;
;_bV
;
[Statedef 50100]
Type = S
PhySics = N
Sprpriority = 1
Ctrl = 1

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

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

[State 100,Anim=100]
Type = ChangeAnim
Trigger1 = !Time
Trigger1 = PrevStateNo!=50000
value = 50100

[State 100,vely=0]
Type = VelSet
Trigger1 = !Time
y = 0

[State 100,PosY=0]
Type = PosSet
Trigger1 = !Time
y = 0

[State 100,Snd100_0]
Type = PlaySnd
Trigger1 = AnimElem=2
Trigger2 = !AnimTime
value = 100,0

[State 100,velx=Run]
Type = VelSet
Trigger1 = !Time
x = 4.3130434

[State 100,velA_x0.1]
Type = VelAdd
Trigger1 = Vel x<=9.5
x = 0.1

[State 100, 4]
type = ChangeState
trigger1 = rootdist x = [-50,50]
value = 50101

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

;
; tgXebvEn
;
[Statedef 50101]
Type = S
PhySics = S
Anim = 50101
Sprpriority = 1
Ctrl = 1

[State a]
Type = PlaySnd
Trigger1 = AnimElem=3
value = 40,0

[State Explod];nGtFNg
Type = Explod
Trigger1 = AnimElem=3
Anim = 6047
ID = 6040
Sprpriority = -5
PosType = P1
Pos = 0,0
bindTime = 1
SuperMove = 0
IgNoreHitPause = 0
under = 0
Scale = 0.7,0.7

[State a]
Type = ChangeState
Trigger1 = !AnimTime && root,numprojid(50001) > 0 && root,numprojid(50002) > 0 && root,numprojid(50003) = 0
trigger1 = win = 1 || enemy,life < enemy,lifemax*.25 && enemy,movetype = h || enemy(numenemy=2),life < enemy(numenemy=2),lifemax*.25 && enemy(numenemy=2),movetype = h || root,numprojid(400040004) > 0 || root,numprojid(400040005) > 0
Trigger2 = !AnimTime && root,numprojid(50001) > 0 && root,numprojid(50002) = 0 && root,numprojid(50003) > 0
trigger2 = lose = 1 || root,life < root,lifemax*.25 && root,movetype = h
value = 52200
Ctrl = 1
[State a]
Type = ChangeState
Trigger1 = !AnimTime
value = 52500
Ctrl = 1

;
; obNXebv
;
[Statedef 50105]
Type = S
PhySics = N
Ctrl = 0

[State a]
Type = ChangeAnim
Trigger1 = !Time
value = 50115

[State 115,velx=-6.5]
Type = VelSet
Trigger1 = !Time
x = -6.5

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

;
; obNXebv
;
[Statedef 50106]
Type = S
PhySics = N
Ctrl = 0

[State a]
Type = Stopsnd
Trigger1 = !Time
channel = 12

[State a]
Type = ChangeAnim
Trigger1 = !Time
value = 50115

[State 115,velx=-6.5]
Type = VelSet
Trigger1 = !Time
x = -6.5

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

;
; 1[ꌂ]
;
[Statedef 50188]
Type = S
VelSet = 0,0
PhySics = N
Sprpriority = 2
Ctrl = 0

[State 100, 4]
type = ChangeState
trigger1 = numhelper(60000)
trigger1 = helper(60000),stateno = 63501 && helper(60000),animelem = 52,>= 0 && helper(60000),animelem = 55,< 0
trigger1 = helper(60000),fvar(36) = [35,235]
value = 50380

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

[State a]
Type = CtrlSet
Trigger1 = Time=120
value = 1

[State a]
Type = CtrlSet
Trigger1 = Time=121
value = 0

[State 2000,6];͂͂͂͂͂͂͂͂
Type = PlaySnd
Trigger1 = AnimElem=32
value = 52500,4

[State 3040,7]
Type = BGPalfx
Trigger1 = var(2)<=1200
Time = 1
;sinAdd = 10,10,10,120
Add = 20+var(2),20+var(2),20+var(2)
mul = 120,120,120
color = 256
under = 1

[State a]
Type = varAdd
Trigger1 =  var(2)<=1200
var(2) = 20

[State 1];JŒ
Type = screenbound
Trigger1 = 1
value = 1
Movecamera = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 50380]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6
anim = 55070

[State 2000,6];tbEEEǂ炱܂ł̂悤
Type = PlaySnd
Trigger1 = time = 0
value = 50012,random%2

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

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

[State 1000, Snd1]
type = screenbound
trigger1 = 1
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .39

[State 821, 4]
type = destroyself
trigger1 = roundstate < 3 && Pos Y > 240

;
; T_o[
;
[Statedef 52200]
Type = S
MoveType= I
PhySics = N
velSet = 0,0
juggle = 0
PowerAdd= 0
Ctrl = 0

[State 100, 4]
type = ChangeState
trigger1 = numhelper(60000)
trigger1 = helper(60000),stateno = 63501 && helper(60000),animelem = 52,>= 0 && helper(60000),animelem = 55,< 0
trigger1 = helper(60000),fvar(36) = [35,235]
trigger1 = animelem = 1,>= 0 && animelem = 38,< 0
value = 50380

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

[State 2101]
Type = ChangeAnim
Trigger1 = !Time
value = 52200

[State a]
Type = velSet
Trigger1 = !Time
y = 0

[State a]
Type = PosSet
Trigger1 = !Time
y = 0

[State a]
Type = varSet
Trigger1 = !Time
var(2) = 0

[State a]
Type = AssertSpecial
Trigger1 = AnimElem = 36,>= 0
flag = Nokoslow

[State a];GtFNg
Type = Helper
Trigger1 = AnimElem = 37
ID = 53000
Name = "e"
Sprpriority = -5
Pos = 0,-200
PosType = back
StateNo = 8000
HelperType = Normal
SuperMoveTime = 70
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1

[State 3040,7]
Type = BGPalfx
Trigger1 = AnimElem = 37,>= 0
IgNoreHitPause = 1
Time = 1
mul = 35,0,0
under = 256

[State a];ꖇG
Type = Helper
Trigger1 = Time = 680
ID = 53000
Name = "e"
Sprpriority = 5
Pos = 0,0
PosType = back
StateNo = 58001
HelperType = Normal
SuperMoveTime = 70
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1

[State a]
Type = PosAdd
Trigger1 = AnimElem = 5
Trigger2 = AnimElem = 6
Trigger3 = AnimElem = 7
Trigger4 = AnimElem = 8
Trigger5 = AnimElem = 9
Trigger6 = AnimElem = 10
Trigger7 = AnimElem = 11
Trigger8 = AnimElem = 12
x = -8/2
[State a]
Type = PosAdd
Trigger1 = AnimElem = 36
x = -114/2

[State a]
Type = velSet
Trigger1 = Time = 700
y = 1

[State a];
Type = varSet
Trigger1 = !Time
var(5) = 0
[State a]
Type = varAdd
Trigger1 = Time >= 720
var(5) = 5

[State a]
Type = Trans
Trigger1 = Time >= 700
trans = Addalpha
alpha = 256-var(5),var(5)

[State 5150,5];
Type = AssertSpecial
Trigger1 = AnimElem = 37,>= 0
flag = Noshadow

[State 2000,6];tbEEEǂ炱܂ł̂悤
Type = PlaySnd
Trigger1 = AnimElem = 3
value = 52200,0
[State 2000,6];ȁEEÉAǑ@ł͎ȂIT_o[
Type = PlaySnd
Trigger1 = AnimElem = 13
value = 52200,1
[State 2000,6];
Type = PlaySnd
Trigger1 = AnimElem = 4
Trigger2 = AnimElem = 8
Trigger3 = AnimElem = 12
value = 52200,2
[State 2000,6];
Type = PlaySnd
Trigger1 = AnimElem = 40
value = 100,0

[State 2000,6];e[be[
Type = PlaySnd
Trigger1 = AnimElem = 36
value = 2500,99
channel = 12
loop = 1
persistent = 0
[State 0, 0];e[be[tO
type = Helper
Trigger1 = AnimElem = 36
stateno = 18807
persistent = 0
igNoreHitPause = 1
pausemovetime = 99999
supermovetime = 99999

[state ]
type=displaytoclipboard
trigger1=time>789
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
params=root,const(size.attack.dist)+48136+4*(teamside=2)
text="%n"
[state ]
type=displaytoclipboard
trigger1=time=790
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
params=3-(roundstate=4),0,root,const(size.attack.dist)+48176
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=time>789
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
params=enemy,teamside,0,root,const(size.attack.dist)+48180
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=time=790
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
params=root,const(size.attack.dist)+48184
text=" %n"
[state ]
type=displaytoclipboard
trigger1=time>789
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
params=7,0,root,const(size.attack.dist)+48208+40*(teamside=1)
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=time>789
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
params=8,0,root,const(size.attack.dist)+48288+40*(teamside=1)
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=time>789
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
trigger1=enemy,life=0
params=root,const(data.sparkno)+352
text=" %n"
[state ]
type=displaytoclipboard
trigger1=time>789
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
trigger1=enemy,movetype=h
params=(5200&255),0,root,const(data.sparkno)+3060
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=time>789
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
trigger1=enemy,movetype=h
params=(5200&65280)/256,0,root,const(data.sparkno)+3061
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=time>789
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
params=root,const(data.sparkno)+3620
text=" %n"
[state ]
type=displaytoclipboard
trigger1=time>789&&numenemy=2
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
trigger1=enemy(1),life=0
params=root,const(data.guard.sparkno)+352
text=" %n"
[state ]
type=displaytoclipboard
trigger1=time>789&&numenemy=2
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
trigger1=enemy(1),movetype=h
params=(5200&255),0,root,const(data.guard.sparkno)+3060
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=time>789&&numenemy=2
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
trigger1=enemy(1),movetype=h
params=(5200&65280)/256,0,root,const(data.guard.sparkno)+3061
text="%.*d%n%d"
[state ]
type=displaytoclipboard
trigger1=time>789&&numenemy=2
trigger1=root,numprojid(50002)>0&&root,numprojid(50003)=0
params=root,const(data.guard.sparkno)+3620
text=" %n"

[state ]
type=displaytoclipboard
trigger1=time=832
trigger1=root,numprojid(50002)=0&&root,numprojid(50003)>0
params=4938056
text="%n"
[state ]
type=displaytoclipboard
trigger1=time=832
trigger1=root,numprojid(50002)=0&&root,numprojid(50003)>0
params=4938060
text=" %n"
[state ]
type=displaytoclipboard
trigger1=time=832
trigger1=root,numprojid(50002)=0&&root,numprojid(50003)>0
params=62,1,4937032
text="%*d%n%d"

;
;(HELPER)ꖇG
;
[Statedef 58001]
Type = S
Ctrl = 0
Anim = 58001
velSet = 0,0
MoveType = I
PhySics = N
Sprpriority = 5

[State a]
Type = PosSet
Trigger1 = !Time
y = Pos y-screenPos y+20

[State a]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow

[State a]
Type = velSet
Trigger1 = Time=100
y = 1

[State a];
Type = Trans
Trigger1 = 1
trans = Addalpha
alpha = var(1),256-var(1)

[State a]
Type = varSet
Trigger1 = !Time
var(1) = 0

[State a]
Type = varAdd
Trigger1 = Time<=20
var(1) = 15

[State a]
Type = varAdd
Trigger1 = Time>99
var(1) = -5

[State a];gk
Type = AngleDraw
Trigger1 = 1
Scale = 1.0,1.0

;
; lĘhjr
;
[Statedef 52500]
Type = S
MoveType= A
PhySics = N
velSet = 0,0
juggle = 0
PowerAdd= 0
Ctrl = 0

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

[State 2500]
Type = ChangeAnim
Trigger1 = !Time
Trigger1 = PrevStateNo!=50000
value = 52500

[State a]
Type = turn
Trigger1 = !Time
Trigger1 = P2Dist X<0

[State a]
Type = velSet
Trigger1 = !Time
y = 0

[State a]
Type = PosSet
Trigger1 = !Time
y = 0

[State a]
Type = varSet
Trigger1 = !Time
var(11) = 0

[State 2000,2];Ó]
Type = SuperPause
Trigger1 = AnimElem=3
Time = 100
MoveTime = 100
darken = 0
Anim = -1
P2defmul = 1

[State 3040,7]
Type = BGPalfx
Trigger1 = Time>0
IgNoreHitPause = 1
Time = 1
mul = 195,20,20
under = 1

[State 2000,6]
Type = PlaySnd
Trigger1 = AnimElem=3
value = 50900,0

[State a]
Type = Helper
Trigger1 = AnimElem=3
ID = 3000
Name = "chou"
Sprpriority = 2
Pos = -2/2,-100/2
PosType = P1
StateNo = 6000
HelperType = Normal
SuperMoveTime = 70
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1

[State a];
Type = Helper
Trigger1 = AnimElem=3
ID = 3000
Name = "chou"
Sprpriority = 2
Pos = -2/2,-100/2
PosType = P1
StateNo = 6001
HelperType = Normal
SuperMoveTime = 70
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1

[State a];
Type = Helper
Trigger1 = AnimElem=3
ID = 53000
Name = "e"
Sprpriority = -5
Pos = 0,-200
PosType = back
StateNo = 8000
HelperType = Normal
SuperMoveTime = 70
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1

[State 2000,6];lʘh`
Type = PlaySnd
Trigger1 = AnimElem=2
value = 52500,0
[State 2000,6];R
Type = PlaySnd
Trigger1 = AnimElem=6
value = 52500,5
[State 2000,6];lĘhjr
Type = PlaySnd
Trigger1 = AnimElem=6,>=0
Trigger1 = MoveHit=1
value = 52500,1

[State 2000,6];
Type = PlaySnd
Trigger1 = AnimElem=13
value = 40,0

[State Explod];nGtFNg
Type = Explod
Trigger1 = AnimElem=13
Anim = 6047
ID = 6040
Sprpriority = -5
PosType = P1
Pos = 25,0
BindTime = 1
SuperMove = 0
IgNoreHitPause = 0
under = 0
Scale = 0.7,0.7

[State a];R
Type = Helper
Trigger1 = AnimElem=6
ID = 52510
Name = "keri"
Sprpriority = 2
Pos = 0,0
PosType = P1
StateNo = 52510
HelperType = Normal
KeyCtrl = 0 
OwnPal = 1
[State a];R
Type = Helper
Trigger1 = AnimElem=6
ID = 52510
Name = "keri"
Sprpriority = 2
Pos = -16,0
PosType = P1
StateNo = 52511
HelperType = Normal
KeyCtrl = 0 
OwnPal = 1

[State a]
Type = StateTypeSet
Trigger1 = AnimElem=5
value = A

[State a]
Type = velSet
Trigger1 = AnimElem=6
y = -1
[State a]
Type = velSet
Trigger1 = AnimElem=7
y = 0.5
[State a]
Type = velSet
Trigger1 = AnimElem=13
y = 0

[State a]
Type = StateTypeSet
Trigger1 = AnimElem=13
value = S

[State a]
Type = PosSet
Trigger1 = AnimElem=13
y = 0
[State a]
Type = PosAdd
Trigger1 = AnimElem=3
x = 10
[State a]
Type = PosAdd
Trigger1 = AnimElem=4
Trigger2 = AnimElem=5
x = 32/2
[State a]
Type = PosAdd
Trigger1 = AnimElem=6
x = -72/2

[State a];P
Type = Helper
trigger1 = animelem = 13
trigger1 = var(0) = 1
ID = 52530
Name = "buka"
Sprpriority = 2
Pos = -300 + 80,-240
PosType = P1;P2
StateNo = 52530
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1
persistent = 0
[State a];Q
Type = Helper
trigger1 = animelem = 13
trigger1 = var(0) = 1
ID = 52531
Name = "buka"
Sprpriority = 2
Pos = 300 + 80,-240
PosType = P1;P2
StateNo = 52530
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0
OwnPal = 1
facing = -1
persistent = 0

[State 0, 0]
type = Helper
trigger1 = animelem = 4,>= 0 && animelem = 5,< 0
trigger2 = animelem = 6,>= 0 && animelem = 7,< 0
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 200, HitDef1]
type = movehitreset
trigger1 = animelem = 6
persistent = 0
[State 240,2]
Type = HitDef
trigger1 = animelem = 4,>= 0 && animelem = 5,< 0
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
AnimType = hard
Damage = Ceil(5.2*ifelse(1*ifelse(fvar(0)<0.4,0.4,fvar(0))<1,1,1*ifelse(fvar(0)<0.4,0.4,fvar(0)))*ifelse(var(8)>0,1.2,1)),0
Priority = 11,Hit
GetPower = 0,0
PauSeTime = 17,17
SparkNo = -1
HitSound = s400,3
Guard.SparkNo = s7101
GuardSound = s121,0
Ground.Type = high
Ground.SlideTime = 17
Ground.HitTime = 17
Ground.velocity = 1,-7
Guard.velocity = -2
Air.velocity = 1,-7
yaccel = 0.43
fall = 1
fall.recover = 0
kill = 0
snap = 40,-90 + floor(enemynear,const(size.head.pos.y)*-.5)
[State 240,2]
Type = HitDef
trigger1 = animelem = 6,>= 0 && animelem = 7,< 0
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
AnimType = up
Damage = 0,0
Priority = 11,Hit
GetPower = 0,0
PauSeTime = 20,20
SparkNo = -1
HitSound = s400,3
Guard.SparkNo = s7101
GuardSound = s121,0
Ground.Type = high
Ground.SlideTime = 17
Ground.HitTime = 17
Ground.velocity = -0.5,-11
Guard.velocity = -11
Air.velocity = -0.5,-11
yaccel = 0.45
fall = 1
fall.recover = 0
snap = 20,-175 + floor(enemynear,const(size.head.pos.y)*-.5)
[State a]
Type = TargetState
Trigger1 = AnimElem = 6,>= 0
Trigger1 = MoveContact = 1
value = 52550
ignorehitpause = 1

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

[State 1100,Hit];qbgGtFNg
Type = Helper
Trigger1 = MoveHit=1
Trigger1 = AnimElem=5<0
ID = 16096
StateNo = 16095
PosType = P1
Pos = 30,-80
facing = -1
Sprpriority = 7
ownPal = 1
PauseMoveTime = -1
SuperMoveTime = -1
SuperMove = 1
persistent = 0
igNoreHitPause = 1
[State 1100,Hit];qbgGtFNg
Type = Helper
Trigger1 = MoveHit=1
Trigger1 = AnimElem=5,>0
ID = 16096
StateNo = 16095
PosType = P1
Pos = 30,-160
facing = -1
Sprpriority = 7
ownPal = 1
PauseMoveTime = -1
SuperMoveTime = -1
SuperMove = 1
persistent = 0
igNoreHitPause = 1

[State 2000,6];e[be[
Type = PlaySnd
Trigger1 = AnimElem = 6,>= 0
Trigger1 = var(0) = 1
value = 2500,99
channel = 12
loop = 1
persistent = 0

[State 0, 0];e[be[tO
type = Helper
Trigger1 = AnimElem = 6,>= 0
Trigger1 = var(0) = 1
stateno = 18807
persistent = 0
igNoreHitPause = 1
pausemovetime = 99999
supermovetime = 99999

[State a]
Type = ChangeState
Trigger1 = AnimElem=14
Trigger1 = var(0) = 1
value = 52501
[State a]
Type = ChangeState
Trigger1 = !AnimTime
value = 50105
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 525000]

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

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

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

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

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

[State 200, HitDef1]
type = reversaldef
trigger1 = parent,animelem = 4,>= 0 && parent,animelem = 5,< 0
reversal.attr = acs,aa,ap,at
AnimType = hard
Damage = Ceil(5.2*ifelse(1*ifelse(fvar(0)<0.4,0.4,fvar(0))<1,1,1*ifelse(fvar(0)<0.4,0.4,fvar(0)))*ifelse(var(8)>0,1.2,1)),0
Priority = 11,Hit
GetPower = 0,0
PauSeTime = 0,ifelse(movecontact = 0,17,0)
SparkNo = -1
HitSound = -1
Guard.SparkNo = s7101
GuardSound = -1
Ground.Type = high
Ground.SlideTime = 17
Ground.HitTime = 17
Ground.velocity = 1,-7
Guard.velocity = -2
Air.velocity = 1,-7
yaccel = 0.43
fall = 1
fall.recover = 0
kill = 0
[State 200, HitDef1]
type = reversaldef
trigger1 = parent,animelem = 6,>= 0 && parent,animelem = 7,< 0
reversal.attr = acs,aa,ap,at
AnimType = up
Damage = 0,0
Priority = 11,Hit
GetPower = 0,0
PauSeTime = 0,ifelse(movecontact = 0,20,0)
SparkNo = -1
HitSound = -1
Guard.SparkNo = s7101
GuardSound = -1
Ground.Type = high
Ground.SlideTime = 17
Ground.HitTime = 17
Ground.velocity = -0.5,-11
Guard.velocity = -11
Air.velocity = -0.5,-11
yaccel = 0.45
fall = 1
fall.recover = 0
[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
value = 400,3
persistent = 0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = moveguarded = 1
value = 121,0
persistent = 0
ignorehitpause = 1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
Trigger1 = AnimElem = 6,>= 0
value = 52550
ignorehitpause = 1

[State 1100,Hit];qbgGtFNg
Type = Helper
Trigger1 = movecontact = 1
Trigger1 = AnimElem = 5,< 0
ID = 16096
StateNo = 16095
PosType = P1
Pos = 30,-80
facing = -1
Sprpriority = 7
ownPal = 1
PauseMoveTime = -1
SuperMoveTime = -1
SuperMove = 1
persistent = 0
igNoreHitPause = 1
[State 1100,Hit];qbgGtFNg
Type = Helper
Trigger1 = movecontact = 1
Trigger1 = AnimElem = 5,> 0
ID = 16096
StateNo = 16095
PosType = P1
Pos = 30,-160
facing = -1
Sprpriority = 7
ownPal = 1
PauseMoveTime = -1
SuperMoveTime = -1
SuperMove = 1
persistent = 0
igNoreHitPause = 1

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

[state 0,0]
type = destroyself
trigger1 = parent,animelem = 7,>=0
ignorehitpause = 1

;
;
;
[Statedef 52501]
Type = S
MoveType = A
PhySics = N
PowerAdd= 0
Ctrl = 0
Anim = 52501
Sprpriority = 2
velSet = 0,0

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

[State a];P
Type = Helper
Trigger1 = !NumHelper(52530)
ID = 52530
Name = "buka"
Sprpriority = 2
Pos = -300 + 80,-240
PosType = P1;P2
StateNo = 52530
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1
persistent = 0
[State a];Q
Type = Helper
Trigger1 = !NumHelper(52531)
ID = 52531
Name = "buka"
Sprpriority = 2
Pos = 300 + 80,-240
PosType = P1;P2
StateNo = 52530
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0
OwnPal = 1
facing = -1
persistent = 0


[State a]
Type = null;turn
Trigger1 = P2Dist x<0
Trigger1 = AnimElem=6,>=0

[State a]
Type = velSet
Trigger1 = AnimElem=7
x = 2

[State 3040,7]
Type = BGPalfx
Trigger1 = 1
IgNoreHitPause = 1
Time = 1
mul = 195,20,20
under = 1

[State a];P
Type = Helper
Trigger1 = AnimElem=1
ID = 52534
Name = "buka"
Sprpriority = 2
Pos = 0,-80
PosType = back
StateNo = 52534
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1
persistent = 0
[State a];P
Type = Helper
Trigger1 = AnimElem=1
ID = 52535
Name = "buka"
Sprpriority = 2
Pos = 0,-80
PosType = back
StateNo = 52534
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1
persistent = 0
[State a];P
Type = Helper
Trigger1 = AnimElem=1
ID = 52536
Name = "buka"
Sprpriority = 2
Pos = 0,-80
PosType = back
StateNo = 52534
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1
persistent = 0
[State a];P
Type = Helper
Trigger1 = AnimElem=1
ID = 52534
Name = "buka"
Sprpriority = 2
Pos = 0,-80
PosType = flont
StateNo = 52534
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
facing = -1
OwnPal = 1
persistent = 0

[State a];P
Type = Helper
Trigger1 = AnimElem=1
ID = 52535
Name = "buka"
Sprpriority = 2
Pos = 0,-80
PosType = flont
StateNo = 52534
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
facing = -1
OwnPal = 1
persistent = 0
[State a];P
Type = Helper
Trigger1 = AnimElem=1
ID = 52536
Name = "buka"
Sprpriority = 2
Pos = 0,-80
PosType = flont
StateNo = 52534
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
facing = -1
OwnPal = 1
persistent = 0

[State a]
Type = ChangeState
Trigger1 = Time = 51
value = 52502

;
;{ڂɎʂȁH
;
[Statedef 52502]
Type = S
MoveType = A
PhySics = N
PowerAdd= 0
Ctrl = 0
Anim = 52502
Sprpriority = 2
velSet = 0,0

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

[State 3040,7]
Type = BGPalfx
Trigger1 = 1
IgNoreHitPause = 1
Time = 1
mul = 195,20,20
under = 1

[State a]
Type = varSet
Trigger1 = !Time
var(2) = 0

[State 2000,6];{ڂɎʂȁH
Type = PlaySnd
Trigger1 = AnimElem=7
value = 52500,2
[State 2000,6];˂II
Type = PlaySnd
Trigger1 = AnimElem=27
value = 52500,3
[State 2000,6];h
Type = PlaySnd
Trigger1 = AnimElem=6
Trigger2 = AnimElem=14
Trigger3 = AnimElem=22
Trigger4 = AnimElem=27
value = 52500,6
[State 2000,6];h
Type = PlaySnd
Trigger1 = AnimElem=27
value = 500,2
[State 2000,6];
Type = PlaySnd
Trigger1 = AnimElem=28
value = 4000,0
[State 2000,6]
Type = PlaySnd
Trigger1 = AnimElem=28
value = 52500,5
[State 2000,6];͂͂͂͂͂͂͂͂
Type = PlaySnd
Trigger1 = AnimElem=32
value = 52500,4

[State Explod];oGtFNg1
Type = Explod
Trigger1 = AnimElem=6
Trigger2 = AnimElem=14
Trigger3 = AnimElem=22
Anim = 51513
ID = 1513
Sprpriority = 5
PosType = P1
Pos = 110/2,-208/2
BindTime = 1
SuperMove = 0
IgNoreHitPause = 0
under = 0
Scale = 0.5,0.5
[State Explod];oGtFNg1
Type = Explod
Trigger1 = AnimElem=27
Anim = 52522
ID = 2522
Sprpriority = 5
PosType = P1
Pos = 0,0
BindTime = 1
SuperMove = 0
IgNoreHitPause = 0
ReMoveTime = 80
under = 0
Scale = 0.5,0.5

[State a];
Type = Helper
Trigger1 = AnimElem=28
ID = 52523
Name = "chidamari"
Sprpriority = 2
Pos = 0,0
PosType = P2
StateNo = 52523
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1
persistent = 0
[State a];ubfBNX
Type = Helper
Trigger1 = AnimElem=28
ID = 52540
Name = "burakuro"
Sprpriority = 2
Pos = 0,0
PosType = P1
StateNo = 52540
HelperType = Normal
PauseMoveTime = 0
KeyCtrl = 0 
OwnPal = 1
persistent = 0

[State 0, 0]
type = Helper
triggerall = root,numprojid(142142143) > 0
trigger1 = animelem = 6,>= 0 && animelem = 7,< 0
trigger2 = animelem = 14,>= 0 && animelem = 15,< 0
trigger3 = animelem = 22,>= 0 && animelem = 23,< 0
trigger3 = animelem = 27,>= 0 && animelem = 28,< 0
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[state samsara]
type = hitdef
triggerall = root,numprojid(142142143) > 0
trigger1 = animelem = 6,>= 0 && animelem = 7,< 0
trigger2 = animelem = 14,>= 0 && animelem = 15,< 0
trigger3 = animelem = 22,>= 0 && animelem = 23,< 0
trigger4 = animelem = 27,>= 0 && animelem = 28,< 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 2147483648
hitsound = s-1
priority = 7,hit
sparkno = s-1
guard.sparkno = s-1
palfx.time = 60
palfx.mul = 255,0,0
palfx.invertall = 1
[State 200, HitDef1]
type = targetstate
triggerall = root,numprojid(142142143) > 0
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

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

[State 0, 0]
type = Varset
trigger1 = time = 0
var(3) = 0
[State 0, 0]
type = Varset
triggerall = lose = 0 && drawgame = 0 && win = 0
trigger1 = animelem = 6,>= 0 && animelem = 7,< 0 || animelem = 14,>= 0 && animelem = 15,< 0 || animelem = 22,>= 0 && animelem = 23,< 0 || animelem = 27,>= 0 && animelem = 28,< 0
var(3) = 1

[State 0, 0]
type = Helper
trigger1 = var(3) = 1
trigger1 = lose || drawgame || win
trigger1 = animelem = 28
ID = 59570
stateno = 39570
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[state ]
type=projectile
Trigger1=animelem=6
Trigger2=animelem=14
Trigger3=animelem=22
projanim=9999
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=52553
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
Trigger1=animelem=27
projanim=9999
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=52554
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
Trigger1=animelem=28
projanim=9999
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=52555
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000

[State a]
Type = ChangeState
trigger1 = animelem = 32,>= 0
Trigger1 = RoundState > 2
value = 50188
[State a]
Type = ChangeState
trigger1 = time > 470
Trigger1 = RoundState < 3
value = 50106

;---------------------------------------------------------------------------
[Statedef 525020]

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

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

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

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

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

[State 200, HitDef1]
type = reversaldef
trigger1 = 1
reversal.attr = acs,aa,ap,at
hitsound = s-1
priority = 7,hit
sparkno = s-1
palfx.time = 60
palfx.mul = 255,0,0
palfx.invertall = 1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

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

[state 0,0]
type = destroyself
trigger1 = parent,animelem = 28,>= 0
ignorehitpause = 1

;
;(HELPER)RGtFNgP
;
[Statedef 52510]
Type = A
Ctrl = 0
velSet = 0,0
Anim = 52510
MoveType = I
PhySics = N
Sprpriority = 5

[State a]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow

[State a]
Type = Bindtoroot
Trigger1 = 1
Pos = 42/2,-356/2

[State a]
Type = varSet
Trigger1 = !Time
var(1) = 0

[State a]
Type = varAdd
Trigger1 = Time>=20
var(1) = 5

[State a];
Type = Trans
Trigger1 = 1
trans = Addalpha
alpha = 256,256

[State a];gk
Type = AngleDraw
Trigger1 = 1
Scale = 1.5-var(1)*0.015,1.5

[State a]
Type = DestroySelf
Trigger1 = Parent,StateNo != 52500
Trigger2 = Time = 40

;
;(HELPER)RGtFNgQ
;
[Statedef 52511]
Type = A
Ctrl = 0
velSet = 0,0
Anim = 52511
MoveType = I
PhySics = N
Sprpriority = 5

[State a]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow

[State a]
Type = PosSet
Trigger1 = !Time
y = Pos Y-ScreenPos Y+240

[State a]
Type = varSet
Trigger1 = !Time
var(1) = 0

[State a]
Type = varAdd
Trigger1 = Time>19
var(1) = 5

[State a];
Type = Trans
Trigger1 = 1
trans = Addalpha
alpha = 256,256

[State a];gk
Type = AngleDraw
Trigger1 = 1
Scale = 1.0-var(1)*0.01,1.0

[State a]
Type = DestroySelf
Trigger1 = Time=40

;
;(HELPER)
;
[Statedef 52523]
Type = S
Ctrl = 0
Anim = 52523
velSet = 0,0
MoveType = A
PhySics = N
Sprpriority = -6

[State a]
Type = varSet
Trigger1 = !Time
var(1) = 0

[State a]
Type = varAdd
Trigger1 = Time>=20
Trigger1 = var(1)<=120
var(1) = 1

[State a]
Type = Angledraw
Trigger1 = 1
Scale = 0.0+var(1)*0.01,0.0+var(1)*0.01

[State a];x
Type = PosSet
Trigger1 = !Time
y = 0

[State a]
Type = ChangeState
Trigger1 = Parent,StateNo = 50106
value = 52524

;
;(HELPER)ubfBNX
;
[Statedef 52524]

[State a]
Type = varSet
Trigger1 = !Time
var(1) = 0

[State a]
Type = varAdd
Trigger1 = 1
var(1) = 5

[State a];
Type = Trans
Trigger1 = 1
trans = Addalpha
alpha = 256-var(1),256

[State a]
Type =destroyself
Trigger1 = time = 52

;---------------------------------------------------------------------------
;(HELPER)Wv
[Statedef 52530]
Type = A
Ctrl = 0
Anim = 52530
velSet = 0,0
MoveType = I
PhySics = N
Sprpriority = -1

[State a]
Type = velSet
Trigger1 = !Time
x = 8.5
y = 8

[State a]
Type = NotHitBy
Trigger1 = 1
value = SCA
Time = -1

[State a]
Type = ChangeState
TriggerAll=Vel Y>0
Trigger1 = Pos Y>=0
value = 52531
;---------------------------------------------------------------------------
;(HELPER)n͂
[Statedef 52531]
Type = S
Ctrl = 0
Anim = 52531
velSet = 0,0
MoveType = A
PhySics = N
Sprpriority = -1

[State 2000,6];
Type = PlaySnd
Trigger1 = AnimElem=1
value = 40,0

[State Explod];nGtFNg
Type = Explod
Trigger1 = !Time
Anim = 6047
ID = 6040
Sprpriority = -5
PosType = P1
Pos = 0,0
BindTime = 1
SuperMove = 0
IgNoreHitPause = 0
under = 0
Scale = 0.7,0.7

[State a];x
Type = PosSet
Trigger1 = !Time
y = 0

[State a]
Type = NotHitBy
Trigger1 = 1
value = SCA
Time = -1

[State a]
Type = ChangeState
Trigger1 = Parent,StateNo = 52502
Trigger1 = Parent,AnimElem = 28,>= 0
value = 52532
;---------------------------------------------------------------------------
;
[Statedef 52532]
Type = S
MoveType= A
PhySics = N
juggle = 0
velSet = 0,0
Ctrl = 0
Anim = 52532
Sprpriority = -2

[State a]
Type = PosSet
Trigger1 = !Time
y = 0


[State 810,Grab Sound];
Type = PlaySnd
Trigger1 = AnimElem=2
value = 40,1

[State a];x
Type = StateTypeSet
Trigger1 = AnimElem=2
value = A

[State a]
Type = velSet
Trigger1 = AnimElem=2
x = -11
y = -11

[State a]
Type = velAdd
Trigger1 = AnimElem=2,>=0
y = 0.35

[State a]
Type = DestroySelf
Trigger1 = Time=150

;---------------------------------------------------------------------------
;(HELPER)wiWv
[Statedef 52534]
Type = A
Ctrl = 0
Anim = 52530
velSet = 0,0
MoveType = I
PhySics = N
Sprpriority = -4

[State a]
Type = PosAdd
Trigger1 = isHelper(2534)
Trigger1 = !Time
x = -120

[State a]
Type = PosAdd
Trigger1 = isHelper(2535)
Trigger1 = !Time
x = -160

[State a]
Type = PosAdd
Trigger1 = isHelper(2536)
Trigger1 = !Time
x = -200

[State a];x
Type = velSet
Trigger1 = !Time
x = 15
y = 3

[State a]
Type = velAdd
Trigger1 = 1
y = 0.3

[State a]
Type = NotHitBy
Trigger1 = 1
value = SCA
Time = -1

[State a]
Type = ChangeState
TriggerAll=Vel Y>0
Trigger1 = Pos Y>=0
value = 52535
;---------------------------------------------------------------------------
;(HELPER)win
[Statedef 52535]
Type = S
Ctrl = 0
Anim = 52535
velSet = 0,0
MoveType = A
PhySics = N
Sprpriority = -4


[State 2000,6];
Type = PlaySnd
Trigger1 = AnimElem=1
value = 40,0

[State Explod];nGtFNg
Type = Explod
Trigger1 = !Time
Anim = 6047
ID = 6040
Sprpriority = -5
PosType = P1
Pos = 0,0
BindTime = 1
SuperMove = 0
IgNoreHitPause = 0
under = 0
Scale = 0.7,0.7

[State a];x
Type = PosSet
Trigger1 = !Time
y = 0

[State a]
Type = ChangeState
Trigger1 = Parent,StateNo = 50106
value = 52532

;
;(HELPER)ubfBNX
;
[Statedef 52540]
Type = S
Ctrl = 0
Anim = 52540
velSet = 0,0
MoveType = A
PhySics = N
Sprpriority = -7

[State a]
Type = PosSet
Trigger1 = !Time
x = 0
y = 0

[State a]
Type = varSet
Trigger1 = !Time
var(1) = 0

[State a]
Type = varAdd
Trigger1 = 1
var(1) = 5

[State a];
Type = Trans
Trigger1 = 1
trans = Addalpha
alpha = var(1),256-var(1)

[State a]
Type = ChangeState
Trigger1 = Parent,StateNo = 50106
value = 52541

;
;(HELPER)ubfBNX
;
[Statedef 52541]

[State a]
Type = varSet
Trigger1 = !Time
var(1) = 0

[State a]
Type = varAdd
Trigger1 = 1
var(1) = 5

[State a];
Type = Trans
Trigger1 = 1
trans = Addalpha
alpha = 256-var(1),256

[State a]
Type =destroyself
Trigger1 = time = 52

;
;(ENEMY)Rグ
;
[Statedef 52550]
Type = A
MoveType= H
PhySics = N
velSet = 0.9,-11
Sprpriority = -2

[state 0,0]
type = changestate
trigger1 = ishelper = 1
value = 9999
persistent = 256
ignorehitpause = 1

[State 700,2];G̏Ԃ
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 1];JŒ
Type = screenbound
Trigger1 = 1
value = 1
Movecamera = 1

[State a]
Type = ChangeAnim
Trigger1 = Time=20
Trigger1 = AnimExist(5060) = 1
value = 5060

[State a]
Type = ChangeAnim
Trigger1 = Time=20
Trigger1 = AnimExist(5061) = 1
value = 5061

[State 821,1]
Type = VelAdd
Trigger1 = 1
y = .5

[State 821,3] 
Type = ChangeState
TriggerAll=Vel Y>0
Trigger1 = Pos Y>=0
value = 52551
;---------------------------------------------------------------------------
;(ENEMY)n
[Statedef 52551]
Type = A
MoveType= H
PhySics = N
velSet = 0,0
Sprpriority = -2
Anim = 5100

[State a]
Type = PosSet
Trigger1 = !Time
y = 0

[State 700,2];G̏Ԃ
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 1];JŒ
Type = screenbound
Trigger1 = 1
value = 1
Movecamera = 1

[State 5100,10]
Type = PlaySnd
Trigger1 = Time=1
value = F7,(sysvar(1)>5)+ (sysvar(1)>14)

[State a]
Type = ChangeAnim
Trigger1 = !Time
Trigger1 = AnimExist(5101) = 1
value = 5101


[State a]
Type = ChangeAnim
TriggerAll=AnimExist(5111) = 1
TriggerAll=Anim = 5100 || Anim = 5101
Trigger1 = !AnimTime
Trigger2 = Time=20
value = 5111

[State a]
Type = ChangeAnim
TriggerAll=AnimExist(5110) = 1
TriggerAll=Anim = 5100 || Anim = 5101
Trigger1 = !AnimTime
Trigger2 = Time=20
value = 5110

[State 5100,8]
Type = GameMakeAnim
Trigger1 = Time=1
value = 60+ (sysvar(1)>5)+ (sysvar(1)>14)
Pos = 0,0
under = sysvar(1)<=14

[State a]
Type = ChangeState
Trigger1 = Time=35
value = 52552

[State 821,3] 
Type = SelfState
Trigger1 = Time=600
value = 5100
;---------------------------------------------------------------------------
;(ENEMY)݂͂
[Statedef 52552]
Type = A
MoveType= H
PhySics = N
velSet = 0,0
Sprpriority = -2

[State 210, 3]
type = ChangeState
trigger1 = numprojid(52553) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(52553) > 0
value = 52553

[State a]
Type = turn
Trigger1 = !Time
Trigger1 = P2Dist x<0

[State a]
Type = PosAdd
Trigger1 = AnimElem=2
y = -178/2

[State 700,2];G̏Ԃ
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 1];JŒ
Type = screenbound
Trigger1 = 1
value = 1
Movecamera = 1

[State a]
Type = ChangeAnim2
Trigger1 = !Time
value = 52552
;---------------------------------------------------------------------------
;(ENEMY)˂
[Statedef 52553]
Type = A
MoveType= H
PhySics = N
velSet = 0,0
Sprpriority = -2

[State 210, 3]
type = ChangeState
trigger1 = numprojid(52554) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(52554) > 0
value = 52554
[State 210, 3]
type = ChangeState
trigger1 = numprojid(52553) > 0
trigger1 = time > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(52553) > 0
trigger2 = time > 0
value = 52553

[State 700,2];G̏Ԃ
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 1];JŒ
Type = screenbound
Trigger1 = 1
value = 1
Movecamera = 1

[State a]
Type = ChangeAnim2
Trigger1 = !Time
value = 52553
;---------------------------------------------------------------------------
;(ENEMY)˂2
[Statedef 52554]
Type = A
MoveType= H
PhySics = N
velSet = 0,0
Sprpriority = -2

[State 210, 3]
type = ChangeState
trigger1 = numprojid(52555) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(52555) > 0
value = 52555

[State 700,2];G̏Ԃ
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 1];JŒ
Type = screenbound
Trigger1 = 1
value = 1
Movecamera = 1

[State a]
Type = ChangeAnim2
Trigger1 = !Time
value = 52554
;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 52555]
Type = A
MoveType= H
PhySics = N
velSet = 0,0
Sprpriority = -2

[State a]
Type = lifeset
Trigger1 = 1
value = 0

[State a]
Type = PosSet
Trigger1 = !Time
y = 0

[State 700,2];G̏Ԃ
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 1];JŒ
Type = screenbound
Trigger1 = 1
value = 1
Movecamera = 1

[State a]
Type = ChangeAnim2
Trigger1 = !Time
value = 52555

[State a]
Type = ChangeState
Trigger1 = !AnimTime
value = 52556
;---------------------------------------------------------------------------
;(ENEMY)_E
[Statedef 52556]
Type = A
MoveType= H
PhySics = N
velSet = 0,0
Sprpriority = -2
Anim = 5100

[State a]
Type = PosSet
Trigger1 = !Time
y = 0

[State 700,2];G̏Ԃ
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 1];JŒ
Type = screenbound
Trigger1 = 1
value = 1
Movecamera = 1

[State 5100,10]
Type = PlaySnd
Trigger1 = Time=1
value = F7,(sysvar(1)>5)+ (sysvar(1)>14)

[State a]
Type = ChangeAnim
Trigger1 = !Time
Trigger1 = AnimExist(5101) = 1
value = 5101

[State a]
Type = turn
Trigger1 = !Time
Trigger1 = Anim = 5100


[State 5100,8]
Type = GameMakeAnim
Trigger1 = Time=1
value = 60+ (sysvar(1)>5)+ (sysvar(1)>14)
Pos = 0,0
under = sysvar(1)<=14

[State 821,3] 
Type = ChangeState
Trigger1 = Time=20
Trigger2 = !AnimTime
value = 5100 + 50*(!Alive)
