40260
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=70,-55
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=25
projhits=4
projmisstime=5
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=a,np
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=20,2
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,10
guard.pausetime=0,10
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-4,-4
air.velocity=-4,-4
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥
;劔侖昁嶦媄丅

;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劒劥劥劥
;劔侖236幩丅

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

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


;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劥劥劥
;劔侖623幩丅

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

;婎杮愝掕丅
[state ]
type=changeanim
triggerall=var(50)=stateno
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1



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



;婎杮愝掕乮媡弴張棟乯丅
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



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



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



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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



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



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



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



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(3)=0
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=60,6
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,10
guard.pausetime=0,10
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-2,-40
air.velocity=-2,-40
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=2.1
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget=[1,8]
trigger1=movehit=1
value=2002
ignorehitpause=1
[state ]
type=targetdrop
triggerall=numtarget=[1,8]
trigger1=movehit=1
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1

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

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

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



;峌寕杮懱丅
[state ]
type=projectile
triggerall=var(20)=[0,var(21)-1]
triggerall=var(20)%6=0
trigger1=1||fvar(18):=0.5*var(20)*var(20)*((4*fvar(0)-8*fvar(2)+4*fvar(4))/(var(21)*var(21)))+var(20)*((-3*fvar(0)+4*fvar(2)-fvar(4))/var(21))+fvar(0)
trigger1=1||fvar(19):=0.5*var(20)*var(20)*((4*fvar(1)-8*fvar(3)+4*fvar(5))/(var(21)*var(21)))+var(20)*((-3*fvar(1)+4*fvar(3)-fvar(5))/var(21))+fvar(1)
projid=var(50)
projanim=40000
projremanim=40270
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(fvar(18)),floor(fvar(19))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=var(20)+60
projhits=3
projmisstime=9
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=20,2
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,10
guard.pausetime=0,10
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-4,-4
air.velocity=-4,-4
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



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


;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劥劥劥
;劔侖214幩丅

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


;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劥劥劥
;劔侖22幩丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



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

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



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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



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



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

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



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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40290
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(facing*(enemynear,screenpos x-screenpos x)),0
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=180
projhits=20
projmisstime=9
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlap
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=5,0
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,0
guard.pausetime=0,0
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=0
air.fall=0
ground.velocity=-6,0
air.velocity=-6,0
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1

[state ]
type=projectile
trigger1=animelemtime(1)=0
projid=var(50)
projanim=40300
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(facing*(enemynear,screenpos x-screenpos x)),-40
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=200
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlap
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=5,0
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,0
guard.pausetime=0,0
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-5,-5
air.velocity=-5,-5
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥
;劔侖挻昁嶦媄丅

;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劒劥劥劥
;劔侖z丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1



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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥劥
;劔侖Fz丅

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

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



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



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



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

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

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

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

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

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



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

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

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

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

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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(10)>=65&&animelemtime(10)<=264
trigger1=animelemtime(10)%5=0
projid=var(50)
projanim=40310
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=facing*floor((floor(sysfvar(3))%(3*7*2*2*21*321))/(3*7*2*2*21)),floor(pos y-screenpos y+240)
postype=left
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=1
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,ha
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=12,1
fall.damage=0
getpower=0,0
givepower=0,10
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,3
guard.pausetime=0,3
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=0,-2
air.velocity=0,-2
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥劥
;劔侖Bz丅

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

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



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



;椪帪曄悢僙僢僩丅
[state ]
type=null
trigger1=1||var(20):=20
trigger1=1||var(21):=2
trigger1=1||var(22):=25
trigger1=1||var(58):=160*floor(((animelemtime(23)+var(22))%20)/10)+(random%160)
ignorehitpause=1



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

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

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

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

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



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

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

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

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

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

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

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



;價僕儏傾儖僙僢僩丅
[state ]
type=trans
trigger1=animelemtime(16)>=17&&animelemtime(16)<=26
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(16)-17))),floor(256*sin((pi/2/10)*(animelemtime(16)-17)))
ignorehitpause=1



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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



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

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



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

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



;峌寕杮懱丅
[state ]
type=projectile
trigger1=(animelemtime(23)+var(22))>=0&&(animelemtime(23)+var(22))<=199
trigger1=(animelemtime(23)+var(22))%10=0
projid=var(50)
projanim=40320
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=var(58)%320,20-(var(58)**2)%41
postype=back
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=55+10
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,ha
hitflag=hlafdp
guardflag=
affectteam=b
priority=2147483647,h
hitonce=0
numhits=1
damage=30,3
fall.damage=0
getpower=0,0
givepower=0,10
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,15
guard.pausetime=0,15
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-1,-3
air.velocity=-1,-3
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥
;劔侖廤栺僗僥乕僩丅

;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劒劥劥劥
;劔侖捠忢懪寕棫偪A楢1~3抜栚丅
;劔侖捠忢懪寕棫偪6A寭棫偪A楢4抜栚丅
;劔侖捠忢懪寕孅傒A寭棫偪A楢1抜栚丅
;劔侖捠忢懪寕嬻拞A楢1~3抜栚丅

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


;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劥劥劥劥
;劔侖婎杮愝掕丅

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


;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劥劥劥劥
;劔侖寱寔敪惗僼儗乕儉曐懚梡椪帪曄悢僙僢僩丅

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


;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劥劥劥劥
;劔侖婎杮愝掕乮媡弴張棟乯丅

;偦傟埲奜丅
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1

;僆僾僔儑儞崁栚丅
[state ]
type=statetypeset
triggerall=var(50)=6200||var(50)=6210||var(50)=6220||var(50)=6230
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=statetypeset
triggerall=var(50)=6400
trigger1=1
statetype=c
movetype=a
ignorehitpause=1
[state ]
type=statetypeset
triggerall=var(50)=6600||var(50)=6610||var(50)=6620
trigger1=1
statetype=a
movetype=a
ignorehitpause=1


;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劥劥劥劥
;劔侖壒嬁丅

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

;僆僾僔儑儞崁栚丅
[state ]
type=playsnd
triggerall=var(50)=6230||var(50)=6620
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
triggerall=var(50)=6230||var(50)=6620
trigger1=animelemtime(1)=0
value=s1000,2
freqmul=1.0
volume=255
channel=4
ignorehitpause=1


;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劥劥劥劥
;劔侖夋柺愝掕丅

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


;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劥劥劥劥
;劔侖嵗昗愝掕丅

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



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


;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劥劥劥劥
;劔侖暔棟墘嶼丅

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


;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劥劥劥劥
;劔侖僄僼僃僋僩幩弌嵗昗曐懚梡椪帪曄悢僙僢僩丅

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


;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劥劥劥劥
;劔侖寱寔丅

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


;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劥劥劥劥
;劔侖峌寕杮懱丅

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

;偦傟埲奜丅
[state ]
type=hitdef
triggerall=statetype=s
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=s,na
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,7
guard.pausetime=0,7
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=fvar(4),fvar(5)
air.velocity=fvar(6),fvar(7)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1

[state ]
type=hitdef
triggerall=statetype=c||statetype=l
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=c,na
hitflag=hlafdp
guardflag=l
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,7
guard.pausetime=0,7
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=fvar(4),fvar(5)
air.velocity=fvar(6),fvar(7)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1

[state ]
type=hitdef
triggerall=statetype=a
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=a,na
hitflag=hlafdp
guardflag=a
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,7
guard.pausetime=0,7
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=fvar(4),fvar(5)
air.velocity=fvar(6),fvar(7)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1


;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劥劥劥劥
;劔侖僗僥乕僩斣崋曐懚曄悢僙僢僩丅

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


;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劥劥劥
;劔侖236幩丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1



;寱寔敪惗僼儗乕儉曐懚梡椪帪曄悢僙僢僩丅
[state ]
type=null
triggerall=1||var(20):=2
trigger1=var(50)=2000
trigger1=1||var(20):=8
trigger1=1||var(21):=11
trigger2=var(50)=2001
trigger2=1||var(20):=3
ignorehitpause=1



;婎杮愝掕乮媡弴張棟乯丅
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1



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



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



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

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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



;僄僼僃僋僩幩弌嵗昗曐懚梡椪帪曄悢僙僢僩丅
[state ]
type=null
trigger1=var(50)=2000
trigger1=1||var(22):=10023||fvar(2):=-80||fvar(3):=-40
trigger1=1||var(23):=10000||fvar(4):=50||fvar(5):=0
trigger2=var(50)=2001
trigger2=1||var(22):=10023||fvar(2):=-80||fvar(3):=-60
ignorehitpause=1



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



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

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

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



;峌寕杮懱丅
[state ]
type=projectile
triggerall=var(50)=2000
trigger1=animelemtime(var(20))=0
projid=var(50)
projanim=var(22)+30090
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(fvar(2)),floor(fvar(3))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=8
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=60,6
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,10
guard.pausetime=0,10
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=1,-6
air.velocity=1,6
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1
[state ]
type=projectile
triggerall=var(50)=2000
trigger1=animelemtime(var(21))=0
projid=var(50)
projanim=var(23)+30090
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(fvar(4)),floor(fvar(5))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=8
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=60,6
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,10
guard.pausetime=0,10
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-5,30
air.velocity=-5,30
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1

[state ]
type=projectile
triggerall=var(50)=2001
trigger1=animelemtime(var(20))=0
projid=var(50)
projanim=var(22)+30090
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(fvar(2)),floor(fvar(3))
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=8
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=120,12
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,10
guard.pausetime=0,10
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-2,-40
air.velocity=-2,-40
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=2.1
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1


;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劥劥劥
;劔侖214幩丅

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

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=var(50)
value=var(50)
ignorehitpause=1



;寱寔敪惗僼儗乕儉曐懚梡椪帪曄悢僙僢僩丅
[state ]
type=null
triggerall=1||var(20):=2
trigger1=var(50)=2200
trigger1=1||var(20):=8
trigger2=var(50)=2201
trigger2=1||var(20):=4
ignorehitpause=1



;婎杮愝掕乮媡弴張棟乯丅
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
ignorehitpause=1
[state ]
type=sprpriority
trigger1=1
value=110
ignorehitpause=1



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

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

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



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

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



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

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



;暔棟墘嶼丅
[state ]
type=velset
trigger1=1
x=vel x*((statetype=s)*const(movement.stand.friction)+(statetype=c||statetype=l)*const(movement.crouch.friction)+(statetype=a))
y=vel y+(statetype=a)*const(movement.yaccel)
ignorehitpause=1



;僄僼僃僋僩幩弌嵗昗曐懚梡椪帪曄悢僙僢僩丅
[state ]
type=null
trigger1=1||var(21):=11020||fvar(2):=-67||fvar(3):=-87
ignorehitpause=1



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



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



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

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



;峌寕杮懱丅
[state ]
type=hitdef
trigger1=animelemtime(var(20))=0
id=var(50)
chainid=-1
nochainid=-1
attr=s,sa
hitflag=hlafdp
guardflag=hl
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=40,4
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,4
guard.pausetime=0,4
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-1,-6
air.velocity=-1,-6
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;峌寕杮懱丅
[state ]
type=projectile
trigger1=animelemtime(var(20))=0
projid=var(50)
projanim=40280
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=100,floor(-pos y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=20
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=120,12
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,4
guard.pausetime=0,4
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-2,-40
air.velocity=-2,-40
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=2.1
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(var(20))=0
projid=var(50)
projanim=40281
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=200,floor(-pos y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=30
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
id=var(50)
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafdp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=120,12
fall.damage=0
getpower=50,25
givepower=0,10
kill=1
guard.kill=0
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=0
pausetime=0,4
guard.pausetime=0,4
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=1
air.fall=1
ground.velocity=-2,-40
air.velocity=-2,-40
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=2.1
envshake.time=0
fall.envshake.time=0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
;sprpriority=1
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=1



;僗僥乕僩斣崋曐懚曄悢僙僢僩丅
[state ]
type=varset
triggerall=animtime=-1
trigger1=1||var(50):=11*(statetype=c||statetype=l)+50*(statetype=a)
trigger1=ishelper(103000)
sysvar(0)=var(50)
ignorehitpause=1









