
;仭捠忢棫偪仭
[Statedef 0]
type = S
physics = S
velocity = 0, 0
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != var(32) && Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = var(32)

[State 0, 1]
type = ChangeAnim
trigger1 = time = 600
trigger1 = anim != 2
value = 2

[State 0, 4]
type = ChangeState
trigger1 = !alive
value = 5050

;仭曕偒仭
[Statedef 20]
type = S
physics = S
ctrl = 1
sprpriority = 0

[State 20, 1]
type = changestate
triggerall = var(59)
trigger1 = time = 0
value = 0
ctrl = 1
ignorehitpause = 1

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21
value = 21

;仭俙俬梡曕偒仭
[Statedef 21]
type = S
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 0

[State 20, 1]
type = Turn
trigger1 = P2dist X < 0

[State -1, VarSet]
type = VarSet
trigger1 = time = 0
var(57) = 0

[State -1, VarSet]
type = VarSet
triggerall = time = 0
trigger1 = random <= 333
trigger2 = frontedgebodydist <= 30
trigger3 = p2bodydist x < 50
var(57) = -1

[State -1, VarSet]
type = VarSet
triggerall = time = 0
trigger1 = backedgebodydist <= 30
var(57) = 1

[State 20, VelSet]
Type = VelSet
Trigger1 = time = 0
x = ifelse(var(57) = -1, const(velocity.walk.back.x), const(velocity.walk.fwd.x))

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21
value = 21

[State 20, 4]
type = changestate
trigger1 = time > 20
trigger1 = P2bodydist x <= 20 && anim = 20
trigger2 = time > 20
trigger2 = P2bodydist x >= 150 && anim = 21
trigger3 = time > 25
trigger3 = frontedgebodydist <= 30 || backedgebodydist <= 30
trigger4 = inguarddist
trigger5 = roundstate != 2
value = 0
ctrl = 1

;仭僕儍儞僾奐巒仭
[Statedef 40]
type = S
physics = S
anim = 40
velset = 0, 0
ctrl = 0

[State 20, 1]
type = changestate
triggerall = var(59)
trigger1 = time = 0
value = 0
ctrl = 1
ignorehitpause = 1

[State 40, HitBy]
type = HitBy
trigger1 = 1
value = SCA, AA, AP

[State 40, 1]
type = NULL
trigger1 = Time = 0
trigger1 = var(4) := 0 || 1
trigger1 = var(5) := 0 || 1

[State 40, 2]
type = VarSet
trigger1 = Time = 0
sysvar(1) = command = "holdfwd"-command = "holdback"

[State 40, 4]
type = VarSet
triggerall = Time = 0
trigger1 = (PrevStateNo = [100,101]) && sysvar(1) = 1
trigger2 = Command = "longjump"
var(4) = 1

[State 40, 5]
type = VarSet
trigger1 = command != "holdup"
var(5) = 1

[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(!sysvar(1), 0, ifelse(sysvar(1)=1, (const(velocity.jump.fwd.x)*!var(4)+const(velocity.runjump.fwd.x)*var(4)), (const(velocity.jump.back.x)*!var(4)+const(velocity.runjump.back.x)*var(4))))
y = ifelse(var(4) && !sysvar(1), const(velocity.jump.y)*1.15*ifelse(!var(5),1,.75), const(velocity.jump.y)*ifelse(!var(5),1,.75))

[State 52, Effect]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = !var(4) && !var(5)
trigger2 = var(4) && var(5)
value = 0, 3

[State 52, Effect]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = var(4) && !var(5)
value = 0, 4

[State 52, Effect]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = !var(4) && var(5)
value = 0, 5

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;仭俙俬梡僕儍儞僾奐巒仭
[Statedef 41]
type = S
physics = S
anim = 40
velset = 0, 0
ctrl = 0

[State 40, HitBy]
type = HitBy
trigger1 = 1
value = SCA, AA, AP

[State 40, 1]
type = NULL
trigger1 = Time = 0
trigger1 = var(4) := 0 || 1
trigger1 = var(5) := 0 || 1

[State 40, 2]
type = VarSet
trigger1 = PrevStateNo != [100,101]
trigger1 = Time = 0
sysvar(1) = ifelse(random<150,-1,ifelse(random>850,0,1))

[State 40, 4]
type = VarSet
triggerall = Time = 0
trigger1 = (PrevStateNo = [100,101])
trigger2 = Random <= 420
var(4) = 1

[State 40, 5]
type = VarSet
trigger1 = Random <= 130
var(5) = 1

[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(!sysvar(1), 0, ifelse(sysvar(1)=1, (const(velocity.jump.fwd.x)*!var(4)+const(velocity.runjump.fwd.x)*var(4)), (const(velocity.jump.back.x)*!var(4)+const(velocity.runjump.back.x)*var(4))))
y = ifelse(var(4) && !sysvar(1), const(velocity.jump.y)*1.15*ifelse(!var(5),1,.75), const(velocity.jump.y)*ifelse(!var(5),1,.75))

[State 52, Effect]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = !var(4) && !var(5)
trigger2 = var(4) && var(5)
value = 0, 3

[State 52, Effect]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = var(4) && !var(5)
value = 0, 4

[State 52, Effect]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = !var(4) && var(5)
value = 0, 5

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;仭僕儍儞僾仭
[Statedef 50]
type = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(5),ifelse(!vel x,41,ifelse(vel x>0, 42, 43)),51)

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50, AfterImage]
type = AfterImage
triggerall = !var(4) || var(5)
trigger1 = Time = 0
time = 0

;仭拝抧仭
[Statedef 52]
type = S
physics = S
anim = 47
velset = 0, 0
ctrl = 0
facep2 = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0, 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭僟僢僔儏仭
[Statedef 100]
type = S
physics = S
anim = 100
velset = 0, 0
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = const(velocity.run.fwd.x)

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(6) = 0
value = 0, 1

[State 101,next]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holdup"
value = 40
ctrl = 0

[State 100, 4]
type = ChangeState
triggerall = !var(59)
triggerall = AnimElemTime(2) >= 1
trigger1 = command != "holdfwd"
value = 101

[State 100, DashStop]
type = ChangeState
triggerall = var(59)
triggerall = AnimElemTime(2) >= 1
trigger1 = inguarddist
trigger2 = P2BodyDist X <= 45 && Random <= 700
trigger3 = roundstate != 2
value = 101

;仭僟僢僔儏廔椆仭
[Statedef 101]
type = S
physics = N
anim = 101
ctrl = 0

[State 100, Effect]
type = PlaySnd
trigger1 = time = 0
value = 0, 2

[State 101,next]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holdup"
value = 40
ctrl = 0

[State 100, 1]
type = VelMul
trigger1 = 1
x = .9

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭僶僢僋僗僥僢僾仭
[Statedef 105]
type = A
physics = N
anim = 105
velset = 0, 0
ctrl = 0

[State 100,1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)

[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(2) > 0
x = .98

[State 105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 106

;仭僶僢僋僗僥僢僾廔椆仭
[Statedef 106]
type = S
physics = S
anim = 106
velset = 0, 0
ctrl = 0

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 0, 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = time = 3
value = 1

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仭僈乕僪奐巒仭
[Statedef 120]
type = U
physics = U
ctrl = !var(59)

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll = Statetype = S
Trigger1 = !var(59)
Trigger1 = command = "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType = C
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll = Statetype = C
Trigger1 = !var(59)
Trigger1 = command != "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType != C
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command != "holdback"
Trigger2 = !inguarddist
value = 140

;仭僈乕僪庴晅乮棫偪乯仭
[Statedef 130]
type = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command = "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType = C
Trigger2 = random < 250
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command != "holdback"
Trigger2 = !inguarddist
value = 140

[State 130, Snd]
type = playsnd
trigger1 = time = 0
trigger1 = prevstateno = 132 || (prevstateno=[154,155])
value = 0, 0

;仭僈乕僪庴晅乮偟傖偑傒乯仭
[Statedef 131]
type = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command != "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType != C
Trigger2 = random < 125
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command != "holdback"
Trigger2 = !inguarddist
value = 140

;仭僈乕僪庴晅乮嬻拞乯仭
[Statedef 132]
type = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
triggerall = sysvar(0)
triggerall = inguarddist
trigger1 = !var(59)
trigger1 = command = "holdback" 
trigger2 = var(59) || fvar(39)
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command != "holdback"
Trigger2 = !inguarddist
value = 140

;仭僈乕僪廔椆仭
[Statedef 140]
type = U
physics = U
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll = Statetype = S
Trigger1 = !var(59)
Trigger1 = command = "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType = C
Trigger2 = random < 250
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll = Statetype = C
Trigger1 = !var(59)
Trigger1 = command != "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType != C
Trigger2 = random < 125
statetype = S
physics = S

;仭僈乕僪峝捈乮棫偪乯仭
[Statedef 150]
type = S
movetype = H
physics = N
velset = 0, 0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151+2*ifelse(!var(59),(command="holddown"),(enemynear(var(58)),StateType = C))

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll = Statetype = S
Trigger1 = !var(59)
Trigger1 = command = "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType = C
Trigger2 = random < 250
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll = Statetype = C
Trigger1 = !var(59)
Trigger1 = command != "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType != C
Trigger2 = random < 125
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;仭僈乕僪峝捈夝彍屻偺屻戅乮棫偪乯仭
[Statedef 151]
type = S
movetype = H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll = Statetype = S
Trigger1 = !var(59)
Trigger1 = command = "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType = C
Trigger2 = random < 250
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll = Statetype = C
Trigger1 = !var(59)
Trigger1 = command != "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType != C
Trigger2 = random < 125
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;仭僈乕僪峝捈乮偟傖偑傒乯仭
[Statedef 152]
type = C
movetype = H
physics = N
velset = 0, 0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151+2*ifelse(!var(59),(command="holddown"),(enemynear(var(58)),StateType = C))

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll = Statetype = S
Trigger1 = !var(59)
Trigger1 = command = "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType = C
Trigger2 = random < 250
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll = Statetype = C
Trigger1 = !var(59)
Trigger1 = command != "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType != C
Trigger2 = random < 125
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;仭僈乕僪峝捈夝彍屻偺屻戅乮偟傖偑傒乯仭
[Statedef 153]
type = C
movetype = H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll = Statetype = S
Trigger1 = !var(59)
Trigger1 = command = "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType = C
Trigger2 = random < 250
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll = Statetype = C
Trigger1 = !var(59)
Trigger1 = command != "holddown"
Trigger2 = var(59) || fvar(39)
Trigger2 = enemynear(var(58)),StateType != C
Trigger2 = random < 125
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;仭僈乕僪峝捈乮嬻拞乯仭
[Statedef 154]
type = A
movetype= H
physics = N
velset = 0, 0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;仭僈乕僪峝捈夝彍屻偺屻戅乮嬻拞乯仭
[Statedef 155]
type = A
movetype = H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
triggerall = sysvar(0)
triggerall = inguarddist
trigger1 = !var(59)
trigger1 = command = "holdback"
trigger2 = var(59) || fvar(39)
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;仭悂偭旘傃壓崀仭
[Statedef 5050]
type = A
movetype = H
physics = N

[State 5050, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = !var(59)
trigger1 = Command = "recovery"
value = 5200

[State 5050, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= 10
triggerall = alive
triggerall = CanRecover
trigger1 = !var(59)
trigger1 = Command = "recovery"
trigger2 = var(59) || fvar(39)
trigger2 = Random <= 400
value = 5201

[State 5050, 5]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = !var(59)
trigger1 = Command = "recovery"
trigger2 = var(59) || fvar(39)
trigger2 = Pos Y >= -40
trigger2 = Random <= 50
value = 5210

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;仭懌暐偄偱偙偗傞仭
[Statedef 5071]
type = A
movetype = H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = !var(59)
trigger1 = Command = "recovery"
value = 5200

[State 5050, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= 10
triggerall = alive
triggerall = CanRecover
trigger1 = !var(59)
trigger1 = Command = "recovery"
trigger2 = var(59) || fvar(39)
trigger2 = Random <= 400
value = 5201

[State 5050, 5]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = !var(59)
trigger1 = Command = "recovery"
trigger2 = var(59) || fvar(39)
trigger2 = Pos Y >= -20
trigger2 = Random <= 50
value = 5210

[State 5071, 3]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;仭悂偭旘傃屻抧柺偵寖撍仭
[Statedef 5100]
type = L
movetype = H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5110, Envshake]
type = EnvShake
Trigger1 = time = 0
time = 10
freq = 80
ampl = 4

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
value = 0, 10

[State 5110]
type = Explod
trigger1 = Time = 0
anim = 6040
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 5
removeongethit = 1

[State 5100, Var]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5110

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;仭墶偵搢傟傞仭
[Statedef 5110]
type = L
movetype = H
physics = N

[State 5110, Envshake]
type = EnvShake
Trigger1 = time = 0
Trigger1 = PrevStateNo = 5071
time = 10
freq = 80
ampl = 4

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
Trigger1 = PrevStateNo = 5071
value = 0, 10

[State 5110]
type = Explod
trigger1 = Time = 0
trigger1 = PrevStateNo = 5071
anim = 6040
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 5
removeongethit = 1

[State 5110, 1]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

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

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

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

[State 5110, 9]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110, 10]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110, 11] 
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

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

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

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;仭晧偗偨帪偵墶偵搢傟偰偄傞仭
[Statedef 5150]
type = L
movetype = H
physics = N
sprpriority = -3

[State 5150, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !(teammode = turns)
trigger1 = SelfAnimExist(5140)
value = 5140

[State 5150, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !(teammode = turns)
trigger1 = MatchOver = 1
trigger1 = SelfAnimExist(5150)
value = 5150

[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 5110
trigger1 = Anim != 5140
trigger1 = Anim != 5150
value = 5110

[State 1300, Turn]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = Anim = 5140
trigger1 = time = 82

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
x = 0
persistent = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA

;仭抧忋偵嬤偄帪偺嬻拞庴偗恎仭
[Statedef 5201]
type = S
movetype = I
physics = N
anim = 5200
velset = 0, 0
ctrl = 0
facep2 = 1

[State 5210, 1]
type = PalFX
trigger1 = Time = 0
time = 21
add = 96, 96, 96
sinadd = 96, 96, 96, 3

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -8

[State 5201, 2]
type = VelMul
trigger1 = 1
x = .9

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5900, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭嬻拞庴偗恎仭
[Statedef 5210]
type = A
movetype = I
physics = N
anim = 5210
ctrl = 0
facep2 = 1

[State 5210, 1]
type = PalFX
trigger1 = Time = 0
time = 15
add = 96, 96, 96
sinadd = 96, 96, 96, 3

[State 5210, 1]
type = VelAdd
trigger1 = 1
y = .6

[State 5210, 3]
type = NotHitBy
trigger1 = Time <= 15
value = SCA

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 0

;仭儔僂儞僪奐巒慜弶婜壔愱梡僗僥乕僩仭
[Statedef 5900]
type = S

[State 5900, 1]
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2]
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3]
type = ChangeState
triggerall = enemy(0),roundsexisted = 0
trigger1 = enemy(0),authorname = "epigon"&& enemy(0),name = "moraler&uraler"
trigger1 = enemy(0),palno = [1,6]
trigger2 = enemy(0),authorname = "2chneler"&& enemy(0),name = "GIKO"
value = 190

[State 5900, 3]
type = ChangeState
trigger1 = roundsexisted = 0 
value = 190
