[Statedef -35000]

[state ]
type=null
trigger1=var((3600-3648)/4):=1||1
trigger1=0

[State 100, 2]
type = null
trigger1=numhelper(35130)
trigger1=helper(35130),gethitvar(damage)
trigger1=var(30):=ifelse(helper(35130),gethitvar(damage)<-var(25),-var(25),helper(35130),gethitvar(damage))||1
trigger1=var(20):=var(20)-var(30)||1
trigger1=0
trigger2=var(20):=ifelse(var(20)<0,0,ifelse(var(20)>var(25),var(25),var(20)))||1
trigger2=0
trigger3=numhelper(35130)
trigger3=helper(35130),gethitvar(damage)
trigger3=stateno!=35030
trigger3=var(20)=0
trigger3=var(20):=1||1
trigger3=0

[State 100, 2]
type = lifeset
trigger1=fvar(2):=var(20)||1
trigger1=fvar(3):=var(25)||1
value = ceil(lifemax*(fvar(2)/fvar(3)))

[state b]
type = palfx
trigger1 = numhelper(35130)
trigger1 = helper(35130),gethitvar(damage)
add = 255,255,255
time = 2

[State 100, 2]
type = poweradd
trigger1=1
value = palno

;---------------------------------------------------------------------------
; Jump Start
[Statedef 42]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[state ]
type=null
trigger1=var((3600-3648)/4):=1||1
trigger1=0

[state ]
type = hitby
trigger1 = 1
value = 

[state ]
type = playerpush
trigger1 = 1
value = 0

[State 40 , 0]
type = PlaySnd
trigger1 = animtime = 0
value = s41,0

[State 40 , 0]
type = Explod
trigger1 = animtime = 0
anim = 9660
id = 800
postype = p1
pos = 0,17
sprpriority = 12
bindtime = 1
persistent = 0
ownpal = 1
scale = 0.5,0.5

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
y = const(velocity.jump.y)

[State 100, 2]
type = lifeset
trigger1=time=0
value = var(18)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 53

;---------------------------------------------------------------------------
; Jump Up
[Statedef 53]
type    = A
physics = A
anim = 41

[state ]
type=null
trigger1=var((3600-3648)/4):=1||1
trigger1=0

[state ]
type = hitby
trigger1 = 1
value = 

[state ]
type = playerpush
trigger1 = 1
value = 0

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

[State 40, 6]
type = ChangeState
trigger1 = pos y > helper(35130),pos y - 93 && vel y > 0
value = 54

;---------------------------------------------------------------------------
; Jump Land
[Statedef 54]
type    = S
physics = N
ctrl = 0
anim = 47

[state ]
type=null
trigger1=var((3600-3648)/4):=1||1
trigger1=0

[state ]
type = hitby
trigger1 = 1
value = 

[state ]
type = playerpush
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

;---------------------[ʉ]
[State 191, Snd 1];n
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[wp[]
[state a];nGtFNg
type = Helper
trigger1 = time = 0
id = 6005
name = "land"
pos = 0 , 0
postype = p1
stateno = 6005
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 52, 4]
type = ChangeState
trigger1 = time = 5
value = 3500

;---------------------------------------------------------------------------
; Jump Start
[Statedef 55]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[state ]
type = hitby
trigger1 = 1
value = 

[state ]
type = playerpush
trigger1 = 1
value = 0

[State 40 , 0]
type = PlaySnd
trigger1 = animtime = 0
value = s41,0

[State 40 , 0]
type = Explod
trigger1 = animtime = 0
anim = 9660
id = 800
postype = p1
pos = 0,17
sprpriority = 12
bindtime = 1
persistent = 0
ownpal = 1
scale = 0.5,0.5

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
y = const(velocity.jump.y)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 56

;---------------------------------------------------------------------------
; Jump Up
[Statedef 56]
type    = A
physics = A
anim = 41

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[state ]
type = hitby
trigger1 = 1
value = 

[state ]
type = playerpush
trigger1 = 1
value = 0

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

[State 40, 6]
type = ChangeState
trigger1 = pos y > helper(35130),pos y - 93 && vel y > 0
value = 57

;---------------------------------------------------------------------------
; Jump Land
[Statedef 57]
type    = S
physics = N
ctrl = 0
anim = 47

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[state ]
type = hitby
trigger1 = 1
value = 

[state ]
type = playerpush
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

;---------------------[ʉ]
[State 191, Snd 1];n
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[wp[]
[state a];nGtFNg
type = Helper
trigger1 = time = 0
id = 6005
name = "land"
pos = 0 , 0
postype = p1
stateno = 6005
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 52, 4]
type = ChangeState
trigger1 = time = 5
ctrl = 1
value = 0

;----------------------------------------------------------------------------------------
[Statedef 14150];GbNX
type    = A
movetype= A
physics = N
anim = 1017
sprpriority = 6
juggle  = 0

[State 100, 2]
type = velset
trigger1 = time = 0
x = 5+random%6+(random%80*0.1)
y = -5+(random%100*0.1)

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

[state a]
type = angleset
trigger1 = time = 0
value = atan(Vel Y/Vel X)*(-180.0/pi)+((Vel X<0)*180)
[state a]
type = angledraw
trigger1 = 1

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 0
value = 1000,3

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 240, 6] ;U\
type = Projectile
trigger1 = projcontacttime(0)=-1
attr = A, SP
animtype  = medium
damage    = ceil(49*ifelse(root,fvar(6)<0.25,0.25,root,fvar(6))*ifelse((var(29)&4),0.7,1)*ifelse((var(29)&8),0.85,1)), 10
priority = 3
hitflag = MAFD
guardflag = 
pausetime = 0,13
sparkno = -1
guard.sparkno = S-1
down.bounce = 1
sparkxy = -2, -94
hitsound = s400, 1
guardsound = s120, 4
ground.type = low
ground.slidetime = 14+parent,var(41)
ground.hittime  = 14+parent,var(41)
ground.velocity = -7.5*parent,fvar(14)
air.velocity = -3.7*parent,fvar(14),-5.2
down.velocity = -13.2,0
fall.recover = 1
fall.yvelocity = -3.2
fall.recovertime = ceil(29*root,fvar(25))
fall.envshake.time = 9
air.fall = 1
yaccel = .51*root,fvar(15)
getpower = 40, 20
ID = 1000
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity = (vel x)*(vel x > 0), vel y
ownadmin=1
elem=animelemno(0)

[state a];K[hGtFNg
type = Helper
trigger1 = projguardedtime(0) = 0
id = 7022
name = "hit"
pos = 9,-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[State 191, Snd 1];U
type = PlaySnd
trigger1 = projhittime(0)=0
value = 400,2
ignorehitpause = 1
persistent = 0
[State 1000, 3];KEqbgGtFNg}[N
type = helper
trigger1 = projhittime(0)=0
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 8,-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 40 , 0]
type = Explod
trigger1 = 1
anim = 1007+random%4
sprpriority = 7
bindtime = 1
persistent = 6
ontop = 1
scale = 0.45,0.45
random = 30,30
angle = random%360

[state 7000,]
type = parentvaradd
trigger1 = projhittime(0)=0
fvar(30) = 0.005

[State 3000, 00]
type = changestate
trigger1 = projcontacttime(0)=0
trigger2 = screenpos x != [-60,380]
trigger3 = Pos Y > 5
value = 1011
ignorehitpause = 1

;----------------------------------------------------------------------------------------
[Statedef 30100];
type    = A
movetype= A
physics = N
anim = 3010
sprpriority = 6
juggle  = 0

[State 100, 2]
type = BindToRoot
trigger1 = time < 58 && root,stateno = [35030,35201]
facing = 1
pos = 100,-30

[State 1051, 0];
type = helper
trigger1 = !time
stateno = 30110
ownpal = 1
size.xscale = 1.4
size.yscale = 1.4

[state a]
type = varset
trigger1 = time = 0
fvar(1) = 50
[state a]
type = angleset
trigger1 = 1
value = time
[state a]
type = angledraw
trigger1 = time < 58
scale = 1.5-(fvar(1)*0.03),1.5-(fvar(1)*0.03)
[state a]
type = angledraw
trigger1 = time > 57
scale = 1,1
[state a]
type = varadd
trigger1 = time < 58
fvar(1) = -0.3

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

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 41
value = 3000,4

[State 200, 0];
type = Varadd
trigger1 = projcontacttime(0)=0
var(33) = 1
persistent = 1
ignorehitpause = 1

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 100, 2]
type = velset
trigger1 = time = 58
x = 6.8

[State 240, 6] ;U\
type = Projectile
trigger1 = projcontacttime(0)=-1||projcontacttime(0)>7
attr = A, HP
animtype  = hard
damage    = ceil(36*ifelse(root,fvar(6)*ifelse((root,var(29)&4),0.6,1)*ifelse((root,var(29)&8),0.85,1)<0.25,0.25,root,fvar(6)*ifelse((root,var(29)&4),0.6,1)*ifelse((root,var(29)&8),0.85,1))),11
priority = 3
hitflag = MAF
guardflag = 
sparkno = -1
guard.sparkno = S-1
down.bounce = 1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = low
ground.hittime  = 10
ground.slidetime = 19+parent,var(41)
ground.hittime  = 19+parent,var(41)
ground.velocity = -15.5*parent,fvar(14)
guard.velocity = -3
air.velocity = -3.7*parent,fvar(14),-5.2
fall.recover = 0
fall.yvelocity = -3.2
fall = 1
ground.cornerpush.veloff = 0
fall.envshake.time = 9
yaccel = .51*root,fvar(15)
ID = 1000
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0
persistent = 2
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity = (vel x)*(vel x > 0), vel y
ownadmin=1
elem=animelemno(0)

[State 1000, 3];KEqbgGtFNg}[N
type = helper
trigger1 = projhittime(0)=0
trigger1 = hitcount <= 5
id = 7000
postype = p2
ignorehitpause = 1
persistent = 2
pos = 8,-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5
[state a];K[hGtFNg
type = Helper
trigger1 = projguardedtime(0)=0
id = 7022
pos = 9,-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 2
ignorehitpause = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 1000 , 2];
type = Projectile
trigger1 = time > 59
projID = 3012
projanim = 3012
postype = p1
offset = -40+(1+random%80),-50+(1+random%100)
velocity =  6.8,0
accel = 0,0
projsprpriority = 16
bindtime = -1
projremovetime = 8
ignorehitpause = 0
projstagebound = 700
pausemovetime = 9999999
supermovetime = 9999999
persistent = 2
projscale = 0.7,0.7
ownadmin=1
ownpal=1
[State 1000 , 2];
type = Projectile
trigger1 = time
trigger1 = time < 58
projID = 3012
projanim = 3012
postype = p1
offset = -(time/2)+(random%time),-(time/2)+(random%time)
velocity =  0,0
accel = 0,0
projsprpriority = 3
projremovetime = 8
ignorehitpause = 0
projstagebound = 700
pausemovetime = 9999999
supermovetime = 9999999
persistent = 2
projscale = 1.5-(fvar(1)*0.03),1.5-(fvar(1)*0.03)
ownadmin=1
ownpal=1
[State 1000 , 2];
type = Projectile
trigger1 = 1
projanim = 3013
postype = p1
offset = 90+random%80*ifelse(random%2=1,1,-1),90+random%80*ifelse(random%2=1,1,-1)
velocity =  0,0
accel = 0,0
projsprpriority = 3
projremovetime = 8
ignorehitpause = 0
projstagebound = 700
pausemovetime = 9999999
supermovetime = 9999999
persistent = 5
projscale = 0.5,0.5
ownadmin=1
ownpal=1

[state a]
type = varset
trigger1 = time = 0
fvar(3) = 20
[state a]
type = varadd
trigger1 = time < 58
fvar(3) = -0.5

[state 7000,]
type = parentvaradd
trigger1 = projhittime(0)=0
fvar(30) = 0.005

[state a]
type = destroyself
trigger1 = ScreenPos X != [-200,550]

;----------------------------------------------------------------------------------------
[Statedef 30110]
type    = A
movetype= A
physics = N
anim = 3011
sprpriority = 7
velset = 0,0
juggle  = 0

[State 100, 2]
type = BindToRoot
trigger1 = time < 58 && root,stateno = [35030,35201]
facing = 1
pos = 100,-30

[state a]
type = null
trigger1 = !time
trigger1 = var(0):=parent,id
trigger2 = playeridexist(var(0))

[state a]
type = varset
trigger1 = !time
fvar(1) = 50
[state a]
type = angledraw
trigger1 = time < 58
scale = 1.5-(fvar(1)*0.03),1.5-(fvar(1)*0.03)
[state a]
type = angledraw
trigger1 = time > 57
scale = 1,1
[state a]
type = varadd
trigger1 = time < 58
fvar(1) = -0.3

[State 100, 2]
type = velset
trigger1 = time = 58
x = 6.8

[state a]
type = angleadd
trigger1 = 1
value = 22
[state a]
type = angledraw
trigger1 = 1

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

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000, 00]
type = destroyself
trigger1 = !playeridexist(var(0))

;--------------------------------------------------
;ꌂBASARA
[Statedef 34999]

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

;---------------------[ϐ]
[state a]
type = varset
trigger1 = !time
v = 24
value = (300+const(data.life))-(life/2)

;---------------------[ʉ]
[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = !time
value = 3499,random%4
channel = 2
lowpriority = 0


[State 191, Snd 1]
type = PlaySnd
trigger1 = !time
value = 1000,5

;---------------------[Xe[gړ]
[State 195, 2]
type = ChangeState
trigger1 = time = 57
value = 35030

[State 100, 2]
type = posadd
trigger1 = (command="holdback")&&!var(59)||p2bodydist x < 100&&var(59)
x=-1
[State 100, 2]
type = posadd
trigger1 = (command="holdfwd")&&!var(59)||p2bodydist x > 240&&var(59)
x=1
[State 100, 2]
type = posadd
trigger1 = (command="holdup")&&!var(59)||p2dist y < -10&&var(59)
y=-1
[State 100, 2]
type = posadd
trigger1 = (command="holddown")&&!var(59)||p2dist y > 30&&var(59)
y=1
[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

;-------------------------------------
;Ӱް
[Statedef 35010]
anim = 35010
ctrl = 0
sprpriority = 0
velset=0,0
poweradd=-powermax

[State ModifyDisplayName]
type=DisplayToClipboard
trigger1=numhelper(43513)
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="PhantomDiver Masamune -DOUBLE DRAGON-"
ignorehitpause=1

[State 193, 5]
type = null
trigger1 = time = 0
trigger1 = var(18) := 1 + life || 1
trigger1 = var(21) := 0 || 1
[State 193, 5]
type = null
trigger1 = palno=1||palno=8
trigger1 = var(20) := 3000 || 1
trigger2 = palno=2
trigger2 = var(20) := 4000 || 1
trigger3 = palno=3
trigger3 = var(20) := 5000 || 1
trigger4 = palno=4
trigger4 = var(20) := 6000 || 1
trigger5 = palno=5
trigger5 = var(20) := 7000 || 1
trigger6 = palno=6
trigger6 = var(20) := 8000 || 1
trigger7 = palno=7||palno=12
trigger7 = var(20) := 2147483647 || 1
trigger8 = palno=9
trigger8 = var(20) := 9000 || 1
trigger9 = palno=10
trigger9 = var(20) := 10000 || 1
trigger10 = palno=11
trigger10 = var(20) := 11000 || 1
[State 193, 5]
type = null
trigger1 = var(25) := var(20) || 1

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[State ]
type=DisplayToClipboard
trigger1=time=0
trigger1=var(var(var((540-3648)/4)+0)+32)>0
trigger1=var((13408-3648)/4):=0||1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,3114

[state b]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay

[state b]
type = envcolor
trigger1 = animelem = 3 ,>= 0 && animelem = 3 ,< 39
under = 1
persistent = 4

[State 40 , 0]
type = Explod
trigger1 = time = 12 || time = 22 || time = 32
anim = 73513
ID = 3510 + (time = 22) + (time = 32)
ownpal = 1
random = 40,10
sprpriority = 0
[State y5uh7u]
type = ModifyExplod
trigger1 = 1
ID = 3510
scale = .45+(time*0.15),.15+(time*0.03)
[State y5uh7u]
type = ModifyExplod
trigger1 = 1
ID = 3511
scale = .45+((time-22)*0.15),.15+((time-22)*0.03)
[State y5uh7u]
type = ModifyExplod
trigger1 = 1
ID = 3512
scale = .45+((time-32)*0.15),.15+((time-32)*0.03)

[state b]
type = Helper
trigger1 = animelem = 3
id = 35010
stateno = 3110
ownpal = 1
size.xscale = .8
size.yscale = 1.1
[state b]
type = Helper
trigger1 = animelem = 3 ,>= 0 && animelem = 3 ,< 39
pos = -60 + random%120,0
stateno = 35011
ownpal = 1
persistent = 6

[State 191, Snd 1];U
type = PlaySnd
trigger1 = AnimElem = 3 ,>= 0
freqmul = 1.2
persistent = 12
value = 3100,2
[State 191, Snd 1];U
type = PlaySnd
trigger1 = AnimElem = 3
freqmul = .7
value = 3500,1

[State 193, 5]
type = PlaySnd
trigger1 = time = 0
value = 5010, 9
channel = 2

[state b]
type = sprpriority
trigger1 = animelem = 3 ,>= 0
value = 10*(time%2 = 0)

[state b]
type = bgpalfx
trigger1 = 1
time = 1
mul = 64,64,64

[state b]
type = palfx
trigger1 = animelem = 3
time = 50
add         = -100,0,130
sinadd      = 110,110,110,10
invertall = 1
color     = 0

[State 1000, 7] ;I
type = ChangeState
trigger1 = AnimTime = 0
value = 35020

;----------------------------------------------------------------------------------------
[Statedef 35011];
type    = S
movetype= A
physics = N
anim = 735110
sprpriority = 2
juggle  = 0

[State 40 , 0]
type = Explod
trigger1 = !time
anim = 71168
ID = 1168
sprpriority = 10
bindtime = 1
persistent = 0
scale = 1,1
ownpal = 1
[State 40 , 0]
type = Explod
trigger1 = !time
anim = 73511
sprpriority = 10
bindtime = 1
persistent = 0
scale = 1,1
alpha=128,256
trans=addalpha
ownpal = 1
[State 40 , 0]
type = Explod
trigger1 = !time
anim = 73510
ID = 3510
sprpriority = 0
bindtime = 1
persistent = 0
scale = 1,1
ownpal = 1
[State y5uh7u]
type = ModifyExplod
trigger1 = 1
ID = 3510
scale = .3+(time*0.1),.1+(time*0.02)
alpha=128,256
trans=addalpha
[State y5uh7u]
type = ModifyExplod
trigger1 = 1
ID = 1168
scale = .4+(time*0.07),.4+(time*0.07)
alpha=128,256
trans=addalpha

[State 40 , 0]
type = destroyself
trigger1 = time = 24

;-------------------------------------
;GO!
[Statedef 35020]
anim = 35020

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[State 1051, 0];n
type = helper
trigger1 = Animelem = 7
ID = 35130
pos = -360,0
stateno = 35130
ownpal = 1

[State 100, 2]
type = velset
trigger1 = animelem = 8
x = -3
y = -11

[State 193, 5]
type = PlaySnd
trigger1 = animelem = 8
value = 41,0

[State 100, 2]
type = veladd
trigger1 = animelemtime(8) > 0
trigger1 = animelemtime(15) < 0
y = .49

[State 193, 5]
type = PlaySnd
trigger1 = animelemtime(15) = 8
value = 187,0
channel = 2

[State 100, 2]
type = velset
trigger1 = animelem = 15,>= 0
x=vel x*.85
[State 100, 2]
type = velset
trigger1 = animelem = 15,>= 0&&vel x < 1
x=0

[State 100, 2]
type = velset
trigger1 = animelem = 15
x = 10
y = 0

[State camera]
type = ScreenBound
trigger1 = BackEdgeDist < 3
trigger2 = FrontEdgeDist < 2
value = 0

[State 1000, 7] ;I
type = ChangeState
trigger1 = animelem = 17 ,>= 0 && !vel x
value = 35030

;-------------------------------------
[Statedef 35030]

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[State 100, 2]
type = turn
trigger1 = p2dist x < 0

[State 1051, 0];n
type = helper
trigger1 = !numhelper(35130)
ID = 35130
pos = -360,0
stateno = 35140
ownpal = 1

[state 7000,]
type = varadd
trigger1 = 1
fvar(30) = 0.00005

[State 1000, 7] ;I
type = ChangeState
trigger1 = var(20) = 0
value = 51500
[State 1000, 7] ;I
type = ChangeState
trigger1 = var(21)
trigger1 = roundstate > 2
value = 55
[State 1000, 7] ;I
type = ChangeState
trigger1 = ((command="b"||command="ichigeki")&&!var(59)||!var(19)&&var(59))&&var(21)&&!var(24)&&fvar(30)>=2
value = 34999
[State 1000, 7] ;I
type = ChangeState
trigger1 = var(21)
trigger1 = ((command="hed")&&!var(59)||p2dist x>0&&var(59))&&(var(24)>1)
value = 42
[State 1000, 7] ;I
type = ChangeState
trigger1 = var(21)
trigger1 = (command="c")&&!var(59)||(p2dist x=[-100,100])&&random%(50-40*(backedgedist<100))=0&&var(59)
value = 35202
[State 1000, 7] ;I
type = ChangeState
trigger1 = var(21)
trigger1 = (command="b")&&!var(59)||(p2dist y=[-100,100])&&random%20=0&&var(59)
value = 35201
[State 1000, 7] ;I
type = ChangeState
trigger1 = var(21)
trigger1 = (command="a")&&!var(59)||(p2dist y=[-100,100])&&var(59)
value = 35200

[State 100, 2]
type = posadd
trigger1 = (command="holdback")&&!var(59)||p2bodydist x < 100&&var(59)
x=-5+4*((prevstateno=[35200,35201])&&!time)
[State 100, 2]
type = posadd
trigger1 = (command="holdfwd")&&!var(59)||p2bodydist x > 240&&var(59)
x=5-4*((prevstateno=[35200,35201])&&!time)
[State 100, 2]
type = posadd
trigger1 = (command="holdup")&&!var(59)||p2dist y < -10&&var(59)
y=-5+4*((prevstateno=[35200,35201])&&!time)
[State 100, 2]
type = posadd
trigger1 = (command="holddown")&&!var(59)||p2dist y > 30&&var(59)
y=5-4*((prevstateno=[35200,35201])&&!time)
[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

[State 100, 2]
type = null
trigger1 = var(21) := 1

;-------------------------------------
;n
[Statedef 35130]
anim = 35130
sprpriority = -1

[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.săxD`W ty3ҋ3ɱ$+3IP@9H@ua3fKӐ+ʋA |{0ϐ63f4t2 3ҍLI@!t%cI@f@<$L)9A0t%cBPB <$X~Ґ$BJ|{0ϋI 3fT+ȍI \\33fE40vTO$1%c֝aTX--aaaa%%%%799d4CA"
params=1,4927568,25,15,255

[State 193, 5]
type = null
trigger1 = var((112-3648)/4) := 100 || 1
trigger1 = 0
trigger2 = root,palno=7||root,palno=12
trigger2 = var((112-3648)/4) := 5000 || 1

[State 1000, 7] ;I
type = ChangeState
trigger1 = root,stateno = [35030,35202]
value = 35140

[State 100, 2]
type = BindToRoot
trigger1 = time >= 44
pos = 20,40

[State 40 , 0]
type = Explod
trigger1 = 1
anim = 1007+random%4
pos = 70-random%195,-73+(18-random%37)
sprpriority = 7
bindtime = 1
persistent = 6
facing = -1
scale = .6,.6

[State 100, 2]
type = hitby
trigger1 = 1
value = 

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 0
value = 3500,1

[State 100, 2]
type = velset
trigger1 = time = 20
x = 10
[State 100, 2]
type = velset
trigger1 = time = 44
x = 0

;-------------------------------------
;n
[Statedef 35140]
sprpriority = -1

[State 1000, 7] ;I
type = ChangeState
trigger1 = (root,stateno != [0,4]) && (root,stateno != [42,57]) && (root,stateno != [170,182]) && root,stateno != 3500 && root,stateno != 34999 && root,stateno != [35010,35202]
value = 3510
[State 1000, 7] ;I
type = ChangeState
trigger1 = root,stateno = 3500 && root,animelem = 14,>= 0
value = 3512

[State 100, 2]
type = BindToRoot
trigger1 = root,stateno != 0 && (root,stateno != [42,57]) && (root,stateno != [170,182]) && root,stateno != 3500
facing = 1
pos = 20,40

[State 1000, 7]
type = Changeanim
trigger1 = anim != 35130 && root,stateno != 35202
value = 35130
[State 1000, 7]
type = Changeanim
trigger1 = anim != 35131 && root,stateno = 35202
value = 35131

[State 40 , 0]
type = Explod
trigger1 = 1
anim = 1007+random%4
pos = 70-random%195,-73+(18-random%37)
sprpriority = 7
bindtime = 1
persistent = 6
facing = -1
scale = .6,.6

[State 100, 2]
type = hitoverride
trigger1 = 1
attr = acs,aa,ap,at
slot = 0
stateno = stateno
time = 1

[State 100, 2]
type = hitby
trigger1 = !time
time = 10 + GetHitVar(HitShakeTime)
value = 
[state ]
type = hitby
trigger1 = root,stateno = 34999 || root,stateno = 35202
value2 = 

[State 1000, 7]
type = offset
trigger1 = root,stateno = 35202
y = 4*(animelem = 2,>= 0 && animelem = 3,< 0) - 4*(animelem = 4,>= 0)

;----------------------------------------------------------------------------------------
[Statedef 3510];DRAGon
sprpriority = 2

[State ModifyDisplayName]
type=DisplayToClipboard
trigger1=time=120
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="PhantomDiver Masamune"
ignorehitpause=1

[state b]
type = AssertSpecial
trigger1 = time < 120
flag = NoBarDisplay
[state b]
type = AssertSpecial
trigger1 = time > 99
flag = Invisible
flag2 = NoShadow

[state b]
type = bgpalfx
trigger1 = time < 100
time = 1
mul = 64,64,64

[state b]
type = envcolor
trigger1 = time < 100
under = 1
persistent = 5

[State 100, 2]
type = hitby
trigger1 = 1
value = 

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time < 100
persistent = 10
value = 1200,3
freqmul = .8
[State 191, Snd 1];U
type = PlaySnd
trigger1 = time < 100
persistent = 10
value = 3500,1
freqmul = .8 - .001*time
[State 191, Snd 1];U
type = PlaySnd
trigger1 = time < 100
persistent = 10
value = 3500,1
freqmul = 1 - .005*time

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 100
value = 6250,2
freqmul = .75

[State 100, 2]
type = offset
trigger1 = time < 100
x = ifelse(random%2=0,-2,2)
y = ifelse(random%2=0,-2,2)

[State 40 , 0]
type = Explod
trigger1 = time < 100
anim = 1007+random%4
postype = p1
pos = 70-random%195,-73+(18-random%37)
sprpriority = 7
bindtime = 1
persistent = 6
ontop = 1
facing = -1
scale = 0.6,0.6

[State 40 , 0]
type = Explod
trigger1 = time < 100
anim = 30000
pos = -35,-75
sprpriority = 99
ownpal = 1
scale = .05+.002*time,.05+.002*time
trans = add
[State 40 , 0]
type = Explod
trigger1 = time = [120,169]
anim = 30000
pos = -35,-75
sprpriority = 99
ownpal = 1
scale = .1-.001*(time - 120),.1-.001*(time - 120)
trans = addalpha
alpha = 100-2*(time - 120),256

[State 40 , 0]
type = Explod
trigger1 = time < 100
anim = 30001
pos = 160,120
postype = back
ontop = 1
ownpal = 1
scale = 2,2
trans = addalpha
alpha = ceil(2.56*time),256
[State 40 , 0]
type = Explod
trigger1 = time = [100,119]
anim = 30001
pos = 160,120
postype = back
ontop = 1
ownpal = 1
scale = 2,2
trans = add
[State 40 , 0]
type = Explod
trigger1 = time = [120,169]
anim = 30001
pos = 160,120
postype = back
ontop = 1
ownpal = 1
scale = 2,2
trans = addalpha
alpha = 256 - ceil(5.12*(time - 120)),256

[State 40 , 0]
type = Explod
trigger1 = time < 100
trigger1 = fvar(2) := .025+((random%251)*.0001) || 1
trigger1 = fvar(3) := 5+((random%101)*.1) || 1
trigger1 = var(1) := random%361 || 1
anim = 2052 + random%2
id = 2052
pos = -35,-75
sprpriority = 98
ownpal = 1
scale = fvar(2),fvar(2)
angle = random%361
vel = Cos(var(1)/(180/Pi))*fvar(3),Sin(var(1)/(180/Pi))*fvar(3)
trans = add
removetime = 100
[State 40 , 0]
type = Explod
trigger1 = time < 100
trigger1 = fvar(2) := .025+((random%251)*.0001) || 1
trigger1 = fvar(3) := 5+((random%101)*.1) || 1
trigger1 = var(1) := random%361 || 1
anim = 2052 + random%2
id = 2052
pos = -35,-75
sprpriority = 98
ownpal = 1
scale = fvar(2),fvar(2)
angle = random%361
vel = Cos(var(1)/(180/Pi))*fvar(3),Sin(var(1)/(180/Pi))*fvar(3)
trans = add
removetime = 100
[State 40 , 0]
type = Explod
trigger1 = time < 100
trigger1 = fvar(2) := .025+((random%251)*.0001) || 1
trigger1 = fvar(3) := 5+((random%101)*.1) || 1
trigger1 = var(1) := random%361 || 1
anim = 2052 + random%2
id = 2052
pos = -35,-75
sprpriority = 98
ownpal = 1
scale = fvar(2),fvar(2)
angle = random%361
vel = Cos(var(1)/(180/Pi))*fvar(3),Sin(var(1)/(180/Pi))*fvar(3)
trans = add
removetime = 100
[State 40 , 0]
type = Explod
trigger1 = time < 100
trigger1 = fvar(2) := .025+((random%251)*.0001) || 1
trigger1 = fvar(3) := 5+((random%101)*.1) || 1
trigger1 = var(1) := random%361 || 1
anim = 2052 + random%2
id = 2052
pos = -35,-75
sprpriority = 98
ownpal = 1
scale = fvar(2),fvar(2)
angle = random%361
vel = Cos(var(1)/(180/Pi))*fvar(3),Sin(var(1)/(180/Pi))*fvar(3)
trans = add
removetime = 100
[State 40 , 0]
type = Explod
trigger1 = time < 100
trigger1 = fvar(2) := .025+((random%251)*.0001) || 1
trigger1 = fvar(3) := 5+((random%101)*.1) || 1
trigger1 = var(1) := random%361 || 1
anim = 2052 + random%2
id = 2052
pos = -35,-75
sprpriority = 98
ownpal = 1
scale = fvar(2),fvar(2)
angle = random%361
vel = Cos(var(1)/(180/Pi))*fvar(3),Sin(var(1)/(180/Pi))*fvar(3)
trans = add
removetime = 100

[State 40 , 0]
type = Explod
trigger1 = time < 100
trigger1 = fvar(2) := .9+((random%101)*.001) || 1
anim = 73511
pos = -35,-75
sprpriority = 98
ownpal = 1
scale = fvar(2),fvar(2)
persistent = 5
angle = random%361
facing = ifelse(random%2=0,-1,1)
trans = add
[State 40 , 0]
type = Explod
trigger1 = time < 100
trigger1 = fvar(2) := .9+((random%101)*.001) || 1
anim = 73511
pos = -35,-75
sprpriority = 98
ownpal = 1
scale = fvar(2),fvar(2)
persistent = 5
angle = random%361
facing = ifelse(random%2=0,-1,1)
trans = add
[State 40 , 0]
type = Explod
trigger1 = time < 100
trigger1 = fvar(2) := .9+((random%101)*.001) || 1
anim = 73511
pos = -35,-75
sprpriority = 98
ownpal = 1
scale = fvar(2),fvar(2)
persistent = 5
angle = random%361
facing = ifelse(random%2=0,-1,1)
trans = add

[State 1051, 0];
type = helper
trigger1 = time < 100
pos = -35,-75
stateno = 3511
ownpal = 1
persistent = 5

[State 40 , 0]
type = removeExplod
trigger1 = time = 100
id = 2052

[State 3000, 00]
type = destroyself
trigger1 = time = 170

;-------------------------------------
[Statedef 3511]
anim = 735100
movetype = a
sprpriority = 98

[state ]
type = angledraw
trigger1 = !time
trigger1 = var(0) := random%360 || 1
trigger2 = 1
scale = .1 + (.1 + .0004*parent,time)*time,.5 + (.5 + .002*parent,time)*time
value = var(0)

[state ]
type = assertspecial
trigger1 = 1
flag = noshadow

[state ]
type = trans
trigger1 = 1
alpha = 256 - 8*time,256
trans = addalpha

[state ]
type = destroyself
trigger1 = time = 32

;----------------------------------------------------------------------------------------
[Statedef 3512];DRAGon
sprpriority = 2

[State ModifyDisplayName]
type=DisplayToClipboard
trigger1=time=0
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="PhantomDiver Masamune"
ignorehitpause=1

[State 100, 2]
type = hitby
trigger1 = 1
value = 

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 0
value = 3500,1

[State 100, 2]
type = velset
trigger1 = time >= 0
x = 7.4

[State 40 , 0]
type = Explod
trigger1 = 1
anim = 1007+random%4
postype = p1
pos = 70-random%195,-73+(18-random%37)
sprpriority = 7
bindtime = 1
persistent = 6
ontop = 1
facing = -1
scale = 0.6,0.6

[State 3000, 00]
type = destroyself
trigger1 = time = 80

;-------------------------------------
[Statedef 35200]
movetype = a

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[State 1000, 7]
type = ChangeState
trigger1 = time = 5
value = 35030

[State 1051, 0];GbNX
type = helper
trigger1 = !time
pos = 100,-30
stateno = 14150
ownpal = 1

[State 100, 2]
type = posadd
trigger1 = (command="holdback")&&!var(59)||p2bodydist x < 100&&var(59)
x=-1
[State 100, 2]
type = posadd
trigger1 = (command="holdfwd")&&!var(59)||p2bodydist x > 240&&var(59)
x=1
[State 100, 2]
type = posadd
trigger1 = (command="holdup")&&!var(59)||p2dist y < -10&&var(59)
y=-1
[State 100, 2]
type = posadd
trigger1 = (command="holddown")&&!var(59)||p2dist y > 30&&var(59)
y=1
[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

[state 7000,]
type = varadd
Trigger1 = 1
fvar(30) = 0.00005

;-------------------------------------
[Statedef 35201]
movetype = a

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[State 1000, 7]
type = ChangeState
trigger1 = time = 30
value = 35030

[State 1051, 0];
type = helper
trigger1 = !time
pos = 100,-30
stateno = 30100
ownpal = 1
size.xscale = 1.4
size.yscale = 1.4

[State 100, 2]
type = posadd
trigger1 = (command="holdback")&&!var(59)||p2bodydist x < 100&&var(59)
x=-1
[State 100, 2]
type = posadd
trigger1 = (command="holdfwd")&&!var(59)||p2bodydist x > 240&&var(59)
x=1
[State 100, 2]
type = posadd
trigger1 = (command="holdup")&&!var(59)||p2dist y < -10&&var(59)
y=-1
[State 100, 2]
type = posadd
trigger1 = (command="holddown")&&!var(59)||p2dist y > 30&&var(59)
y=1
[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

[state 7000,]
type = varadd
Trigger1 = 1
fvar(30) = 0.00005

[State 193, 5]
type = PlaySnd
trigger1 = time = 0
trigger1 = random%3 = 0
value = 1200, random%2
channel = 2

;-------------------------------------
[Statedef 35202]
movetype = a

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[State 1000, 7]
type = ChangeState
trigger1 = !fvar(1) && time
value = 35030

[State 191, Snd 1];U
type = PlaySnd
trigger1 = !time || time = 10 || time = 20
freqmul = .7 + .1*(time = 10) + .2*(time = 20)
value = 3500,1
volume = 200

[State 1051, 0];
type = helper
trigger1 = fvar(1) = 8
pos = 100,-30
stateno = 735100
ownpal = 1
persistent = 2
[State 191, Snd 1];U
type = PlaySnd
trigger1 = fvar(1) = 8
freqmul = .8
persistent = 2
value = 230,0

[State 100, 2]
type = posadd
trigger1 = time < 20
trigger1 = fvar(1) := 8
trigger2 = time > 19
trigger2 = fvar(1) := fvar(1)*.9 || 1
trigger2 = fvar(1) := ifelse(fvar(1) < 1,0,fvar(1)) || 1
x = fvar(1)

[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

[state 7000,]
type = varadd
Trigger1 = 1
fvar(30) = 0.00005

[State 193, 5]
type = PlaySnd
trigger1 = time = 0
trigger1 = random%3 = 0
value = 290, random%2
channel = 2

;-------------------------------------
[Statedef 735100]
anim = 735100
movetype = a
sprpriority = 8

[state ]
type = angledraw
trigger1 = !time
trigger1 = var(0) := random%360 || 1
trigger2 = 1
scale = .05 + .1*time,.2 + .4*time
value = var(0)

[state ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 240, 6] ;U\
type = Projectile
trigger1 = projcontacttime(0)=-1 && time < 10
attr = A, NA
animtype  = Hard
damage    = ceil(90*root,fvar(6)*ifelse((root,var(29)&4),0.8,1)*ifelse((root,var(29)&8),0.85,1)), 0
priority = 4
hitflag = MAFD
guardflag = 
sparkno = -1
guard.sparkno = S-1
down.bounce = 1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 3
ground.type = low
guard.hittime = 13
ground.slidetime = 17+root,var(41)
ground.hittime  = 17+root,var(41)
ground.velocity = -7.2*root,fvar(14)
air.velocity = ifelse(p2statetype = L,-9,-4.1*root,fvar(14)),ifelse(p2statetype = L,-.5,-5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L,-12,-7.2*root,fvar(14))
fall.recover = 1
fall.yvelocity = -3.2
fall.recovertime = ceil(34*root,fvar(25))
air.fall = 1
fall.envshake.time = 9
yaccel = .51*root,fvar(15)
getpower = ceil(60*root,fvar(31)*root,fvar(6)), ceil(20*root,fvar(31)*root,fvar(6))
ID = 200
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity = (vel x)*(vel x > 0), vel y
ownadmin=1
elem=animelemno(0)

[state a];qbgGtFNg
type = Helper
trigger1 = projhittime(0)=0
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-35), -66-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];K[hGtFNg
type = Helper
trigger1 = projguardedtime(0)=0
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-35), -66-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state ]
type = trans
trigger1 = 1
alpha = 128 - 3*time,256
trans = addalpha

[state 7000,]
type = parentvaradd
trigger1 = projhittime(0)=0
fvar(30) = 0.005

[state ]
type = destroyself
trigger1 = time = 30

;----------------------------------------------------------------------------------------
[Statedef 51500]

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[State 193, 5]
type = PlaySnd
trigger1 = time = 0
value = 5300, 1
channel = 2

[State 821, 4]
type = ChangeState
trigger1=numhelper(35130)
trigger1=helper(35130),stateno = 3510 && helper(35130),time = 100
value = 51501

;----------------------------------------------------------------------------------------
[Statedef 51501]
type    = A
movetype= H
physics = N
velset = 0,-60
anim = 5050

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-35000

[State 1]
type = HitBy
trigger1 = 1
value = 

[state a]
type = veladd
trigger1 = 1
y = 1.4

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 100, 2]
type = screenbound
trigger1=1
value = 1
MoveCamera = 1,0

[State 100, 2]
type = lifeset
trigger1=1
value = var(18)

[state b]
type = palfx
trigger1 = time = 0
time = -1
add         = -100,0,130
sinadd      = 110,110,110,10
invertall = 1
color     = 0
[state b]
type = palfx
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 35
add         = -100,0,130
sinadd      = 110,110,110,10
invertall = 1
color     = 0

[State 193, 5]
type = PlaySnd
trigger1 = time = 0
value = 11, 0
channel = 2

[State 821, 3] 
type = changeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1=var((3600-3648)/4):=0||1
value = 5100 
