;=============================================================================================
;Naraku No Yuki by Sh4dy@Ren patched by SL
;=============================================================================================
[Info]
name="Naraku No Yuki"
displayname="Arrabella Rose"
versiondate=11,22,2000
mugenversion=11,22,2000
author="Sh4dy@Ren, Crash fixed by SL"
pal.defaults=1
[Files]
sprite=Yami.sff
anim=YamiKula[Patched].def
sound=Yami.snd
cmd=YamiKula[Patched].def
cns=YamiKula[Patched].def
stcommon=common1.cns
st=YamiKula[Patched].def
st1=cns\Arrabella.sh4dy
st2=cns\Alexandria.sh4d3
pal1=pal\blood.act
pal2=Pal\Ebony.act
pal4=pal\Evory.act
pal3=pal\AnotherKula.act
pal13=pal\Aura.act
pal5=pal\HellSnow.act
pal6=pal\Lucy_Diclonius.act
pal7=pal\Kula.act
pal8=pal\Ultimate_Sula.act
pal9=pal\NR_Isabeau.act
pal10=pal\Himemiya_Chikane.act
pal11=pal\Kurusugawa_Himeko.act
pal12=pal\Eve.act


[Command]
name = "AI_0"
command = a,a,a,a
time = 0
[Command]
name = "AI_1"
command = a,a,a,a
time = 0
[Command]
name = "AI_2"
command = a,a,a,b
time = 0
[Command]
name = "AI_3"
command = a,a,a,c
time = 0
[Command]
name = "AI_4"
command = a,a,b,a
time = 0
[Command]
name = "AI_5"
command = a,a,b,b
time = 0
[Command]
name = "AI_6"
command = a,a,b,c
time = 0
[Command]
name = "AI_7"
command = a,a,c,a
time = 0
[Command]
name = "AI_8"
command = a,a,c,b
time = 0
[Command]
name = "AI_9"
command = a,a,c,c
time = 0
[Command]
name = "AI_10"
command = a,b,a,a
time = 0
[Command]
name = "AI_11"
command = a,b,a,b
time = 0
[Command]
name = "AI_12"
command = a,b,a,c
time = 0
[Command]
name = "AI_13"
command = a,b,b,a
time = 0
[Command]
name = "AI_14"
command = a,b,b,b
time = 0
[Command]
name = "AI_15"
command = a,b,b,c
time = 0
[Command]
name = "AI_16"
command = a,b,c,a
time = 0
[Command]
name = "AI_17"
command = a,b,c,b
time = 0
[Command]
name = "AI_18"
command = a,b,c,c
time = 0
[Command]
name = "AI_19"
command = a,c,a,a
time = 0
[Command]
name = "AI_20"
command = a,c,a,b
time = 0
[Command]
name = "AI_21"
command = a,c,a,c
time = 0
[Command]
name = "AI_22"
command = a,c,b,a
time = 0
[Command]
name = "AI_23"
command = a,c,b,b
time = 0
[Command]
name = "AI_24"
command = a,b,b,c
time = 0
[Command]
name = "AI_25"
command = a,c,c,a
time = 0
[Command]
name = "AI_26"
command = a,c,c,b
time = 0
[Command]
name = "AI_27"
command = a,c,c,c
time = 0
[Command]
name = "AI_28"
command = b,a,a,a
time = 0
[Command]
name = "AI_29"
command = b,a,a,b
time = 0
[Command]
name = "AI_30"
command = b,a,a,c
time = 0
[Command]
name = "AI_31"
command = b,a,b,a
time = 0
[Command]
name = "AI_32"
command = b,a,b,b
time = 0
[Command]
name = "AI_33"
command = b,a,b,c
time = 0
[Command]
name = "AI_34"
command = b,a,c,a
time = 0
[Command]
name = "AI_35"
command = b,a,c,b
time = 0
[Command]
name = "AI_36"
command = b,a,c,c
time = 0
[Command]
name = "AI_37"
command = b,b,a,a
time = 0
[Command]
name = "AI_38"
command = b,b,a,b
time = 0
[Command]
name = "AI_39"
command = b,b,a,c
time = 0
[Command]
name = "AI_40"
command = b,b,b,a
time = 0
[Command]
name = "AI_41"
command = b,b,b,b
time = 0
[Command]
name = "AI_42"
command = b,b,b,c
time = 0
[Command]
name = "AI_43"
command = b,b,c,a
time = 0
[Command]
name = "AI_44"
command = b,b,c,b
time = 0
[Command]
name = "AI_45"
command = b,b,c,c
time = 0
[Command]
name = "AI_46"
command = b,c,a,a
time = 0
[Command]
name = "AI_47"
command = b,c,a,b
time = 0
[Command]
name = "AI_48"
command = b,c,a,c
time = 0
[Command]
name = "AI_49"
command = b,c,b,a
time = 0
[Command]
name = "AI_50"
command = b,c,b,b
time = 0

;-| Skill |--------------------------------------------------------
[Command]
name = "FTorment"
command = ~D,F,a
time = 30

[Command]
name = "Angra Manyu" ; "Brava Angra"
command = ~D,F,D,F, c
time = 30

[Command]
name = "Ahura Mazda"
command = ~D,B,D,F, c
time = 30

[Command]
name = "Cronos"
command = ~D,F,D,B, c
time = 30

[Command]
name = "Shungoku"
command = ~D,F,D,B, c ; Akula Shungokusatsu
time = 30

[Command]
name = "Heaven Slicer"
command = ~D,D, z+x
time = 30

[Command]
name = "Ray"
command = ~D,D, c+x
time = 30

[Command]
name = "Bloody Tear"
command = ~D,D, z+c
time = 30

[Command]
name = "Dustiness"
command = ~D,F,D,F, s
time = 30

[Command]
name = "Reppuken"
command = ~D,F,D,F, c
time = 30

[Command]
name = "Jahad"
command = ~D,D, a+c
time = 30

[Command]
name = "Pitch"
command = ~D,D, y+c
time = 30

[Command]
name = "Eyes"
command = ~D,F,D,F, y
time = 30

[Command]
name = "Null"
command = ~D,B,D,B, y
time = 30

[Command]
name = "Dark Beam"
command = ~D,B,D,B, x
time = 30

[Command]
name = "Ceres"
command = ~D,B,D,B, b
time = 30

[Command]
name =  "blackhole"
command = ~D,D, y+z
time = 30

[Command]
name =  "Celestial"
command = ~D,D, b+z
time = 30

[Command]
name =  "Gaia"
command = ~D,D, c+b
time = 30

[Command]
name = "Yamisutga"
command = ~D,F,D,F, a
time = 30

[Command]
name = "Infernal Light"
command = ~D,F,D,F, b
time = 30

[Command]
name = "Doppel"
command = ~D,F, s
time = 30

;-| Normal |------------------------------------------------------
[Command]
name = "Dust"
command = ~D,DF, s
time = 25

[Command]
name = "Demon Dust"
command = ~D,F, b

[Command]
name = "Pillar4"
command = ~F,D,B, z
time = 25

[Command]
name = "Pillar3"
command = ~F,D,B, b
time = 25

[Command]
name = "Pillar2"
command = ~F,D,B, y
time = 25

[Command]
name = "Pillar1"
command = ~F,D,B, a
time = 25

[Command]
name = "Pillar0"
command = ~F,D,B, x
time = 25

[Command]
name = "Dash"
command = ~B,D,DB, c
time = 25

[Command]
name = "Lotus Gear"
command = ~F,D,DF, x

[Command]
name = "Lotus Gear2"
command = ~F,D,DF, y

[Command]
name = "Lotus Gear3"
command = ~F,D,DF, z

[Command]
name = "Lotus Gear4"
command = ~F,D,DF, a

[Command]
name = "Lure"
command = ~F,D,DF, b

[Command]
name = "Mirror"
command = ~B,D,DB, y

[Command]
name = "sign"
command = ~B,D,DB, x

[Command]
name = "Soul Link"
command = ~D,B, a

[Command]
name = "Slash"
command = ~D,B, b

[Command]
name = "Feather"
command = ~D,F, a

[Command]
name = "Dark Pillar"
command = ~D,F, x

[Command]
name = "Dark Strike"
command = ~D,F, y

[Command]
name = "Soul"
command = ~F,D,B, s
time = 25

[Command]
name = "Breath"
command = ~D,D, s

[Command]
name = "Teleport"
command = ~D,D, x

[Command]
name = "Teleport"
command = ~D,D, y

[Command]
name = "Teleport"
command = ~D,D, z

[Command]
name = "Teleport"
command = ~D,D, a

[Command]
name = "Teleport"
command = ~D,D, b

[Command]
name = "Teleport"
command = ~D,D, c

[Command]
name = "BDash"
command = x+a
time = 1

[Command]
name = "BDash"
command = z
time = 1

[Command]
name = "NDash"
command = /$B,x+a
time = 1

[Command]
name = "NDash"
command = /$B,z
time = 1

;-------------------------------------------------------------------------------
;-| Common |--------------------------------------------------------------------
[Command]
name = "FF"     ;Common1.cns
command = F, F
time = 10

[Command]
name = "BB"     ;Common1.cns
command = B, B
time = 10

;-------------------------------------------------------------------------------
;-| Common2 |-------------------------------------------------------------------
[Command]
name = "recovery"   ;Common1.cns
command = x+y
time = 1

[Command]
name = "recovery"   ;Common1.cns
command = a+b
time = 1

[Command]
name = "roll"
command = y+b
time = 1

[Command]
name = "Dark-qi"
command = c
time = 1

[Command]
name = "roll"
command = x+a
time = 1

;-------------------------------------------------------------------------------
;-| Common3 |-------------------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-------------------------------------------------------------------------------
;-| Key |-----------------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

[Command]
name = "hold_c"
command = /c

[Command]
name = "holdfwd"   ;Common1.cns
command = /$F
time = 1

[Command]
name = "holdback"  ;Common1.cns
command = /$B
time = 1

[Command]
name = "holdup"    ;Common1.cns
command = /$U
time = 1

[Command]
name = "holddown"  ;Common1.cns
command = /$D
time = 1

[Command]
name = "fwd"  ;Required (do not remove)
command = /F
time = 1

[Command]
name = "back" ;Required (do not remove)
command = /B
time = 1

[Command]
name = "up"   ;Required (do not remove)
command = /U
time = 1

[Command]
name = "down" ;Required (do not remove)
command = /D
time = 1

;===========================================================================;
;***=====================================================================***;
;***---------------------------------------------------------------------***;
;***----------------------Skill Trigger----------------------------------***;
;***---------------------------------------------------------------------***;
;***=====================================================================***;
;===========================================================================;
;Statedef -1
[Statedef -1]

;Prevstateno 105
[State -3]
type = ChangeState
value = 105
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A && stateno != 105
triggerall = p2statetype=L||p2statetype!=A&&p2StateNo=5120||EnemyNear,statetype!=A&&EnemyNear,HitDefAttr=SC,NT,ST,HT||(EnemyNear,statetype=S||EnemyNear,statetype=C)
triggerall = BackEdgeBodyDist >= 30
triggerall = p2BodyDist X = [-90,90]
triggerall = Ctrl = 1
trigger1 = Random <= (IfElse((EnemyNear,HitDefAttr = SC,NT,ST,HT),900,300)) + 30
trigger2 = p2statetype = L && Random <= 100
trigger3 = (prevstateno=1260||prevstateno=1100||prevstateno=12300||prevstateno=18100||prevstateno=1450)
trigger3 = Random <= 100-((EnemyNear,movetype=H)*90)

;Prevstateno 25555
[State -3]
type = ChangeState
value = 25555
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,70]
triggerall = p2movetype = H
trigger1 = Ctrl        = 1
trigger1 = prevstateno = 22121
trigger1 = Random <= 500

;Super killer
[State -3]
type = ChangeState
value = 1008000
triggerall = !ishelper
triggerall = statetype  != A
triggerall = p2name != "G_Saber_varsion_etarnal_TEST"
triggerall = p2name != "Kyuketsuki"
triggerall = p2name != ""
triggerall = p2name != "MUAHAHAHAHAHAHAHAHA"
triggerall = p2name != "genjitsu"
trigger1 = numhelper(6400000)
trigger1 = roundstate <= 2
trigger1 = helper(6400000),var(2) < 50
trigger1 = stateno = 0 || roundno>1&&helper(6400000),gethitvar(damage)>0
trigger1 = stateno != 1008000
trigger1 = ctrl = 0
trigger1 = movetype = I
trigger1 = helper(6400000),gethitvar(damage)>0

;Akuma killer code
[State 1]
type=changestate
value=6999
triggerall= palno = [1,6]
triggerall= palno != [7,12]
triggerall= numenemy && !ishelper(1)
triggerall= stateno!=6999 && roundstate=2
trigger1= var(35)>=1800
trigger2= enemy,name="F1" && enemy,authorname="Thomas Hsieh" 
trigger3= enemy,name="Neo-Sephiroth"
trigger4= enemy,name="RYUKO" && enemy,authorname="OGGY"
;trigger5= enemy,name="Chuck_Norris" && enemy,authorname="Gaelik" 
trigger5= enemy,name="Neo Dark Mai"
trigger6= enemy,name="ABOMB_MK2"
trigger7= enemy,name="Dark Orochi"
trigger8= enemy,name="Mizuchi No Daimao"
trigger9= enemy,name="ABOMB_MK2"
;trigger10= enemy,authorname="Zelgadis"
trigger11= enemy,authorname="Metroker"
trigger12= enemy,authorname="FAKE Sh4dy@REN-RENSIA"
trigger13= enemy,authorname="Geese"
;trigger14= enemy,authorname="AHURON"
trigger14= enemy,authorname="FAKE Shady@R3N-RENSIA"
trigger15= enemy,authorname="qwert"
trigger16= enemy,authorname="Chii-Chan"
trigger17= enemy,authorname="Lucifer666"
trigger18= enemy,authorname=""
trigger19= enemy,authorname="HeilMugen"

;Superpause
[State 1]
Type       = SuperPause
triggerall = !ishelper
triggerall = enemy,name = "genjitsu"
Trigger1   = win
trigger2   = enemy,alive = 0
Time       = 4000
MoveTime   = 4000
Anim       = -1
Darken     = 0
P2DefMul   = 1
IgnoreHitPause = 1

;Pause
[State 1]
Type       = Pause
triggerall = !ishelper
triggerall = enemy,name = "genjitsu"
Trigger1   = win
trigger2   = enemy,alive = 0
Time       = 4000
MoveTime   = 4000
IgnoreHitPause = 1

;Forever Guide - Lucifer Seeks
[State -1]
type = ChangeState
value = 2200
triggerall = palno = 12
triggerall = command = "Eyes"
triggerall = var(30) != 1
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Lord Of Vermillion
[State -1]
type = ChangeState
value = 92450
triggerall = command = "FTorment"
triggerall = power >= 2000
triggerall = palno != 12 ;in pallete 12, she wont use this skill. Reason? i put the '!' sign.
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact
trigger9 = stateno = 2080 && movecontact
trigger10 = stateno = 2086 && movecontact

;Forbidden Torment
[State -1]
type = ChangeState
value = 33100
triggerall = command = "FTorment"
triggerall = p2bodydist x < 50
triggerall = palno != 12
triggerall = statetype != A
triggerall = p2statetype != L && p2statetype != A
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 220
trigger3 = movecontact
trigger3 = stateno = 200
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 410
trigger7 = movecontact
trigger7 = stateno = 420
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 202
;trigger2 = stateno = 700 && animelem = 3,>=0

[State -1, Shungokusatsu]
type=changestate
value=4000
triggerall= palno!=[7,12]
triggerall= palno=[1,6]
triggerall= command="Shungoku"
triggerall= var(59)<=0 && !ishelper(1) && roundstate=2 && (power>=3000 || var(20))
trigger1= ctrl
trigger2= (stateno=[200,4999]) && time>=2 && !numhelper(7500)
trigger2= (stateno!=[800,899]) && (stateno!=[1320,1339]) && (stateno!=[4000,4099]) && (stateno!=[4900,4999])

[State -1,Shungokusatsu]
type = ChangeState
value = 13200
triggerall = palno = 12
triggerall = command = "Shungoku"
triggerall = var(30) != 1
triggerall = power >= 7000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Heaven Slicer
[State -1]
type = ChangeState
value = 1111111200
triggerall = palno = [7,11]
triggerall = palno != 12
triggerall = command = "Heaven Slicer"
triggerall = var(30) != 1
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Celestial Hole
[State -1]
type = ChangeState
value = 19200
triggerall = palno = [11,12]
triggerall = command = "Celestial"
triggerall = var(30) != 1
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Celestial Hole
[State -1]
type = ChangeState
value = 19202
triggerall = palno = [7,10]
triggerall = palno !=[11,12]
triggerall = command = "Celestial"
triggerall = var(30) != 1
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Ogru Jahad
[State -1]
type = ChangeState
value = 2300
triggerall = command = "Jahad"
triggerall = var(30) != 1
triggerall = palno = [7,12]
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Chronos
[State -1]
type = ChangeState
value = 1009991
triggerall = command = "Cronos"
triggerall = var(30) != 1
triggerall = palno = [11,12]
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Pitch Black
[State -1]
type = ChangeState
value = 14000
triggerall = palno = [7,12]
triggerall = command = "Pitch"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Gaia Root
[State -1]
type = ChangeState
value = 19150
triggerall = palno = [11,12]
triggerall = command = "Gaia"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Infernal Light
[State -1]
type = ChangeState
value = 4400
triggerall = palno = [7,12]
triggerall = command = "Infernal Light"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Corrupted Sentinel
[State -1]
type = ChangeState
value = 3000
triggerall = palno != [7,12]
triggerall = command = "Infernal Light"
triggerall = var(30) != 1
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Reppuken
[State -1]
type = ChangeState
value = 7100
triggerall = palno != [7,12]
triggerall = command = "Reppuken"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Ray Light
[State -1]
type = ChangeState
value = 33500
triggerall = palno = [7,12]
triggerall = command = "Ray"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Shadow Stalk
[State -1]
type = ChangeState
value = 2450
triggerall = palno != [7,12]
triggerall = command = "Ray"
triggerall = var(30) != 1
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Celestial Destruction
[State -1]
type = ChangeState
value = 19500
triggerall = palno = [7,11]
triggerall = palno != 12
triggerall = command = "Ceres"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

[State -1, Dark Hole]
type = ChangeState
value = 30080
triggerall = command = "blackhole"
triggerall = palno = [7,12]
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl

[State -1, Soul Buster]
type = ChangeState
value = 4501
triggerall = palno = 12
triggerall = command = "Ahura Mazda"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

[State -1, Beam]
type = ChangeState
value = 34300
triggerall = palno = 11
triggerall = palno != 12
triggerall = command = "Angra Manyu"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

[State -1, Yamisutga]
type = ChangeState
value = 11220
triggerall = palno = [7,12]
triggerall = command = "Yamisutga"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Nullist
[State -1]
type = ChangeState
value = 1007000
triggerall = palno = [11,12]
triggerall = command = "Null"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Null-normal
[State -1]
type = ChangeState
value = 3250
triggerall = palno != [11,12]
triggerall = command = "Null"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Bloody Tear
[State -1]
type = ChangeState
value = 11000
triggerall = palno = [7,12]
triggerall = command = "Bloody Tear"
triggerall = var(30) != 1
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Dark Beam
[State -1]
type = ChangeState
value = 10120
triggerall = command = "Dark Beam"
triggerall = var(30) != 1
triggerall = power >= 2000
triggerall = palno != 12
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Yami Beam
[State -1]
type = ChangeState
value = 4300
triggerall = command = "Dark Beam"
triggerall = var(30) != 1
triggerall = palno = 12
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Dustiness
[State -1]
type = ChangeState
value = 300800
triggerall = palno != [7,12]
triggerall = command = "Dustiness"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Dustiness
[State -1]
type = ChangeState
value = 13400
triggerall = palno != [7,12]
triggerall = command = "Dustiness"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Dustiness-normal
[State -1]
type = ChangeState
value = 11800
triggerall = palno != [7,12]
triggerall = command = "Dustiness"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Doppelganger
[State -1]
type = ChangeState
value = 1030
triggerall = palno != [7,12]
triggerall = command = "Doppel"
triggerall = var(30) != 1
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;Pillar
[State -1]
type = ChangeState
value = 1450
triggerall =  (command = "Pillar0")||(command = "Pillar1")||(command = "Pillar2")||(command = "Pillar3")||(command = "Pillar4")
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Lotus Gear
[State -1]
type = ChangeState
value = 1050
triggerall = command = "Lotus Gear"
triggerall = enemy,stateno != 1205
triggerall = numhelper(1050) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Lotus Gear2
[State -1]
type = ChangeState
value = 11610
triggerall = command = "Lotus Gear2"
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Lotus Gear3
[State -1]
type = ChangeState
value = 3001
triggerall = command = "Lotus Gear3"
triggerall = enemy,stateno != 1205
triggerall = numhelper(3002) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Teleport
[State -1]
type = ChangeState
value = 1950
triggerall = command = "Teleport"
triggerall = statetype != A 
;triggerall = statetype = A ;Change her teleport function into air type~
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Teleport 1
[State -1]
type = ChangeState
value = 1950
triggerall = command = "Teleport"
;triggerall = statetype != A ;Change her teleport function into land type~
triggerall = statetype = A 
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Dash
[State -1]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = command = "Dash"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Dash-normal
[State -1]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = command = "Dash"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Feather Dust
[State -1]
type = ChangeState
value = 18100
triggerall = command = "Feather"
triggerall = numhelper(18101) = 0
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Sacred heart
[State -1]
type = ChangeState
value = 1700
triggerall = command = "sign"
triggerall = numhelper(1720) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Dark Pillar
[State -1]
type = ChangeState
value = 1800
triggerall = command = "Dark Pillar"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Mirror-normal
[State -1]
type = ChangeState
value = 1210
triggerall = palno != [7,12]
triggerall = command = "Mirror"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Mirror
[State -1]
type = ChangeState
value = 32600
triggerall = palno = [7,12]
triggerall = command = "Mirror"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Dark Strike
[State -1]
type = ChangeState
value = 1080
triggerall = command = "Dark Strike"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Kissu no Kaasu
[State -1]
type = ChangeState
value = 11600
triggerall = command = "Breath"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Aura Slash
[State -1]
type = ChangeState
value = 1100
triggerall = command = "Slash"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Dust
[State -1]
type = ChangeState
value = 1250
triggerall = command = "Dust"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Soul Strike
[State -1]
type = ChangeState
value = 12300
triggerall = command = "Soul"
triggerall = numhelper(12310) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Demon Dust
[State -1]
type = ChangeState
value = 11101
triggerall = command = "Demon Dust"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Soul Link
[State -1]
type = ChangeState
value = 11500
triggerall = command = "Soul Link"
triggerall = numhelper(11500) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Lure
[State -1]
type = ChangeState
value = 25555
triggerall = command = "Lure"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;Soul dust
[State -1]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype != A
trigger1 = p2bodydist X < 20
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;Dark-qi
[State -1]
type = ChangeState
value = 290
triggerall = var(30) != 1
triggerall = command = "Dark-qi"
triggerall = statetype = S
trigger1 = ctrl

;Dark-Qi
[State -1]
type = ChangeState
value = 690
triggerall = var(30) != 1
triggerall = command = "Dark-qi"
trigger1 = statetype = A
trigger1 = ctrl

;NDash
[State -1]
type = ChangeState
value = 701
triggerall = var(30) != 1
triggerall = command = "NDash"
trigger1 = statetype != A
trigger1 = ctrl

;NDash
[State -1]
type = ChangeState
value = 701
triggerall = var(30) != 1
triggerall = command = "NDash"
trigger1 = stateno = 150
trigger2 = stateno = 151

;Run
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(30) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(30) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;BDash
[State -1]
type = ChangeState
value = 700
triggerall = var(30) != 1
triggerall = var(30) = 0
triggerall = command = "BDash"
trigger1 = statetype != A
trigger1 = ctrl

;BDash
[State -1]
type = ChangeState
value = 700
triggerall = var(30) != 1
triggerall = command = "BDash"
trigger1 = stateno = 150
trigger2 = stateno = 151

;BDash
[State -1]
type = ChangeState
value = 702
triggerall = var(30) != 1
triggerall = command = "BDash"
trigger1 = stateno = 5050
trigger1 = pos y >=-40

;Normal attack
[State -1]
type = ChangeState
value = 200
triggerall = command = "a"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 210
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 230
triggerall = command = "x"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 240
triggerall = command = "y"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 410
triggerall = command = "b"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 430
triggerall = command = "x"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 440
triggerall = command = "y"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 440
triggerall = command = "z"
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 630
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 640
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 640
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value = 640
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(30) = 0

;Normal attack
[State -1]
type = ChangeState
value= 11050
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl
trigger1 = var(30) = 0

;Standing
[Statedef 0]
type = S
physics = S
anim = 0
sprpriority = 0

[State 0]
type = ChangeAnim
triggerall = name = "Naraku No Yuki"
triggerall = Anim != 17000
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0]
type = VelSet
triggerall = name = "Naraku No Yuki"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "Naraku No Yuki"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive && !ishelper && name="Naraku No Yuki"
value = 5050

[State 0, 5]
type = ChangeAnim
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = drawgame
trigger1 = enemy,alive = 0
trigger1 = Anim != 17000
value = 17000
ignorehitpause = 1

[State 0]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1

[State 0]
type = powerset
trigger1 = name !="Naraku No Yuki" && !ishelper
value = 0
ignorehitpause = 1

[State 0]
type = Lifeset
trigger1 = name !="Naraku No Yuki" && !ishelper
value = 0
ignorehitpause = 1

;Common state
[Statedef 40]
type    = S
movetype = I
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 8
ignorehitpause = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

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

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State -2]
type = PlaySnd
trigger1 = time = 1
value = 40, 1

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

[Statedef 100]
type = S
physics = S
ctrl = 0
velset = 0,0,0
anim = 100

[State 100,1]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 2]
type = velset
trigger1 = time >= 3
x = const(velocity.run.fwd.x)

[State 100, 2]
type = PlaySnd
trigger1 = Time = 3
value = 100,0
loop = 1
channel = 8

[State 100, 3]
type = ChangeState
trigger1 = (command = "holdup") && (time >= 4)
value = 40
ctrl = 0

[State 100, 3]
type = ChangeState
trigger1 = (command != "holdfwd") && (time >= 13)
value = 101
ctrl = 0

[Statedef 101]
type = S
physics = S
anim = 101
ctrl = 0
velset = 0,0

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 8
ignorehitpause = 1

[State 101, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 105]
type = S
movetype = I
physics = S
anim = 105
velset = 0
ctrl = 0

[State 105, 1]
type = PlaySnd
trigger1 = time = 0
value = 105,0
persistent = 0

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

[Statedef 106]
type = A
movetype = I
physics = N
anim = 106
velset = -11.69019607843,-4.12549019608

[State 106, 1]
type = velmul
trigger1 = 1
x = 0.9137254902

[State 106, 2]
type = VelAdd
trigger1 = Time >= 0
y = 0.524

[State 106, 3]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= -4)
value = 107

[Statedef 107]
type = S
movetype = I
physics = S
anim = 107
velset = 0,0

[State 107, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 107, 0]
type = velset
trigger1 = time = 0
y = 0

[State 107, 0]
type = velset
trigger1 = time >= 1
x = 0

[State 107, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 2]
type = ctrlset
trigger1 = animtime = 0
value = 1

[State 107, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
movetype= I
physics = U ;Leave physics unchanged

[State 120]
type = helper
triggerall = palno!= [7,12]
trigger1 = !numhelper(41000)&&roundstate=2
id = 41000
persistent = 0
name = "Shouheki"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 41000
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[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
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
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 = command != "holdback"
trigger2 = !inguarddist
value = 140

; STAND GUARD (guarding)
[Statedef 130]
type    = S
movetype= I
physics = S

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

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

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
movetype= I
physics = C

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

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

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

; AIR GUARD (guarding)
[Statedef 132]
type    = A
movetype= I
physics = N

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[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
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

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

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

; GUARD (end)
[Statedef 140]
type = U
movetype= I
physics = U 
ctrl = 1

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 140]
type = helper
triggerall = palno = [7,12]
trigger1 = !numhelper(41000)&&roundstate=2
id = 41000
persistent = 0
name = "Shouheki"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 41000
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

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

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

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

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

[State 140]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[state 150]
type = destroyself
trigger1 = 1
ignorehitpause = 1

[State 150]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150]
type = ChangeState
trigger1 = HitShakeOver
value = 151

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

[Statedef 151]
type    = S
movetype= I
physics = S

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 151]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

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

[State 151]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 152]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152]
type = ChangeState
trigger1 = HitShakeOver
value = 153

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

[Statedef 153]
type    = C
movetype= I
physics = C

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 153]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

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

[State 153]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

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

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

[State 155]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155]
type = ChangeState
trigger1 = sysvar(0)
value = 130

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA

[state 0]
type = selfstate
trigger1 = ishelper
value = 0

[State 191, 3]
type = PlaySnd
triggerall = !lose
trigger1 = Time = 10
value = 10000,5
volume = 255
freqmul = 0.9

[State 191, 3]
type = PlaySnd
triggerall = lose
trigger1 = Time = 10
value = 12,1
volume = 255
freqmul = 0.7

[state a]
type = changeanim
trigger1 = time = 0
value = 170

[State 181, 1]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 0,4

[State 180]
type = ChangeState
trigger1 = var(48) = 0
value = 181

[State 180]
type = ChangeState
trigger1 = var(48) = 1
value = 184

[State 180]
type = ChangeState
trigger1 = var(48) = 2
value = 185

[State 180]
type = ChangeState
trigger1 = var(48) = 3
value = 186

[State 180]
type = ChangeState
trigger1 = var(48) = 4
value = 187

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 50
value = 181,0
volume = 255
freqmul = 0.9

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = numexplod(182) = 0
trigger1 = animelem = 1
anim = 182
id = 182
ownpal = 1
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
removetime = -1
under = 0
trans = sub

[State 1000, 5]
type = RemoveExplod
trigger1 = time = 265
ID = 182

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 265
anim = 185 ; 188
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,56
volume = -150

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 184]
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 3,-36
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 3,-36
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 3,-36
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 270
anim = 185
sprpriority = 999
postype = p1
pos = 3,-36
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 270
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 270
value = 10000,56
volume = -150

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 185]
type = S
ctrl = 0
anim = 1950
velset = 0,0

[State 1851]
type = Explod
trigger1 = time > 0
trigger1 = time <= 20
anim = 22131
sprpriority = 0
postype = p1
pos = -20,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1851]
type = Explod
trigger1 = time > 0
trigger1 = time <= 20
anim = 22131
sprpriority = 0
postype = p1
pos = -20,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1851]
type = Explod
trigger1 = time > 0
trigger1 = time <= 20
anim = 22131
sprpriority = 0
postype = p1
pos = -20,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1851]
type = Explod
trigger1 = time = 675
anim = 185
sprpriority = -1
postype = p1
pos = -20,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = s10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = s10000,56
volume = -150

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1850
ID = 897456
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
supermove = 999999
pausemove = 999999
sprpriority = -90
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 185]
type = PlaySnd
trigger1 = Time = 20
value = 2000,0
volume = 255
freqmul = 0.9

[State 185]
type = PlaySnd
trigger1 = Time = 120
value = 2000,1
volume = 255
freqmul = 0.9

[State 185]
type = PlaySnd
trigger1 = Time = 180
value = 2000,2
volume = 255
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = time = 240
value = 10000,22

[State 1851]
type = EnvColor
trigger1 = time = 240
time = 7
value = 255,0,0
under = 3
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 240
value = 20000,5

[State 191, 3]
type = PlaySnd
trigger1 = time = 352
value = 20000,6

[State 191, 3]
type = PlaySnd
trigger1 = time = 352
value = 10000,23

[State 191, 3]
type = PlaySnd
trigger1 = time = 352
value = 10000,1

[State 1851]
type = Explod
trigger1 = time > 675
trigger1 = time <= 685
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1851]
type = Explod
trigger1 = time > 675
trigger1 = time <= 685
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1851]
type = Explod
trigger1 = time > 675
trigger1 = time <= 685
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1851]
type = Explod
trigger1 = time = 675
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 675
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 675
value = 10000,56
volume = -150

[State 1851]
type = EnvShake
trigger1 = time = 253
time = 7
ampl = -7
freq = 95
phase = 95

[State 1851]
type = EnvColor
trigger1 = time = 253
time = 7
value = 255,0,0
under = 3
ignorehitpause = 1

[State 1851]
type = EnvShake
trigger1 = time = 352
time = 15
ampl = -12
freq = 95
phase = 95

[State 1851]
type = EnvColor
trigger1 = time = 352
time = 14
value = 255,0,0
under = 3
ignorehitpause = 1

[State 1851]
type = posset
trigger1 = time = 0
trigger1 = fvar(1) > 0
x = enemy,pos x - 50

[State 1851]
type = posset
trigger1 = time = 1
trigger1 = fvar(1) < 0
x = enemy,pos x + 50
ignorehitpause = 1

[State 1851]
type = Explod
trigger1 = time = 250
anim = 2311
sprpriority = 8
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 1
ignorehitpause = 1

[State 1851]
type = helper
triggerall = !ishelper
trigger1 = time = 17
stateno = 1851
name = "Yami"
ID = 1851
pos = 62,150
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1851]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1851]
type = AssertSpecial
trigger1 = time = [0,750]
flag = roundnotover

[Statedef 1851]
type    = S
movetype= I
physics = S
anim = 1851

[State 1851]
type = velset
trigger1 = root,time < 100
y = -0.5
ignorehitpause = 1

[State 1851]
type = velset
trigger1 = root,time = 160
y = 0
ignorehitpause = 1

[State 1851]
type = PlaySnd
trigger1 = time = 0
value = 1200,0

[State 1851]
type = PlaySnd
trigger1 = Time = 0||Time = 60||Time = 120||Time = 180||Time = 240||Time = 300
value = 10000,26

[State 1851]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 1851]
type = destroyself
trigger1 = ishelper
trigger1 = root,time = 250

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 182,0
volume = 255
freqmul = 0.9

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 265
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,56
volume = -150

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA

[State 186]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,0
volume = 255
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0
volume = 255
freqmul = 0.9

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 293
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,56
volume = -150

[State 187]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 190]
type = S
ctrl = 0
anim = 192
velset = 0,0
range = 0,2

[State A]
Type     = ChangeState
trigger1 = enemy,name="F1"||enemy,name="genjitsu"
trigger2 = enemy,name="efreet"||enemy,name="Efreet"
trigger3 = enemy,name="Kyuketsuki"&&enemy,palno=[6,11]
trigger4 = p2name = "Phantom Mizuchi Elisir" || p4name = "Phantom Mizuchi Elisir"
trigger5 = enemy,name="ONI-MIKO-ZERO"||enemy,name="ONI-MIKO-REIMU"
trigger6 = enemy,name="Len Chan"||enemy,authorname="Nanashi_Len"
Value    = 0

[State 0, 4]
type = ChangeState
triggerall = p2name = "systemer"
trigger1 = time = 0
value = 1007000

[State A]
type     = ChangeState
trigger1 = enemy,name="G OROCHI"
value    = 192

[State A]
type     = ChangeState
trigger1 = enemy,name="G Magaki"
value    = 1920

[State 180, 1]
type = VarRandom
triggerall = name = "Naraku No Yuki"
trigger1 = Time = 0
v = 48
range = 0,4

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 180, 1]
type = ChangeState
trigger1 = name = "Naraku No Yuki"
trigger1 = Var(48) = 0
value = 191

[State 180, 1]
type = ChangeState
triggerall = name = "Naraku No Yuki"
trigger1 = Var(48) = 1
value = 192

[State 180, 1]
type = ChangeState
triggerall = name = "Naraku No Yuki"
trigger1 = Var(48) = 2
value = 18400

[State 180, 1]
type = ChangeState
triggerall = name = "Naraku No Yuki"
trigger1 = Var(48) = 3
value = 28400

[State 180, 1]
type = ChangeState
triggerall = name = "Naraku No Yuki"
trigger1 = Var(48) = 4
value = 1920

;Inner Freeze
[Statedef 191]
type = S
ctrl = 0
anim = 193
velset = 0,0
range = 0,2

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1935
pos = 0,0
id = 123987
postype = p1
removetime = -1
bindtime = 1
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 99
ownpal = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1936
pos = 0,0
id = 123987
postype = p1
removetime = -1
bindtime = 1
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = -99
ownpal = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 1140
pos = -45,0
id = 123987
postype = p1
removetime = -1
bindtime = 1
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 999
ownpal = 1
ignorehitpause = 1
trans = add

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1141
pos = 33,0
id = 123987
postype = p1
removetime = -1
bindtime = 1
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 999
ownpal = 1
ignorehitpause = 1
trans = add

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1142
pos = 0,0
id = 123987
postype = p1
removetime = -1
bindtime = 1
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 999
ownpal = 1
ignorehitpause = 1
trans = add

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,47

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 10
value = 10000,0

[State 191]
type = PlaySnd
trigger1 = animelem = 11
value = 190,0
volume = 255
freqmul = 0.9

[State 191]
type = PlaySnd
trigger1 = animelem = 13
value = 10000,28

[State 191]
type = PlaySnd
trigger1 = animelem = 14
value = 190,2

[State 191]
type = PlaySnd
trigger1 = animelem = 13
value = 10000,12

[State 191]
type = PlaySnd
trigger1 = animelem = 14
value = 10000,12

[State 2000]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 34200
id = 123987
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = add1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 2551
ownpal = 1
sprpriority = -8
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 2551
id = 2551
ownpal = 1
sprpriority = 99
postype = p1
pos = 0,15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
removetime = 15
anim = 1133
id = 10090
sprpriority = 999
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 22108
sprpriority = 99999
postype = p1
pos = 0,-60
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 26500
removetime = 230
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 26550
removetime = 230
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelemtime(11) = 1
id = 123987
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(11) = 1
time = 50
freq = 120
ampl = -15
phase = 120
ignorehitpause = 1

[state 190]
type = helper
trigger1 = time = 0
id = 2312
stateno = 2312
postype = p1
pos = 25,-200
name = "Konpaku"
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 368
anim = 32600
sprpriority = 8
postype = p1
pos = 0,26
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = PlaySnd
trigger1 = Time = 370
value = 10000,20

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 2312]
movetype = I
ctrl = 0
anim = 2312
velset = 0,0
sprpriority = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 2312]
type = SelfState
triggerall = !ishelper(2312)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 2312]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2312]
type = VelSet
trigger1 = Time = 1
y = .7

[State 2312]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 2312]
type = AssertSpecial
trigger1 = time >= 340
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2312]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230,256

[State 2312]
type = destroyself
trigger1 = time = 360

[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0
range = 0,2

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 100
id = 100500001
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7500
ID = 789456
pos = 0,0
postype = p1  ;p2,front,back,left,right
scale = 1,1
sprpriority = -5
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 27
id = 789456
ignorehitpause = 1

[State 192]
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 10000,0

[state a]
type = playsnd
trigger1 = animelem = 27
value = 10000,57

[state a]
type = playsnd
trigger1 = animelem = 27
value = 10000,28

[state a]
type = playsnd
trigger1 = animelem = 27
value = 10000,49

[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 30
supermove = 0
scale = 0.1,0.1
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 2551
id = 2551
ownpal = 1
sprpriority = 1
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
scale = 1,1
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 22108
sprpriority = 999
postype = p1
pos = 0,-100
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = EnvShake
trigger1 = animelem = 27
time = 15
ampl = -15
freq = 95
phase = 95

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 1920]
type = S
ctrl = 0
anim = 1920
velset = 0,0
range = 0,2

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 4747
sprpriority = -9
postype = p1
pos = 0,-75
ownpal = 1
removetime = 272
bindtime = -1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, Helper]
type = Helper
trigger1 = time = 272
helpertype = normal
name = "Yusuburu"
ID = 33
stateno = 100000001
pos = 50,-1500
postype = p1   
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 272
helpertype = normal
name = "Yusuburu"
ID = 34
stateno = 100000001
pos = 300,-2000
postype = p1 
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 272
helpertype = normal
name = "Yusuburu"
ID = 35
stateno = 100000001
pos = 200,-2250
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 320
helpertype = normal
name = "Yusuburu"
ID = 33
stateno = 100000001
pos = -50,-1500
postype = p1   
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 320
helpertype = normal
name = "Yusuburu"
ID = 34
stateno = 100000001
pos = 250,-2000
postype = p1 
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 320
helpertype = normal
name = "Yusuburu"
ID = 35
stateno = 100000001
pos = -151,-2250
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 250
trigger1 = time <= 260
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 250
trigger1 = time <= 260
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 250
trigger1 = time <= 260
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 250
time = 25
anim = s55001
sound = S10000,62
pos = 10,-60
darken = 1
poweradd = 0
unhittable = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 270
anim = 26500
removetime = 230
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
anim = 26550
removetime = 230
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
anim = 1130
removetime = 230
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
anim = 1134
removetime = 220
sprpriority = 500
postype = p1
pos = 0,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
anim = 1135
removetime = 220
sprpriority = 500
postype = p1
pos = 0,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
removetime = 230
anim = 1131
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 267 
anim = 1136
removetime = 220
sprpriority = 5
postype = p1
pos = 30,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 275
anim = 1137
removetime = 220
sprpriority = 5
postype = p1
pos = -20,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 272
anim = 1138
removetime = 220
sprpriority = 5
postype = p1
pos = -35,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
anim = 1139
removetime = 220
sprpriority = 5
postype = p1
pos = 43,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
removetime = 230
anim = 1132
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
removetime = 230
anim = 1133
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
removetime = 230
anim = 1233
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 43
anim = 2551
id = 2551
ownpal = 1
sprpriority = 99999999999999991
postype = p1
pos = 0,15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 43
removetime = 15
anim = 1133
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 43
anim = 22108
sprpriority = 5
postype = p1
pos = 0,-60
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 43
time = 50
freq = 60
ampl = -9
phase = 120
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 43
value = 10000,0

[state a]
type = playsnd
trigger1 = animelem = 43
value = 10000,57

[state a]
type = playsnd
trigger1 = animelem = 43
value = 10000,28

[state a]
type = playsnd
trigger1 = animelem = 43
value = 10000,49

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 255 || animelem = 40
time = 400
freq = 80
ampl = -9
phase = 150
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,64

[State 191, 3]
type = PlaySnd
trigger1 = time = 255
value = 10000,65
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 260 || time = 270 || time = 280
value = 10000,65
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 250
value = 10000,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 250
value = 2000,0
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = time = 330
value = 2000,1
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = time = 410
value = 2000,2
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,47

[State 191, 3]
type = PlaySnd
trigger1 = time = 250
value = 10000,54

[State 190]
type = helper
triggerall = !ishelper
trigger1 = time = 0
stateno = 150
name = "Naraku"
ID = 18510
pos = 0,-75
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

;[State 1000, 5]
;type = Explod
;trigger1 = time = 564
;anim = 194
;id = 194
;sprpriority = 2147483647
;postype = p1
;pos = -3,-108
;bindtime = 1
;supermove = 1
;removetime = -2
;under = 0
;SuperMoveTime = 2147483647
;PauseMoveTime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 502
value = 191,0
freqmul = 0.9

;[State 191, 3]
;type = PlaySnd
;trigger1 = time = 564
;value = 191,1
;freqmul = 0.9

;[State 191, 3]
;type = PlaySnd
;trigger1 = time = 564
;value = 2300,3

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 28400]
type = S
ctrl = 0
anim = 28400
velset = 0,0
range = 0,2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 4400]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
volume = 255
freqmul = 0.9

[State 4405]
type = PlaySnd
trigger1 = Time = 70
value = 2000,1
volume = 255
freqmul = 0.9

[State 4405]
type = PlaySnd
trigger1 = Time = 140
value = 2000,2
volume = 255
freqmul = 0.9

[State -2]
type = trans
trigger1 = time < 256
trans = addalpha
alpha = time, 256-time

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State -2]
type = ChangeState
triggerall = name != "Naraku No Yuki"
trigger1 = animelem = 4
value = 104010

[State 191, 4] 
type = ChangeState
trigger1 = time >= 260
value = 28500

[Statedef 28500]
type = S
ctrl = 0
anim = 194
velset = 0,0
range = 0,2

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 192,0
volume = 255
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 12
value = 191,1
volume = 255
freqmul = 0.9

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
under = 0

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 18400]
type = S
ctrl = 0
anim = 18400
velset = 0,0
range = 0,2

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 18
value = 10000,0

[state a]
type = playsnd
trigger1 = animelem = 18
value = 10000,57

[state a]
type = playsnd
trigger1 = animelem = 18
value = 10000,28

[state a]
type = playsnd
trigger1 = animelem = 18
value = 10000,49

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 30
supermove = 0
scale = 0.1,0.1
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 2551
id = 2551
ownpal = 1
sprpriority = 1
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22108
sprpriority = 999
postype = p1
pos = 0,-100
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1000, 5]
type = EnvShake
trigger1 = animelem = 18
time = 15
ampl = -15
freq = 95
phase = 95

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 6
value = 181,0
volume = 255
freqmul = 0.9

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 195]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 195,0

[State 195]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 100500001
ignorehitpause = 1

[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2];Fall down anim
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] ;Recover near ground
type = ChangeState
triggerall = name = "Naraku No Yuki"
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

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

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 8
ignorehitpause = 1

[state 5050, 9]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[state 5050, 10]
type = lifeset
triggerall = ishelper
trigger1 = 1
value = lifemax
ignorehitpause = 1

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 8
ignorehitpause = 1

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 22103090]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28100
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 1,-59
ignorehitpause = 1

[State 1]
type = SelfState
triggerall = !ishelper(22103)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22103
ignorehitpause = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = sub

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[state a]
type = destroyself
trigger1 = Time >= 25

[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150]
type = AssertSpecial
trigger1 = name!="Naraku No Yuki"
flag = noshadow
flag2 = nobardisplay
flag3 = invisible

[State 1]
type = AssertSpecial
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 13121]
type = lifeset
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 5150, 6]
type = PosSet
triggerall = palno != [11,12]
trigger1 = name != "Naraku No Yuki"
y = 0

[State 5150, 6]
type = PosSet
triggerall = palno = [11,12]
trigger1 = name != "Naraku No Yuki"
y = 99999

[State 5150, 1]
type = ChangeAnim
triggerall = palno != [11,12]
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
triggerall = palno != [11,12]
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
triggerall = palno != [11,12]
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
triggerall = palno != [11,12]
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
triggerall = palno != [11,12]
triggerall = name = "Naraku No Yuki"
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
triggerall = palno != [11,12]
triggerall = name = "Naraku No Yuki"
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 7]
type = VelSet
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
trigger1 = pos Y > 0
x = 0
y = 0

[State 5150, 7] ;Friction
type = posset
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
trigger1 = pos Y > 0
x = 0
y = 0

[State 5150, 8]
type = NotHitBy
triggerall = name = "Naraku No Yuki"
trigger1 = 1
value = SCA

[State 5150, 1]
type = changestate
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
trigger1 = alive
trigger2 = drawgame
value = 24640
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
flag = nomusic
ignorehitpause = 1

[State 5150, 5]
type = ChangeAnim
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Time = 0
value = 44444
ignorehitpause = 1

[State 5150, 5]
type = ChangeAnim
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = pos Y >= 0
trigger1 = !matchover
trigger1 = Anim != 17000
trigger1 = Anim != 4444
value = 17000
ignorehitpause = 1

[State 5150, 5]
type = ChangeAnim
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = pos Y >= 0
trigger1 = Anim != 44444
trigger1 = Anim != 4444
trigger1 = animtime = 0
value = 44444
ignorehitpause = 1

[State 5150, 5]
type = ChangeAnim
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = pos Y >= 0
trigger1 = Anim = 44444
trigger1 = Anim != 4444
trigger1 = animtime = 0
value = 4444
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 12
anim = 22174
sprpriority = 1
postype = p1
pos = 1,-59
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 12
anim = 28100
sprpriority = 1
postype = p1
pos = 1,-59
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State a]
type = helper
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = time = 40 || time = 44 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22103
persistent = 1
name = "Kuudou"
postype = P1
stateno = 22103090
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 7
value = 10000,21
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 7
value = 10000,20
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 7
value = 10000,4
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 3
value = 10000,5
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 1
value = 2300,0
freqmul = 0.4
volume = 255
ignorehitpause = 1

[state ]
type=lifeset
triggerall=enemy,name="H-Reimu"
triggerall=loseko
trigger1=1
value=lifemax
kill=0

[State 11052, 1]
type = PlaySnd
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
value = 10000,29
persistent = 0
ignorehitpause = 1

[State 11052, 1]
type = PlaySnd
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
value = 10000,16
persistent = 0
freqmul = 0.9
volume = 255
ignorehitpause = 1
volume = 255

[State 11052, 1]
type = PlaySnd
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
value = 10000,35
persistent = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
trigger1 = animelem = 1
value = 2300,0
freqmul = 0.25
volume = 255
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(280000) = 0
trigger1 = Anim = 4444
trigger1 = var(27) < 100
anim = 28000
id = 280000
sprpriority = -999
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
under = 0
ownpal = 1
ontop = 1
trans = sub
scale = 1.0,0.2
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(280001) = 0
trigger1 = Anim = 4444
trigger1 = var(27) < 100
anim = 28000
id = 280001
sprpriority = -999
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
under = 0
ownpal = 1
ontop = 1
trans = sub
scale = 1.0,0.2
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 100500]
type = modifyexplod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(280000)
trigger1 = Anim = 4444
trigger1 = var(27) > 480
id = 280000
scale = 1-0.0020*(var(28)),0.2
ignorehitpause = 1

[State 100500]
type = removeexplod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(280000)
trigger1 = Anim = 4444
trigger1 = var(28) > 500
id = 280000
ignorehitpause = 1

[State 100500]
type = modifyexplod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(280001)
trigger1 = Anim = 4444
trigger1 = var(27) > 480
id = 280001
scale = 1-0.0020*(var(28)),0.2
ignorehitpause = 1

[State 100500]
type = removeexplod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(280001)
trigger1 = Anim = 4444
trigger1 = var(28) > 500
id = 280001
ignorehitpause = 1

[State -2]
type = angledraw
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
scale= 1-0.0020*(var(27)),1-0.0020*(var(27))
ignorehitpause = 1

[State -2]
type = varadd
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
v = 27
value = 1
ignorehitpause = 1

[State -2]
type = varadd
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = var(27) > 480
v = 28
value = 2
ignorehitpause = 1

[State -2]
type = AssertSpecial
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
trigger1 = (GameTime%2) = 1
trigger2 = var(27) > 500
flag = invisible
ignorehitpause = 1

[state a]
type = playsnd
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
value = 10000,57
freqmul = 0.7
volume = 255

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
anim = 22108
sprpriority = 2147483647
postype = p1
pos = 0,-110
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 30
supermove = 0
scale = 0.1,0.1
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
anim = 2551
id = 2551
ownpal = 1
sprpriority = 1
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = EnvShake
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
time = 20
ampl = -15
freq = 95
phase = 95

[State 11001]
type = EnvShake
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) < 1000
trigger1 = (gametime%5) = 1
time = 5
ampl = -5
freq = 90
phase = 90
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 60 || var(27) = 120 || var(27) = 180 || var(27) = 240
value = 10000,26
ignorehitpause = 1
volume = 255

[State 191, 3]
type = PlaySnd
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 60 || var(27) = 120 || var(27) = 180 || var(27) = 240
value = 2563,3
ignorehitpause = 1

[State 11001]
type = Explod
trigger1 = var(27) = 60 
anim = 33900
id = 33900
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = PlaySnd
trigger1 = var(27) = 700
value = 2563,3
volume = 250

[State 11001]
type = PlaySnd
trigger1 = var(27) = 700
value = 2563,2
volume = 250

[State 11001]
type = EnvShake
trigger1 = var(27) = 700
time = 18
ampl = -18
freq = 95
phase = 95

;[State 11001]
;type = Explod
;trigger1 = var(27) = 700
;anim = 33800
;id = 33800
;sprpriority = 2147483647
;postype = left
;pos = 0,0
;bindtime = -1
;supermove = 0
;under = 1
;ownpal = 1
;ontop = 1
;trans = add

[State 11001]
type = PlaySnd
trigger1 = var(27) = 480
value = 10000,38
volume = 250

[State -2]
type = assertspecial
triggerall = name = "Naraku No Yuki"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = time <= 1200
flag = roundnotover
ignorehitpause = 1

[State 0, 4]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1

[state 5150, 10]
type = lifeset
triggerall = ishelper
trigger1 = 1
value = lifemax
ignorehitpause = 1

[Statedef 5900]
type = S
anim = 5951
velset = 0,0

[State 0, 4]
type = poweradd
triggerall = p2name = "systemer"
trigger1 = time = 0
value = 7000

[State 2000]
type = PlaySnd
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10
trigger1 = time = 0
value = s2000,3
volume = 255

[State 2000]
type = PlaySnd
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = time = 0
value = s10000,63
volume = 255

[state a]
type = playsnd
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
value = 10000,57
volume = 255

[state a]
type = playsnd
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
value = 10000,28
volume = 255

[state a]
type = playsnd
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
value = 10000,49
volume = 255

[State 1000, 5]
type = Explod
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21474836
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
anim = 22108
sprpriority = 2147483647
postype = p1
pos = 0,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1412]
type = EnvShake
triggerall = roundno = 2 || roundno = 3 || roundno = 4 || roundno = 5 || roundno = 6 || roundno = 7 || roundno = 8 || roundno = 9 || roundno = 10;roundstate = 2
trigger1 = animelem = 25
time = 15
ampl = -15
freq = 95
phase = 95

[State 5900]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1

[State 5900]
type = powerset
trigger1 = name !="Naraku No Yuki" && !ishelper
value = 0
ignorehitpause = 1

[State 5900]
type = Lifeset
trigger1 = name !="Naraku No Yuki" && !ishelper
value = 0
ignorehitpause = 1

[State 0]
type = VarRangeSet
triggerall = !ishelper && name="Naraku No Yuki"
trigger1 = TeamMode = turns
value = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = VarRangeSet
triggerall = !ishelper && name="Naraku No Yuki"
trigger1 = TeamMode = turns
fvalue = 0
persistent = 0
ignorehitpause = 1

;
;Pal 12 Theme
;[State 5900]
;type = PlaySnd
;triggerall = p2name != "EXERION"
;triggerall = p2name != "n-ri_ssj9"
;trigger1 = palno = 12
;value = 30000,0
;loop = 1
;volume = 255
;persistent = 0

;[State 0, AssertSpecial]
;type = AssertSpecial
;trigger1 = palno = 12
;ignorehitpause = 1
;persistent = 1
;flag = nomusic

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[statedef 24640]
movetype = I
ctrl = 1

[State 24640]
type = lifeadd
triggerall = !fvar(30)=3
triggerall = enemynear,name !=  "Phantom Mizuchi JP"
triggerall = name = "Naraku No Yuki"
trigger1 = life < lifemax/4
value = lifemax/4
kill = 0
ignorehitpause = 1

[state 24640]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 24640]
type = poweradd
triggerall = name = "Naraku No Yuki"
trigger1 = 1
value = 1000
ignorehitpause = 1

[state 24640]
type = varset
trigger1 = 1
var(55) = gametime+123456789

[State 24640]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 120

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 50
ctrl = 1

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                
ctrl = 0                        
anim = 200                
poweradd = 20

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 33500

[State 200]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 200]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 200, 1]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = S, NA                 
damage = 38, 0                   
getpower = 61,61
animtype = Light                
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 2,4                 
sparkno = s9999 ;s22109 + (random%8)
guard.sparkno = s9999 ;s22184
sparkxy = 97, -74
hitsound   = s300,random%3
guardsound = s120,0            
ground.type = high               
ground.slidetime = 9             
ground.hittime  = 9             
ground.velocity = -6             
airguard.velocity = -1.9,-2     
air.type = Low                  
air.velocity = -1.4,-3           
air.hittime = 12                

[State 200]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 97, -74
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 200]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 0.9

[state 200]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 11000

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 210]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999
scale = 0.7,0.7

[State 10121]
type = Explod
trigger1 = animelem = 7
anim = 10910
id = 211
postype = p1
sprpriority = 2147483647
postype = p1
pos = 60,-70
removetime = 15
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 999
PauseMoveTime = 999

[State 210]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -6.4

[State 210]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 19

[State 210]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 186,15
getpower = 33,33
guardflag = M
pausetime = 25,15
sparkxy = 117, -71
hitsound   = s10000,43
sparkno = s9999 ;s22109 + (random%8)
guard.sparkno = s9999 ;s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 210]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 30,10
sparkno = s22109 + (random%8)
sparkxy = 117, -71
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[state 210]
type = ctrlset
trigger1 = animelem = 9
value = 1

[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 14000

[State 230]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 230]
type = PlaySnd
trigger1 = animelem = 3
value = 240, 1

[State 230]
type = PlaySnd
trigger1 = animelem = 4
value = 210,random%3
volume = 255
freqmul = 0.9

[State 230]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 46,19
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 230]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 100,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 14,15
sparkno = s9999 ;s22109 + (random%8)
guard.sparkno = s9999 ;s22184
sparkxy = 77,-73
hitsound   = s240,0
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.recover = 0

[State 240]
type = Projectile
triggerall = palno = [6,12]
trigger1 = Time = 0
attr = S, SA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 77, -73
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.recover = 0

[state 230]
type = posadd
trigger1 = animelem = 3
x = 4

[State 230]
type = ChangeState
value = IfElse((Random < 600),1043,1060)
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
trigger1 = MoveContact = 1

[State 230]
type = ChangeState
value = 3000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = Random <= 200
trigger1 = MoveContact = 1

[State 230]
type = ChangeState
value = IfElse((Random < 600),1100,11600)
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -130
trigger1 = MoveContact = 1

[state 230]
type = ctrlset
trigger1 = animelem = 7
value = 1

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 2300

[State 240]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3
volume = 255
freqmul = 0.9

[State 240]
type = Explod
trigger1 = animelem = 3
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999
scale = 0.7,0.7

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 10000,19

[State 240]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 46,19
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.5

[State 240]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 10,10
sparkno = s22109 + (random%8)
sparkxy = -15,-85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -15,-106
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0

[State 240]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 50, -85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240]
type = ChangeState
value = IfElse((Random < 600),230,1043)
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,80]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

[state 240]
type = ctrlset
trigger1 = animelem = 8
value = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 11220

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 46

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 5
volume = 255
freqmul = 0.9

[State 10121]
type = Explod
trigger1 = animelem = 4
anim = 10910
id = 211
postype = p1
pos = 60,-52
sprpriority = 2147483647
postype = p1
removetime = 20
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 999
PauseMoveTime = 999

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

[State 240, 2]
type = Projectile
triggerall = palno = [6,12]
trigger1 = animelem = 5
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
projanim = 22148
projhitanim = -1
projid = 22148
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 33500

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

[State 400]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 400]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 400, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 2,4
sparkno = s22109 + (random%8)
sparkxy = -10,-37
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3

[State 400]
type = Projectile
triggerall = palno= [6,12]
trigger1 = AnimElem = 3
attr = C, NA
projanim = 22140
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 38, -25
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 400]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 33500

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 410]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 410]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 410]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 7

[State 410, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s9999;s22109 + (random%8)
sparkxy = 68, -12
hitsound   = s310,random%3
guard.sparkno = s9999;s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6

[State 410]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 3
attr = C, NA
projanim = 22141
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 68, -12
hitsound   = s310,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 430
sprpriority = 2

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 4400

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

[State 430]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 90 || projguarded35600 >= 1 && FrontEdgeDist <= 90
x = -4.1

[State 430]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 430, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 2,4
sparkno = s22109 + (random%8)
sparkxy = 40,-87
hitsound   = s330,random%3
getpower = 30,30
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 4300]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 40,-87
hitsound   = s330,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 60
ctrl = 0
anim = 440
sprpriority = 2

[state sh4dy so desprate to defeat her]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 4300

[State 210, 1]
type = PlaySnd
trigger1 =  time = 0
value = 210,random%3
volume = 255
freqmul = 0.9

[State 440]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 440]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 440, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s22109 + (random%8)
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,random%3
guardsound = s120,0
guard.sparkno = s22184
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 0

[State 440]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 3 || animelem = 10
attr = C, NA
projanim = 22143
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.1 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 88, -15
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 0

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 600
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

[State 600]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 600, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s22109 + (random%8)
hitsound   = s300,random%3
sparkno = s9999 ;s22109 + (random%8)
guard.sparkno = s9999 ;s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 4
attr = A, NA
projanim = 22144
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 50,6
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 610, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkxy = 56, -35
hitsound   = s310,random%3
sparkno = s9999 ;s22109 + (random%8)
guard.sparkno = s9999 ;s22184
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 610]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 4
attr = A, NA
projanim = 22145
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Med
damage    = Ceil(0.08 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 56, -35
hitsound   = s310,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

[State 630]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 630, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s22109 + (random%8)
sparkxy = -5,-51
hitsound   = s330,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 630]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 4
attr = A, NA
projanim = 22146
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 43, -20
hitsound   = s330,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 640]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 640, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -10,-61
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 640]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 7
attr = A, NA
projanim = 22147
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.09 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 43, -40
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,random%3
volume = 255
freqmul = 0.9

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 10000, 46

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 5
volume = 255
freqmul = 0.9

[State 10121]
type = Explod
trigger1 = animelem = 2
anim = 10910
id = 211
postype = p1
pos = 38,-4
sprpriority = 2147483647
postype = p1
removetime = 20
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 999
PauseMoveTime = 999

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

[State 240, 2]
type = Projectile
triggerall = palno = [6,12]
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
projanim = 22148
projhitanim = -1
projid = 22148
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
pausetime = 11,12
sparkno = -1
sparkxy = 50,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

[Statedef 700]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 700]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state 700]
type = playerpush
trigger1 = 1
value = 0

[state 700]
type = posset
trigger1 = time = 0
y = 0

[State 700]
type = PlaySnd
trigger1 = animelem = 1
value = 190,1

[State 700]
type = velset
trigger1 = Time = 0
x = 0

[State 700]
type = velset
trigger1 = animelem = 2
x = 25

[State 700]
type = velset
trigger1 = animelem = 4
x = 0

[State 50, 4]
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a] 
type = afterimage
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 15
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 2

[State 700] 
type = turn 
triggerall = animelem = 4
trigger1 = p2dist x< 0 
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 701]
poweradd= 0
ctrl = 0
anim = 3031
sprpriority = 2
velset = 0,0

[State 701]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state 701]
type = posset
trigger1 = time = 0
y = 0

[state 701]
type = playerpush
trigger1 = 1
value = 0

[State 701]
type = PlaySnd
trigger1 = animelem = 1
value = 190,1

[State 701]
type = velset
trigger1 = animelem = 2
x = -12

[State 701]
type = velset
trigger1 = animelem = 5
x = 0

[State 50, 4]
type = AfterImage
triggerall = !ishelper
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a] 
type = afterimage
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 33
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 2

[State 701]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 702]
movetype = I
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state 702]
type = posset
trigger1 = time = 0
y = 0

[State 702]
type = NotHitBy
trigger1 = 1
value = SCA

[state 702]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 702]
type = PlaySnd
trigger1 = Time = 1
value = 10004,0 

[State 702]
type = velset
trigger1 = Time = 0
x = -10

[State 702]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state 702]
type = velset
trigger1 = vel x >= 0
x = 0

[State 702]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22148
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 801       
p2stateno = 805 
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 801
ctrl = 0

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0 
value = 10000,30
volume = 255

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 28
volume = -255

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 12
volume = 250

[State 801]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 100,-135
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 120,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.8,0.8

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 90,-60
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0

[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State -2]
type = targetLifeAdd
triggerall = palno != [7,12]
trigger1 = 1
value = -(Ceil(0.00005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = palno = [7,12]
trigger1 = 1
value = -(Ceil(0.0005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 801]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 15
postype = p1
offset = 70,0
velocity = 0
animtype  = Light
damage    = Ceil(0.05 * enemy,Const(data.life)),10
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22138
sparkxy = 40, -89 
hitsound   = s10000,28
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 801]
type = EnvShake
trigger1 = animelem = 5
time = 18
ampl = 18
freq = 95
phase = 95

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = NotHitBy
trigger1 = 1
value = SCA

[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 806]
type = lifeset
triggerall = enemynear,name="Naraku No Yuki"
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;Lotus Gear
[Statedef 1050]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 10000,5
volume = 255
freqmul = 0.9

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 1050]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1050]
type = Explod
trigger1 = animelem = 7
anim = 10910
id = 211
sprpriority = 3
postype = p1
removetime = 10
pos = 77,-75
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.2,0.5

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 8,-68 + (random%5) ;var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2900, 1]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 3
id = 1065
persistent = 0
name = "Hasu"
pos = 77,-75
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2900, 1]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 3
id = 1065
persistent = 0
name = "Hasu"
pos = 77,-75
postype = P1
stateno = 1065
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1050]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[State 1065]
type = SelfState
triggerall = !ishelper(1065)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1065]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1065]
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 2147483647
projsprpriority = 2147483647
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) ,Ceil(0.007 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = 0,0
hitsound = s222,0
guardsound = s121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 10620
projremovetime = 16
projid = 1050
projpriority = 2147483647
projsprpriority = 2147483647
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 0,0
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = 0,0
hitsound = s222,0
guardsound = s121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

[Statedef 11610]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 6
value = 1000,0
volume = 255
freqmul = 0.9

[state a]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 10910
id = 211
sprpriority = 3
postype = p1
removetime = 10
pos = 56,-96
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.2,0.5

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
damage = 45,10
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
damage = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3001]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 3007
ctrl = 0

[State 3001]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[state 3001]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 3001]
type = PlaySnd
trigger1 = animelem=7||animelem=8
value = 10000,44
volume= 255

[State 3001]
type = Explod
trigger1 = animelem = 7
anim = 10910
id = 211
sprpriority = 3
postype = p1
removetime = 10
pos = 56,-96
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.2,0.5

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "Bakenokawa"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "Bakenokawa"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "Bakenokawa"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "Bakenokawa"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "Bakenokawa"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "Bakenokawa"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "Bakenokawa"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "Bakenokawa"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 3001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3002]
type = S
movetype = I
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1]
type = SelfState
triggerall = !ishelper(3002)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3002
ignorehitpause = 1

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3002]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3002]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3002

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[state 3002]
type = velset
triggerall = var(0) =1
trigger1 = p2bodydist X< 0 && Time >= 20
x = -7.5

[state 1]
type = velset
triggerall = var(0)=0
trigger1 = p2bodydist X > 0 && Time >= 20
x = 7.5

[state 3002]
type = velset
triggerall = var(0) =1
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -4.0

[state 3002]
type = velset
triggerall = var(0)=0
trigger1 = p2bodydist Y > 50 && Time >= 20
y = 4.0

[State 3002]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0

[State 3002]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5

[state 3002]
type = posset
trigger1 = !ishelper
y = 0

[state 3002]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 3002]
type = ChangeState
triggerall = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 3004

[State 3002]
type = ChangeState
triggerall =  1 && ishelper
trigger1 = Movecontact = 1
value = 3004

[State 3002]
type = ChangeState
trigger1 = time >= 60 && ishelper
value = 3004

[Statedef 3004]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 3004]
type = playsnd
trigger1 = time = 0
value = 10000,43

[state 3004]
type = nothitby
trigger1 = 1
value = SCA

[State 3004]
type = Projectile
triggerall = 1
trigger1 = time = 0
attr = S, NA
projanim = 22179
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15

[state 3004]
type = destroyself
trigger1 = AnimTime = 0

;Feather Dust
[StateDef 18100]
Type = S
MoveType = A
Physics = S
ctrl = 0
velset = 0,0
Anim = 18100
SprPriority = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1

[state 2394]
type = playsnd
Trigger1 = animelem = 6
value = s10000,68
freqmul = 0.8+((random%3)*0.1)

[state 2394]
type = playsnd
Trigger1 = animelem = 6
value = s10000,68
freqmul = 0.8+((random%3)*0.1)

[state 2394]
type = playsnd
Trigger1 = animelem = 6
value = s10000,68
freqmul = 0.8+((random%3)*0.1)

[state 2394]
type = playsnd
Trigger1 = animelem = 6
value = s10000,68
freqmul = 0.8+((random%3)*0.1)

[state 2394]
Type = projectile
Trigger1 = animelem = 6
Attr = A, SP
projanim = 2013
ProjID = 2013
projhitanim = 2013
offset = 120,10
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 25
HitFlag = MAFL
AnimType = diagup
Air.AnimType = up
Damage = 150
PauseTime = 2,2
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
guard.dist = 150 
guardflag = MA
guard.pausetime = 9, 10
guard.velocity = -3
HitSound = s10000,28
GuardSound = s10000,28
Ground.Type = High
GetPower = 5,2
Hitonce = 1
NumHits = 1
SprPriority = 3
palfx.time = 50
palfx.add = -50,-200,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ground.velocity = -5,-10
air.velocity = -5, -10
Fall.Recover = 0
Fall = 1
Air.Fall = 1

[state 2394]
Type = projectile
Trigger1 = animelem = 6
Attr = A, SP
projanim = 2013
ProjID = 2013
projhitanim = 2013
offset = -120,10
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 25
HitFlag = MAFL
AnimType = diagup
Air.AnimType = up
Damage = 150
PauseTime = 2,2
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
guard.dist = 150 
guardflag = MA
guard.pausetime = 9, 10
guard.velocity = -3
HitSound = s10000,28
GuardSound = s10000,28
Ground.Type = High
GetPower = 5,2
Hitonce = 1
NumHits = 1
SprPriority = 3
palfx.time = 50
palfx.add = -50,-200,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ground.velocity = -5,-10
air.velocity = -5, -10
Fall.Recover = 0
Fall = 1
Air.Fall = 1

[state 2394]
Type = projectile
Trigger1 = animelem = 6
Attr = A, SP
projanim = 2013
ProjID = 2013
projhitanim = 2013
offset = 220,10
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 25
HitFlag = MAFL
AnimType = diagup
Air.AnimType = up
Damage = 150
PauseTime = 2,2
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
guard.dist = 150 
guardflag = MA
guard.pausetime = 9, 10
guard.velocity = -3
HitSound = s10000,28
GuardSound = s10000,28
Ground.Type = High
GetPower = 5,2
Hitonce = 1
NumHits = 1
SprPriority = 3
palfx.time = 50
palfx.add = -50,-200,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ground.velocity = -5,-10
air.velocity = -5, -10
Fall.Recover = 0
Fall = 1
Air.Fall = 1

[state 2394]
Type = projectile
Trigger1 = animelem = 6
Attr = A, SP
projanim = 2013
ProjID = 2013
projhitanim = 2013
offset = -220,10
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 25
HitFlag = MAFL
AnimType = diagup
Air.AnimType = up
Damage = 150
PauseTime = 2,2
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
guard.dist = 150 
guardflag = MA
guard.pausetime = 9, 10
guard.velocity = -3
HitSound = s10000,28
GuardSound = s10000,28
Ground.Type = High
GetPower = 5,2
Hitonce = 1
NumHits = 1
SprPriority = 3
palfx.time = 50
palfx.add = -50,-200,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ground.velocity = -5,-10
air.velocity = -5, -10
Fall.Recover = 0
Fall = 1
Air.Fall = 1

[State a]
type = Explod
Trigger1 = animelem = 6
anim = 1148
sprpriority = 999999
postype = p1
Pos = 120,0
vel = 0,-0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = sub

[State a]
type = Explod
Trigger1 = animelem = 5
anim = 1149
sprpriority = 99999
postype = p1
Pos = 120,10
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = sub

[State a]
type = Explod
Trigger1 = animelem = 6
anim = 1148
sprpriority = 999999
postype = p1
Pos = -120,0
vel = 0,-0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = sub

[State a]
type = Explod
Trigger1 = animelem = 5
anim = 1149
sprpriority = 99999
postype = p1
Pos = -120,10
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = sub

[State a]
type = Explod
Trigger1 = animelem = 6
anim = 1148
sprpriority = 999999
postype = p1
Pos = 240,0
vel = 0,-0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = sub

[State a]
type = Explod
Trigger1 = animelem = 5
anim = 1149
sprpriority = 99999
postype = p1
Pos = 240,10
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = sub

[State a]
type = Explod
Trigger1 = animelem = 6
anim = 1148
sprpriority = 999999
postype = p1
Pos = -240,0
vel = 0,-0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = sub

[State a]
type = Explod
Trigger1 = animelem = 5
anim = 1149
sprpriority = 99999
postype = p1
Pos = -240,10
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = sub

[State a]
type = Explod
trigger1 = time >= 25
trigger1 = time <= 47
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 140 - (random%70),0 - (random%40)
scale = 0.4 - (random%1),0.4 - (random%1)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-6 + (random%3)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time >= 25
trigger1 = time <= 43
trigger1 = (GameTime%4) = 1
anim = 11500
id = 2079
sprpriority = 16
postype = p1
pos = 140,5
scale = 1,0.14 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 0
supermovetime = 0
trans = sub

[State a]
type = Explod
trigger1 = time >= 25
trigger1 = time <= 47
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -140 + (random%70),0 - (random%40)
scale = 0.4 - (random%1),0.4 - (random%1)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-6 + (random%3)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time >= 25
trigger1 = time <= 43
trigger1 = (GameTime%4) = 1
anim = 11500
id = 2079
sprpriority = 16
postype = p1
pos = -140,5
scale = 1,0.14 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 0
supermovetime = 0
trans = sub

[State a]
type = Explod
trigger1 = time >= 25
trigger1 = time <= 47
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 240 - (random%120),0 - (random%40)
scale = 0.4 - (random%1),0.4 - (random%1)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-6 + (random%3)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time >= 25
trigger1 = time <= 43
trigger1 = (GameTime%4) = 1
anim = 11500
id = 2079
sprpriority = 16
postype = p1
pos = 240,5
scale = 1,0.14 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 0
supermovetime = 0
trans = sub

[State a]
type = Explod
trigger1 = time >= 25
trigger1 = time <= 47
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -240 + (random%120),0 - (random%40)
scale = 0.4 - (random%1),0.4 - (random%1)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-6 + (random%3)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time >= 25
trigger1 = time <= 43
trigger1 = (GameTime%4) = 1
anim = 11500
id = 2079
sprpriority = 16
postype = p1
pos = -240,5
scale = 1,0.14 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 0
supermovetime = 0
trans = sub

[state 2394]
type = EnvShake
Trigger1 = animelem = 6
time = 25
ampl = -25
freq = 95
phase = 95

[State 306, PlaySnd]
Type = null;PlaySnd
Trigger1 = Time = 0
Value = S10000, 59
Channel = 1

[State 306, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S10000, 48
volume = 255
Channel = 1

[State 306, ChangeState]
Type = ChangeState
Trigger1 = Time >= 42
trigger1 = command = "Feather"
Trigger1 = Var(49) = 0
Trigger2 = Var(49) = 1
Trigger2 = Time >= 42
Trigger2 = Time <= 52
Trigger2 = Var(48) = [1,20]
Value = 18100
ctrl = 1

[State 306, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
ctrl = 1
Value = 0

[Statedef 22115]
type = S
movetype = I
physics = N
anim = 22123
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State 191]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 0.9

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s10000,38

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117

[Statedef 22117]
type = S
movetype = I
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[State a]
type = NotHitBy
trigger1  = 1
value = SCA

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22118

[State a]
type = Pause
trigger1 = projhit22151 = 1 || projguarded22151 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projid = 22151
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 50
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life))
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -5, -85
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0

[State a]
type = helper
trigger1 = projcontact22151 = 1
trigger1 = numhelper(22122) = 0
id = 22122
name = "Houdan"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22122
juggle = 12
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
ignorehitpause = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 22116

[Statedef 22116]
type = S
movetype = I
physics = N
anim = 22117
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 22122]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22122
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(22122)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22122
ignorehitpause = 1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = Turn
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[State 1]
type = Projectile
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6||AnimElem=7||AnimElem=8||AnimElem=9||AnimElem=10||AnimElem=11||AnimElem=12
attr = A, HA
projanim = 22152
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
animtype  = hard
damage    = Ceil(0.07*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + (random%8)
sparkxy = -5, -80
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4
fall = 1
fall.recover = 0

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 22118]
type = S
movetype = A
physics = N
anim = 22123
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2

[State 22118]
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = varset
trigger1 = time = 0 
fv = 0
value = 0

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s10000,38

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22119

[Statedef 22119]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 15
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = time = 0 
fv = 0
value = 1

[State a]
type = NotHitBy
trigger1  = 1
value = SCA

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22118

[State a]
type = Pause
trigger1 = projhit22151 = 1 || projguarded22151 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projid = 22151
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 25
postype = p1
offset = 0,0
velocity = 50
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life))
getpower = 25,25
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0

[State a]
type = helper
trigger1 = projcontact22151 = 1
trigger1 = numhelper(22121) = 0
id = 22121
name = "Houdan"
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = ChangeState
trigger1 = animtime = 0
value = 22120

[Statedef 22120]
type = S
movetype = A
physics = N
anim = 22117
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(22121)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22121
ignorehitpause = 1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = Projectile
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6
attr = A, HA
projanim = 22152
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 5
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = Ceil(0.025*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,0
sparkno = s22109 + (random%8)
sparkxy = -5, -80
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 12
envshake.ampl = 12
yaccel = 0.4
fall = 1
fall.recover = 0

[State 2]
type = destroyself
trigger1 = animtime = 0

;Black Pillar
[Statedef 1450]
type    = S
movetype= I
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "x"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X < 180
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "a"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X = [90,240]
trigger2 = random = [500,999]
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "y"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X > 180
trigger2 = random = [0,500]
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "b"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X > 240 && random = [500,999]
v = 5
value = 3

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "a"
trigger1 = !var(30) || var(30) && p2bodydist X > 60
trigger2 = var(30)&&random<160&&p2bodydist X > 60&&var(5)=[0,4]
v = 5
value = 1

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "y"
trigger1 = !var(30) || var(30) && p2bodydist X > 120
trigger2 = var(30)&&random<150&&p2bodydist X > 120&&var(5)=[0,4]
v = 5
value = 2

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "b"
trigger1 = !var(30) || var(30) && p2bodydist X > 180
trigger2 = var(30)&&random<150&&p2bodydist X > 180&&var(5)=[0,4]
v = 5
value = 3

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "z"
trigger2 = var(30)&&random<50&&p2bodydist X = [-300,300]
v = 5
value = 4

[state a]
type = varset
triggerall = palno = [11,12]
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 10

[state a]
type = varset
triggerall = palno != [11,12]
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 6

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state a]
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(30)
v = 7
value = 1

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 7
value = 1

[State 2900, 1]
type = helper
triggerall = palno != [11,12]
trigger1 = Animelem = 5
id = 1412
persistent = 0
name = "Roumon"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2900, 1]
type = helper
triggerall = palno = [11,12]
trigger1 = Animelem = 5
id = 1412
persistent = 0
name = "Roumon"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = changestate
triggerall = palno = [11,12]
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,10]
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = palno != [11,12]
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno != [11,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,6]
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = playsnd
trigger1 = animelem = 5||animelem = 6
value = 10000,59
volume = 255

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1412]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1412

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1]
type = SelfState
triggerall = !ishelper(1412)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1412
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,57
volume = 255

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,28
volume = 255

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,49
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21474836
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22108
sprpriority = 2147483647
postype = p1
pos = 0,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1412]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%4 = 1
anim = 22131
sprpriority = 2147483647
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
vel = 0,-5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1412]
type = EnvShake
trigger1 = time = 0
time = 15
ampl = -15
freq = 95
phase = 95

[State 1412]
type = Projectile
triggerall = palno != [11,12]
trigger1 = time = 0
projanim = 22150
projremove = 0
projremovetime = 30
projpriority = 2147483647
projsprpriority = 2147483647
getpower = 20,20
offset = 0,0
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
pausetime = 2,10
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1

[State 1]
type = Projectile
triggerall = palno = [11,12]
trigger1 = time = 0
projanim = 22150
projremove = 0
projremovetime = 30
projpriority = 2147483647
projsprpriority = 2147483647
getpower = 20,20
offset = 0,0
attr = S, SP
animtype = Hard
damage    = Ceil(0.07 * enemy,Const(data.life)),Ceil(0.008 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1

[state a]
type = destroyself
trigger1 = animtime = 0

[Statedef 1950]
type = A
ctrl = 0
anim = 3000
velset = 0,0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
range = 0,3
v = 5
[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,46
volume = 255

[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,56
volume = -255

[State 1950]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0
volume = 255
freqmul = 0.9

[State 1950]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 1955

[Statedef 1955]
type = S
ctrl = 0
anim = 3001
velset = 0,0

[State 1955]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

[State 1955]
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state a]
type = posset
trigger1 = time = 0
y = 0
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -50
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 50

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.7,0.7

[State 1955]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[state 200]
type = ctrlset
trigger1 = time = 7
value = 1

[State z]
type = ChangeState
trigger1 = StateType = A
trigger1 = AnimTime = 0
value = 51
ctrl = 1

[state z]
type = changestate
trigger1 = StateType = S
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 10020
poweradd = 0
sprpriority = 2
juggle = 2

[State 1100]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 3+ (random%3),-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3
freqmul = 0.9
volume = 255

[State 1100]
type = PlaySnd
trigger1 = animelem = 1
value = 10000,46
volume = 255

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,37
volume = 255

[State 1100]
type = Explod
trigger1 = animelem = 3
anim = 26500
ontop = 1
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 1100]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 16
trigger1 = time <= 32
projanim = 22185
projid = 22185
projremove = 0
projremovetime = 2
projpriority = 5
attr = S, SP
damage   = 50,5
animtype = Hard
hitflag = MAFPD
guardflag = M
sparkno = -1
guard.sparkno = -1
hitsound = s10000,42
guardsound = s120,0
pausetime = 0,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 17
ground.velocity = 0,-11
air.velocity = 0,-11
air.fall = 1
fall.recover = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Demon Dust
[Statedef 11101]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3007
ctrl = 0

[State 11101]
type = NotHitBy
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 8,-68 + (random%5) ;var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 1050,0
volume= 255

[State 1000, 6]
type = PlaySnd
trigger1 = time = 7
trigger2 = time = 9
trigger3 = time = 11
trigger4 = time = 13
trigger5 = time = 15
trigger6 = time = 17
value = s10000,31
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,13
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,14
volume = -255

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 3
id = 11100
persistent = 0
name = "Akuma"
pos =77,-74
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 3
id = 11100
persistent = 0
name = "Oni"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 3
id = 11100
persistent = 0
name = "Bakemono"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 3
id = 11100
persistent = 0
name = "Yuurei"
pos =110,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 3
id = 11100
persistent = 0
name = "Hitokage"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 3
id = 11100
persistent = 0
name = "Reigen"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11100]
type    = S
movetype= I
physics = N
anim = 11101
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1]
type = SelfState
triggerall = !ishelper(11100)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11100
ignorehitpause = 1

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[State 1]
type = VelSet
trigger1 = var(0)=0
x = time%40 * 0.2

[State 1]
type = VelSet
trigger1 = var(0) =1
x = -time%40 * 0.2

[State 1]
type = VelSet
trigger1 = p2bodydist Y <= 0
y = Sin((-gameTime*3)*Pi/180) - 1

[State 1]
type = VelSet
trigger1 = p2bodydist Y > 0
y = -Sin((gameTime*3)*Pi/180) + 1 

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = MoveContAct = 1
value = 11125

[state a]
type = changestate
trigger1 = time >= 80
trigger2 = p2bodydist X<20&&p2bodydist X>-20
trigger2 = p2bodydist Y<20&&p2bodydist Y>-20
value = 11125

[Statedef 11125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 11125]
type = playsnd
trigger1 = time = 0
value = 10000,48
volume = 255

[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,49

[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,40

[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,28
volume = -255

[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,27
volume = -255

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

[State 11125]
type = Explod
trigger1 = 1
anim = 22221
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.8,0.8
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22221
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.89,0.89
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22221
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 1,1
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22132
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.8,0.8
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22132
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.89,0.89
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22132
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 1,1
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22132
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.25,0.25
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22132
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.3,0.3
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22132
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.5,0.5
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -7+ (random%14),-7 + (random%14)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -6+ (random%12),-6 + (random%12)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -5+ (random%10),-5 + (random%10)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1

[State 11125]
type = Helper
triggerall = numhelper(22101) < 3
trigger1 = time = 0
trigger3 = time = 20
id = 22101
stateno = 22101
name = "Yuri"
pos = 0,0
ownpal = 0
helpertype = player
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22138
sprpriority = 7
postype = p1
pos = 0,0
ignorehitpause = 1

[State 11125]
type = Projectile
trigger1 = time = 0
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.025 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15

[state 11125]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

[Statedef 11600]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1300,0
volume = 255
freqmul = 0.9

[State 11600]
type = Projectile
trigger1 = animelem = 3
attr = S, SP
projanim = 22152
projremove = 0
projremovetime = 7
postype = p2
offset = 0,-50
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)),Ceil(0.007 * enemy,Const(data.life))
guardflag = M
hitflag = MAFPD
pausetime = 0,10
guard.pausetime = 0,5
sparkno = s10180
sparkxy = -60,60
hitsound   = s1150,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 11600]
type = ChangeState
value = 3000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = Random <= 200
trigger1 = MoveContact = 1

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

;Soul Link
[Statedef 11500]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 11500]
type = NotHitBy
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 221331 ;22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 5
id = 11502
persistent = 1
name = "Yuumei"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 5||Animelem=6
id = 11502
persistent = 1
name = "Yuumei"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[Statedef 11502]
type = S
movetype = I
physics = N
anim = 22139
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1]
type = SelfState
triggerall = !ishelper(11502)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11502
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11502
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 10000, 27
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-((ishelper(11500))*2)

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+((ishelper(11500))*2)

[state 1]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11500))*0.6)

[state 1]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11500))*0.6)

[State 1]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11502]
type = DestroySelf
trigger1 = time >= 250+((ishelper(11500))*50)

;Dark Pillar
[Statedef 1800]
type     = S
movetype = I
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1310
ctrl     = 0
sprpriority = 3

[State 1000, 5]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10910
postype = P1
pos = 30,-40
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2

[State 1000, 5]
type = Explod
trigger1 = time = 20
persistent = 0
anim = 10910
postype = P1
pos = 30,-70
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2

[State 1000, 5]
type = Explod
trigger1 = time = 25
persistent = 0
anim = 10910
postype = P1
pos = 30,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 8,-68 + (random%5) ;var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 10105
ownpal = 1
sprpriority = 1
postype = P1
pos = 90,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 22108
sprpriority = 999
postype = p1
pos = 90,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 10105
ownpal = 1
sprpriority = 1
postype = P1
pos = 140,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 22108
sprpriority = 999
postype = p1
pos = 140,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 10105
ownpal = 1
sprpriority = 1
postype = P1
pos = 190,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 22108
sprpriority = 999
postype = p1
pos = 190,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 45
anim = 10105
ownpal = 1
sprpriority = 1
postype = P1
pos = 240,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 45
anim = 22108
sprpriority = 999
postype = p1
pos = 240,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1500,0
volume = 255
freqmul = 0.9

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,57
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,49
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,28
volume = -150

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,13

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14

[State 2000, 6]
type = Projectile
trigger1 = time = 30
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 90,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.04 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 35
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 140,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.04 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 40
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 190,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.04 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 45
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 0
offset = 240,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.04 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-40
velocity = 14, 0
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-70
velocity = 14, 0
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-100
velocity = 14, 0
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1810]
type     = S
movetype = I
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 3007
ctrl     = 0
sprpriority = 3

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 5
persistent = 0
anim = 10910
postype = P1
pos = 90,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1

[State 1000, 5]
type = Explod
trigger1 = time = 10
persistent = 0
anim = 10910
postype = P1
pos = 140,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1

[State 1000, 5]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10910
postype = P1
pos = 190,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 10105
ownpal = 1
sprpriority = 1
postype = P1
pos = 90,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 22108
sprpriority = 999
postype = p1
pos = 90,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 10105
ownpal = 1
sprpriority = 1
postype = P1
pos = 140,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 22108
sprpriority = 999
postype = p1
pos = 140,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 10105
ownpal = 1
sprpriority = 1
postype = P1
pos = 190,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 22108
sprpriority = 999
postype = p1
pos = 190,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1000,0
volume = 255
freqmul = 0.9

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31
volume = -50

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,13
volume = -50

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14
volume = -50

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,57
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,49
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,28
volume = -150

[State 2000, 6]
type = Projectile
trigger1 = time = 30
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 90,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.04 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 35
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 140,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.04 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 40
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 190,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.04 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 3000]
type = Projectile
trigger1 = time = 5
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 10
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1210]
type    = S
movetype= I
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 22105
poweradd = 40
sprpriority = 2
juggle = 2

[State 10000]
type = PlaySnd
trigger1 = AnimElem = 7
value = 10000,18

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1201
name = "Yuumei"
id = 1201
helpertype = normal
pos = 0,0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1202
id = 1202
name = "Yuumei"
helpertype = normal
pos = 0,-52
supermovetime = 2147483647
pausemovetime = 2147483647

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1203
id = 1203
name = "Yuumei"
helpertype = normal
pos = 0,-52
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1201]
anim = 22104
sprpriority = 2147483647
velset = 6,0

[State 1]
type = SelfState
triggerall = !ishelper(1201)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1201
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000]
type = VarSet
trigger1 = root,projcontacttime(40070) = 1
var(0) = 1

[State 1000]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22181
projid = 22181
projremove = 0
projremovetime = 2
velocity = 9
offset = 0,-70
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = high
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

[Statedef 1202]
movetype = I
anim = 22104
sprpriority = 2147483647
velset = 6,-6

[State 1]
type = SelfState
triggerall = !ishelper(1202)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1202
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000]
type = AngleDraw
trigger1 = 1
value = 45

[State 1000]
type = VarSet
trigger1 = root,projcontacttime(40080) = 1
var(0) = 1

[State 1000]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22182
projid = 22182
projremove = 0
projremovetime = 2
velocity = 9,-9
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = high
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

[Statedef 1203]
movetype = I
anim = 22104
sprpriority = 2147483647
velset = 0,-6

[State 1]
type = SelfState
triggerall = !ishelper(1203)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1203
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000]
type = AngleDraw
trigger1 = 1
value = 80

[State 1000]
type = VarSet
trigger1 = root,projcontacttime(40090) = 1
var(0) = 1

[State 1000]
type = DestroySelf
trigger1 = abs(Pos Y) > 300

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22183
projid = 22183
projremove = 0
projremovetime = 2
velocity = 0,-9
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = high
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

[Statedef 1700]
type     = S
movetype = I
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 3

[State 230]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 5

[State 1700]
type = Explod
trigger1 = animelem = 1
anim = 10910
id = 211
postype = p1
sprpriority = 2147483647
postype = p1
pos = 30,-85
removetime = 20
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,17
volume = 255
freqmul = 0.9

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,13

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =1300,0
volume = 255
freqmul = 0.9

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =10000,18

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,14

[State 1000]
type = Helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 1
stateno = 1720
id = 1720
name = "Yuumei"
helpertype = normal
pos = 30,-85
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000]
type = Helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 1
stateno = 1720
name = "Yuumei"
id = 1720
helpertype = player
pos = 30,-85
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1720]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 28000
ownpal = 1
sprpriority = 999

[State 1]
type = SelfState
triggerall = !ishelper(1720)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1720
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1009]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State 1720]
type = Turn
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[State 1720]
type = VelSet
trigger1 = 1
x = (P2Dist X)/10
y = (P2Dist Y+(enemynear(0),const(size.mid.pos.y)))/10

[State 1000]
type = VarRandom
trigger1 = 1
v = 48
range = 0,360

[State 2000]
type = Explod
trigger1 = time < 140
anim = 22131
pos = Ceil(100*cos(pi*var(48)/180)),Ceil(100*sin(pi*var(48)/180))
vel = -10*cos(pi*var(48)/180)+vel X,-10*sin(pi*var(48)/180)+vel Y
removetime = 10
ownpal = 1

[State 1000]
type = Explod
trigger1 = time < 150
trigger1 = GameTime%5 = 0
anim = 10910
scale = 0.5,0.5
ontop = 1
ownpal = 1

[State 1000]
type = Explod
trigger1 = time < 150
anim = 26000
scale = 0.5,0.5
ontop = 1
ownpal = 1

[State 1000]
type = Projectile
trigger1 = time < 150
projanim = 22179
projid = 22183
projremove = 1
projremovetime = 1
projmisstime = 10
projhits = 1
getpower = 100
ownpal = 0
attr = S, SP
animtype = Hard
damage = 20 ,1
hitflag = MAFPD
guardflag = M
hitsound = s10000,2
guardsound = s10000,2
pausetime = 10,10
sparkno = s22138
guard.sparkno = s22184
ground.type = high
ground.hittime = 21
ground.slidetime = 21
air.juggle = 8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1234
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0

[State 1000]
type = DestroySelf
trigger1 = time > 150

[Statedef 1234]
type    = A
movetype= H
physics = N
anim = 5050
velset = -4,-0.5

[State 1234]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 1000]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 1000]
type = SelfState
trigger1 = time > 10
value = 5050

;Dark Strike
[Statedef 1080]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 2

[State 1080]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2563,4

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 801,1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 11,1

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 8,-68 + (random%5) ;var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 10100
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 15,-70
ownpal = 1
trans =sub
sprpriority = 999

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 10110
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 15,-70
ownpal = 1
sprpriority = 999

[State 240, 4]
type = ModifyExplod
trigger1 = time > 0
trigger1 = time <= 0
id = 10004
scale = 0.09*(time-30),1

;[State 240, 4]
;type = ModifyExplod
;trigger1 = time > 10
;id = 10004
;scale = 0.6,0.05*(70-time)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -20,-25
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2]
type = Projectile
trigger1 = animelem = 2
attr = S, SP
animtype  = hard
damage    = 80
getpower = 61,61
guardflag = M
projanim = 10050
projhitanim = -1
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 35
postype = p1
offset = 15,-70
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[State 1080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1250]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1250]
type = PlaySnd
trigger1 = time = 0
value = s1500, 0
volume = 255
freqmul = 0.9

[State 1250]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,45
volume= 255

[State 1250]
type = PlaySnd
trigger1 =animelemtime(2)=4|animelemtime(2)=6||animelemtime(2)=8
value = 10000,45
volume = 255

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = UP
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 185,-75
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 210,-40
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 245,-70
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 275,-45
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1260]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1260]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1250]
type = PlaySnd
trigger1 = time = 0
value = s1500, 0
volume = 255
freqmul = 0.9

[State 1250]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,45
volume= 255

[State 1250]
type = PlaySnd
trigger1 =animelemtime(2)=4|animelemtime(2)=6||animelemtime(2)=8
value = 10000,45
volume = 255

[State 3000]
type = Projectile
trigger1 = animelem=3
projid = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1

[State 3000]
type = Projectile
trigger1 = animelem=5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 185,-75
attr = S, SP
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1

[State 1260]
type = Projectile
trigger1 = animelem=5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 210,-40
attr = S, SP
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1

[State 1260]
type = ChangeState
triggerall = command = "Dust"
trigger1 = animelem = 4,>=0
value = 1250
ctrl = 0

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 12300]
type    = S
movetype= I
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 12300]
type = NotHitBy 
trigger1 = animelem=6,<=0
value = SCA

[State 12300]
type = PlaySnd
trigger1 = animelem=1
value = 10000,5
volume = 255
freqmul = 0.9

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 1300,1
volume= 255

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,44
volume= 255

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = Explod
trigger1 = animelem = 4
anim = 10910
id = 211
postype = p1
sprpriority = 2147483647
postype = p1
pos = 30,-85
removetime = 20
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 12310
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 12310]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 11101
ownpal = 1
sprpriority = 999

[State 1]
type = SelfState
triggerall = !ishelper(12310)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 12310
ignorehitpause = 1

[State 12310]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = Turn
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist Y<50||p2bodydist Y>50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)

[State 12310]
type = Explod
trigger1 = (gametime%4)=0
anim = 11110
id = 11110
sprpriority = 2147483647
postype = p1
pos = 0,0
vel = 0,0
trans = sub
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12310]
type = ModifyExplod
trigger1 = 1
id = 11110
scale= 0.1+0.1*(gametime%9),0.1+0.1*(gametime%9)

[state 12310]
type = removeexplod
trigger1 = time>=70
id = 11110

[State 1110]
type = Projectile
triggerall = palno != [7,12]
trigger1 = ishelper
trigger1 = (gametime%2) = 1
attr = S, NA
damage    = ceil(0.003*enemy,const(data.life)),ceil(0.002*enemy,const(data.life))
guardflag = M
hitflag = MAFD
projanim = 22179
projremove = 0
projremovetime = 2
postype = p1
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22138
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1

[State 1110]
type = Projectile
triggerall = palno = [7,12]
trigger1 = ishelper
trigger1 = (gametime%2) = 1
attr = S, NA
damage    = Ceil(0.1 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
projanim = 22179
projremove = 0
projremovetime = 2
postype = p1
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22138
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1

[state 12310]
type = destroyself
trigger1 = Time>=75


[Statedef 12360]
type    = A
movetype= H
physics = N
velset = 0,0

[State 12360]
type = PlaySnd
triggerall = alive
trigger1 = (GameTime%50) = 1
value = 11,0
freqmul = 0.5+((random%4)*0.2)
volume = 255

[State 12360]
type = PlaySnd
triggerall = alive
trigger1 = (GameTime%50) = 1
value = 11,0
freqmul = 1.8+((random%4)*0.2)
volume = 255

[State 12360]
type = lifeadd
trigger1 = (gametime%5)=0
value = -(Ceil(0.005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 12360]
type = poweradd
trigger1 = (gametime%2)=0
ignorehitpause = 1
value = -(Ceil(0.5 * Const(data.power)))

[State 12360]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 12360]
type = destroyself
trigger1 = ishelper

[State 12360]
type = angledraw
trigger1= 1
scale= 1.0+0.2*(gametime%4),1.0+0.2*(gametime%4)

[State 12360] 
type = changestate
trigger1 = time>=350||roundstate>=3||!alive
value = 10381

[Statedef 30530]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 20
value = 10000,39

[State 210, 1]
type = PlaySnd
trigger1 = winko
value = 10000,1
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = winko
value = 10000,22
persistent = 0

[state 30051]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

[state 23000]
type = targetdrop
trigger1 = roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7

[State 30530]
type = Projectile
triggerall = palno!=[7,12]
trigger1 = numprojid(30530) = 0
trigger1 = time = 20
attr = S, SA
animtype  = hard
damage = 2147483647
projremovetime = 20
postype = p2
projremove = 1
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
projanim = 22179
projid = 30530
offset = 0,0
pausetime = 0,30
guard.pausetime = 2,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.recover = 0
kill = 1
ignorehitpause = 1
p2stateno = 5150

[State 6400000]
type = Explod
triggerall = palno!=[7,12]
trigger1 = time = 18
trigger1 = numexplod(30530) = 0
id = 30530
anim = 3053
sprpriority = 8
postype = p2
pos = -5,-50
bindtime = 1
under = 0
ownpal = 1

[State 6400000]
type = EnvColor
trigger1 = winko
time = 20
value = 255,0,0
under = 2
persistent = 0
ignorehitpause = 1

[State 2205]
type = Turn
trigger1 = P2dist X < 0

[State 11052]
type = PlaySnd
trigger1 = var(37) = 1
trigger1 = time = 20
value = 10000,29
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(37) != 1
value = 0
ctrl = 1

[State 240, 4]
type = ChangeState
trigger1 = var(37) = 1
value = 24640
ctrl = 1

[Statedef 11050]
type = S
movetype = I
physics = S
poweradd = 500
anim = 11050
ctrl = 0
velset = 0,0

[State 11050]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
pausetime = 0,45
sparkno = s22138
guard.sparkno = -1
p1stateno = 11051
time = 2
priority = 7, hit
ignorehitpause = 1

[State 11050]
type = HitOverride
trigger1 = palno != [11,12]
trigger1 = time = [0,94]
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11051
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11050]
type = ChangeState
triggerall = palno = [11,12]
triggerall = numhelper(6400000)
trigger1 = helper(6400000),gethitvar(damage)
value = 11051

[State 11050]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195,0
volume = 255
freqmul = 0.9

[State 11050]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11051]
type     = S
movetype = I
physics  = S
ctrl     = 0

[State 11051]
type = Pause
trigger1 = time = 0
time = 40
movetime = 40
ignorehitpause = 1
persistent = 1

[State 11052]
type = PlaySnd
trigger1 = time = 0
value = 10000,54

[State 11052]
type = ChangeAnim
trigger1 = Time = 0
value = 18102

[State 11051]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2  = NoKOSnd
flag3 = TimerFreeze
ignorehitpause = 1

[State 11051]
type = BGPalFx
trigger1 = time = 0
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1

[State 11051]
type = PosAdd
trigger1 = time = 9
x = ceil(P2Dist X) + 80

[State 11051]
type = PosSet 
trigger1 = Time = 3 && Facing = 1
x = (enemy,Pos X+(80*(facing*-1)))*(enemy, Facing);* (facing = -1)

[State 11051]
type = PlayerPush
trigger1 = 1
value = 0
time = -1

[State 100]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 11051]
type = ChangeState
trigger1 = Time = 16
Value = 11052

[Statedef 11052]
type     = S
movetype = I
physics  = S
juggle   = 2
anim     = 0

[State 11052]
type = PlaySnd
trigger1 = time = 1
value = 10000,29

[State 11052]
type = PlayerPush
trigger1 = 1
value = 0

[State 11052]
type = Turn
trigger1 = Time = 0 && P2Dist X < 0 && Facing = 1
persistent = 0

[State 11052]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AT,AP
time = 40

[State 11052]
type = ChangeState
trigger1 = palno != [7,12]
trigger1 = Time = 1
value = 0
ctrl = 1

[State 11052]
type = ChangeState
trigger1 = palno = [7,12]
trigger1 = Time = 1
value = 30530
ctrl = 1

[Statedef 25555]
type    = S
movetype= I
physics = S
juggle  = 20
poweradd= 80
ctrl = 0
velset = 2,0
anim = 25555
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,46

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,28
volume = -255

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,49
volume = -255

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 10000,30

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 26550
sprpriority = 2
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[State 2300]
type = Explod
trigger1 = animelem = 6
anim = 22174
sprpriority = 2
postype = p1
pos = 1,-69
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = projhit25557 = 1
anim = 22109 + (random%8)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded25557 = 1
anim = 22184
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 2]
type = Projectile
trigger1 =AnimElem=6||AnimElem=7||AnimElem=8||AnimElem = 9
attr = S, NA
projanim = 25557
projid = 25557
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = diagup
damage    = Ceil(0.03 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
ignorehitpause = 1
juggle = 15

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 32600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 10000,5
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 10000,20
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 9,-33
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Skill state
;Corrupted Sentinel
[Statedef 3000]
type     = S
movetype = A
physics  = N
juggle   = 15
velset   = 0,0
anim     = 3008
ctrl     = 0
sprpriority = 3

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze

[State 2000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 2000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
sprpriority = -5
postype = p1
pos = 3,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
sprpriority = 999
postype = p1
pos = 3,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,32
volume = -50

[State 4400]
type = PlaySnd
trigger1 = AnimElemtime(8) = 10
value = 2000,0
volume = 255
freqmul = 0.9

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 70
value = 2000,1
volume = 255
freqmul = 0.9

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 140
value = 2000,2
volume = 255
freqmul = 0.9

[State 2000,]
type = PlaySnd
trigger1 = projhittime(400100) = 1
value = s10000,10
volume = -255

[State 1100, 6]
type = Explod
trigger1 = AnimElem = 6
anim = 34200
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 1100, 6]
type = Explod
trigger1 = AnimElemtime(8) = 240
persistent = 0
anim = 10080
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 0
bindtime = -1
removeongethit = 1

[State 1001,]
type = RemoveExplod
trigger1 = AnimElemtime(8) = 240
ID = 34200

[State 1950]
type = Projectile
trigger1 = AnimElemtime(8) = 0
trigger2 = AnimElemtime(8) = 10
trigger3 = AnimElemtime(8) = 20
trigger4 = AnimElemtime(8) = 30
trigger5 = AnimElemtime(8) = 40
trigger6 = AnimElemtime(8) = 50
trigger7 = AnimElemtime(8) = 60
trigger8 = AnimElemtime(8) = 70
trigger9 = AnimElemtime(8) = 80
trigger10 = AnimElemtime(8) = 90
trigger11 = AnimElemtime(8) = 100
trigger12 = AnimElemtime(8) = 110
trigger13 = AnimElemtime(8) = 120
trigger14 = AnimElemtime(8) = 130
trigger15 = AnimElemtime(8) = 140
trigger16 = AnimElemtime(8) = 150
trigger17 = AnimElemtime(8) = 160
trigger18 = AnimElemtime(8) = 170
trigger19 = AnimElemtime(8) = 180
trigger20 = AnimElemtime(8) = 190
trigger21 = AnimElemtime(8) = 200
trigger22 = AnimElemtime(8) = 210
trigger23 = AnimElemtime(8) = 220
trigger24 = AnimElemtime(8) = 230
trigger25 = AnimElemtime(8) = 240
attr = S,HA
projanim = 40010
projremove = 1
projremovetime = 10
projid = 400100
getpower = 0
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 5
pausetime = 9,5
guard.pausetime = 9,5
guard.sparkno = -1
guardsound = s120,0
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
p2facing = 1
p2stateno = 3020
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1]
type = HitAdd
trigger1 = target,stateno = 3020 && enemyNear,time = 0
value = 1

[State 1]
type = Explod
trigger1 = target,stateno = 3020 && enemynear,time = 0 || projhit400100 = 1
anim = 22109 + (random%8)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = Explod
trigger1 = target,stateno = 3020 && enemynear,time = 0 || projguarded400100=1
anim = 22184
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 2222
projanim = 2222
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 190
attr = S,HP
animtype = Hard
damage = 0,0
hitflag = MAFD
guardflag = M

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 4007
pausetime = 0,10
ignorehitpause = 1

[State 1000, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 3020]
type = Velset
triggerall = ishelper = 0
trigger1 = time = 0
x = 0
y = 0

[State 3020]
type = Velset
triggerall = ishelper = 0
trigger1 = time = 3
x = -1
y = -2

[State 3020]
type = VelAdd
triggerall = ishelper = 0
trigger1 = 1
y = .2

[State 3020]
type = ChangeAnim2
triggerall = ishelper = 0
Trigger1 = Time = 0
value = 30300

[State 3020]
type = SelfState
triggerall = ishelper = 0
trigger1 = Animtime = 0
value = 5050

[State 3020]
type = DestroySelf
trigger1 = ishelper

;Gaia Path
[Statedef 19150]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Balam"	
value = 2200

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 2,-93
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 2,-93
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 2,-93
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 2,-93
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19150]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,63
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 19151

[Statedef 19151]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 19151]
type = PlaySnd
trigger1 = time = 0
value = 10000,62

[State 2000, 6]
type = PlaySnd
trigger1 = time = 105
value = 2200,2
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = time = 175
value = 2200,2
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = time = 245
value = 2200,2
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = time = 315
value = 2200,2
volume = 255
freqmul = 0.9

[State 19151]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 19151]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype != A
trigger2 = (GameTime%6) = 1
trigger2 = p2movetype = A&&time >= 180
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = (GameTime%7) = 1
trigger1 = time >= 200
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 250
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 19151]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 19151] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 19151]
type = helper
triggerall = !ishelper
trigger1 = numhelper(126100) = 0
id = 126100
persistent = 0
name = "???"
pos = 15,-70
postype = back
stateno = 126100
helpertype = player
keyctrl = 0
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2
ignorehitpause = 1

[State 19151]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[state 19151]
type = changestate
trigger1 = time >= 420
value = 19152

[Statedef 19152]
type    = S
movetype= I
physics = S
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[state 19152]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 126100]
type    = S
movetype= I
physics = S
anim = 126100
velset = 0,0
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 120
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = 15

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0,-100
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 126100]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 126100
ignorehitpause = 1

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 23000]
type = Explod
trigger1 = numexplod(0022135)=0&&time=30
anim = 22138
id = 0022135
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(0022136)=0&&time=110
anim = 22138
id = 0022136
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(0022137)=0&&time=120
anim = 22138
id = 0022137
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(0022138)=0&&time=130
anim = 22138
id = 0022138
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1

[state 11311]
type = destroyself
trigger1 = animTime = 0
trigger2 = root,stateno != 19151

;Ogru Jahad
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22061
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Alsiel Orozuchi"
value = 4000

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Balam"	
value = 2200

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 2300]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 28100
sprpriority = 5
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 2,-76
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 185
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
volume = 250
freqmul = 0.9

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,55

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

[Statedef 23000]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 15
anim = 100000
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 250
freqmul = 0.8

[State -2]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 250
freqmul = 0.8

[State -2]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 250
freqmul = 0.8

[State -2]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 250
freqmul = 0.8

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 10120
id = 10120
sprpriority = -2147483647
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34200
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34215
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34216
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34217
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 90
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 220
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
getpower = 0,0
animtype  = hard
damage    = 2147483647,2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 1]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 23000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
p2facing = 1
p2stateno = 26360
ignorehitpause = 1

;[State 23000]
;type = ReversalDef
;triggerall = name != "Naraku No Yuki"
;triggerall = p2name = "Chuck_Norris"
;triggerall = name = "ONI-MIKO-ZERO"
;trigger1 = 1
;reversal.attr = SCA,AA,AT,AP
;hitflag = M-
;priority = 7
;pausetime = 0,10
;p2facing = 1
;p2stateno = 15150
;ignorehitpause = 1

[state 23000]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[state 23000]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = enemy,alive
value = 26360
ignorehitpause = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 26360 && enemynear,time = 0
value = 1

[state 1]
type = targetstate
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

[State 1]
type = targetLifeAdd
triggerall = numtarget > 0
trigger1 = !target,ishelper
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 23000]
type = pause
triggerall = !win
trigger1 = time > 330
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 23000]
type = superpause
triggerall = !win
trigger1 = time > 330
trigger1 = (gametime%2) = 0
anim = -1
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 23000]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 340
id = 34200
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 340
id = 10120
ignorehitpause = 1

[state 23000]
type = changestate
trigger1 = time >= 340
value = 23001

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 23001]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 23001]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
pos = -45,-120
bindtime = -1
scale = 1.3,1.5
ontop = 1
ownpal= 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 26600
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 188
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg 

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 26350]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 26350]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state 26350]
type = destroyself
trigger1 = ishelper

[State 26350]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 26350]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 26350]
type = VarRangeSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0

[State 26350]
type = VarRangeSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
fvalue = 0

[State 26350]
type = VarSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
sysvar(1) = 0

[State 26350]
type = VarSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
sysvar(2) = 0

[State 26350]
type = VarSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
sysvar(3) = 0

[State 26350]
type = VarSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
sysvar(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(0) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(1) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(2) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(3) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(5) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(6) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(7) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(8) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(9) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(10) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(11) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(12) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(13) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(14) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(15) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(16) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(17) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(18) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(19) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(20) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(21) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(22) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(23) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(24) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(25) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(26) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(27) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(28) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(29) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(30) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(31) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(32) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(33) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(34) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(35) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(36) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(37) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(38) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(39) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(40) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(41) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(42) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(43) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(44) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(45) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(46) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(47) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(48) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(49) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(50) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(51) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(52) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(53) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(54) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(55) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(56) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(57) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(58) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(59) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(0) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(1) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(2) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(3) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(5) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(6) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(7) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(8) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(9) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(10) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(11) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(12) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(13) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(14) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(15) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(16) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(17) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(18) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(19) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(20) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(21) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(22) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(23) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(24) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(25) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(26) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(27) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(28) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(29) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(30) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(31) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(32) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(33) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(34) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(35) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(36) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(37) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(38) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(39) = 0

[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 26350]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26350] 
type = changestate
trigger1 = time >= 8
value = 26370

[Statedef 26360]
type    = A
movetype= H
physics = N
velset = 0,0

[State 26360]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 26360]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 26360]
type = ChangeState
triggerall = name = "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[state 26360]
type = varset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
v = 1
value = prevstateno
ignorehitpause = 1

[state 26360]
type = varset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
v = 2
value = anim
ignorehitpause = 1

[State 26360]
type = lifeset
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 26360]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 26360]
type = powerset
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 26360]
type = AssertSpecial
trigger1 = name != "Naraku No Yuki"
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
ignorehitpause = 1

[State 26360]
type = assertspecial
trigger1 = name != "Naraku No Yuki"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 26360]
type = BindToTarget
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 26360]
type = BindToParent
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 26360]
type = BindToRoot
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 26360]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 26360]
type = PosSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 26360]
type = Projectile
trigger1 = time<=1&&ishelper
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 26360
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 0,0
p1stateno = var(1)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 26360]
type = Projectile
trigger1 = time>=30&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 26360
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
p1stateno = 40
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 26360]
type = Projectile
trigger1 = time>=146&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 26360
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 0,0
p1stateno = (enemynear,time>=148)*40
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 26360]
type = ChangeState
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = !alive
trigger2 = lose
value = 5150
ignorehitpause = 1

[State 26360]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="Naraku No Yuki"&&enemynear,stateno!=23000
trigger2 = time>=30

[Statedef 26370]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 26370]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 26370]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26370]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
value = 0

[state 26370]
type = destroyself
trigger1 = ishelper

[State 26370]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 26370]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 26370]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26370]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 26370]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0

[State 26370]
type = PlayerPush
trigger1 = 1
value = -1

[State 26370]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 26370]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 26370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;Inverse Provoke [AI only]
[Statedef 13400]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30050
ctrl     = 0
sprpriority = 2

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 30
time = 30
darken = 0
sound = s10000,29

[State 20000]
type = AssertSpecial
trigger1 = time <= 20
flag = noFG
flag2 = globalnoshadow
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,4
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,32
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,79
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,20
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10000,0

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,61
volume = -100

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s2200,0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10000,1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22174
pos = 1,-73
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
trans = sub
persistent = 0

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
pos = -1,-73
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
trans = sub
persistent = 0

[State 2000]
type = Turn
trigger1 = P2dist X < 0

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s10000,22
p2stateno = 213400
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = targetlifeadd
trigger1 = time > 78
value = -99999999999
absolute = 1

[State 2000]
type = targetdrop
trigger1 = target,ishelper
trigger2 = time <= 78

[State 2000]
type = ChangeState
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 13401

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 13401]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30060
ctrl     = 0
sprpriority = -100

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,5

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10000,24

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10000,22

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10000,24

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10000,22

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 10
value = s10000,24

[State 2000]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
anim = 30090
pos = 55,-40
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
anim = 31090
pos = 55,-40
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
anim = 32090
pos = 55,-40
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
anim = 33090
pos = 55,-40
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = PosAdd
trigger1 = time = 1
x = P2dist X+33

[State 810,]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
time = 4
freq = 180
ampl = 2

[State 2000]
type = Turn
trigger1 = time = 2

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Pitch Black
[Statedef 14000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Alsiel Orozuchi"
value = 4000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Balam"	
value = 2200

[state kalafina]
type=changestate
triggerall=time=0
trigger1=enemy,name="H-Reimu"
value=1007000

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 2,-76
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 10000,11

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 10000,41

[state a]
type = changestate
trigger1 = animtime = 0
value = 14050

[Statedef 14050]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 14050]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 14050]
type = EnvShake
trigger1 = time < 200 
trigger1 = (gametime%2) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 5 || time = 15 || time = 25 || time = 29 || time = 38 || time = 43 || time = 50 || time = 57
trigger2 = time = 80 || time = 94 || time = 98 || time = 150 || time = 157 || time = 200 ||time = 210
value = 255,255,255
time = 1
ignorehitpause = 1

[State 14050]
type = PlaySnd
trigger1 = Time = 0
value = 10000,35

[State 14050]
type = PlaySnd
trigger1 = time = 0
value = 2563,0

[State 14050]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 90
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 220
attr = A, NA
projanim = 40010
projid = 4001000
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 21474836,21474836
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0

[State 1]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 14050]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
p2facing = 1
p2stateno = 1000043
ignorehitpause = 1

[state 14050]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[state 14050]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = time < 330
trigger1 = enemy,alive
value = 1000043
ignorehitpause = 1

[State 14050]
type = targetLifeAdd
trigger1 = palno = [11,12]
trigger1 = numtarget > 0
value = -2147483647
absolute = 1
ignorehitpause = 1

[state 14050]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

[State 14050]
type = pause
triggerall = !win
trigger1 = time > 350
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 14050]
type = superpause
triggerall = !win
trigger1 = time > 350
trigger1 = (gametime%2) = 0
anim = -1
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 14050]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[state 14050]
type = changestate
trigger1 = time >= 360
value = 14100

[Statedef 14100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 14100]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 14100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Persistent Light Ray
[StateDef 100500]
type     = S
movetype= I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 100500]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State ]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 33000]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33000]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 33000]
type = PlaySnd
trigger1 = time = 0
value = s10000,50
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,40
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,35
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s2200,2

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s801,1

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,63

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 4,-72
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 120
pos = 4,-72
ownpal = 1
ontop = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 4,-72
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 4,-72
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 42
anim = 10910
id = 10911
pos = 4,-72
removetime = 140
bindtime = -1
removetime = 100
ownpal = 1
ontop = 1

[State 2000]
type = ModifyExplod
trigger1 = time > 42
trigger1 = time <= 142
id = 10911
scale = 0.01*(142-time),0.01*(142-time)

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
pos = 4,-72
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 33600

;Celestial Hole
[Statedef 19200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 2205
ctrl = 0

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "Waves"
pos = 0,-77
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,63

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,6
volume = 255

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 19201

[Statedef 19201]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0, 0
anim = 2205
sprPriority = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 280
value = 2200,2
volume = 255
freqmul = 0.8

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 20 || time = 37 || time = 39 || time = 70 || time = 85 || time = 96 || time = 120
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1

[state 0]
type = Projectile
trigger1 = GameTime%3 = 0
projanim = 40010
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 2147483647
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,NA
hitflag = HLMAFPD
affectteam = E
damage = Ceil(0.099 * enemy,Const(data.life))
animtype = Hard
ground.type = Low
air.type = Low
ground.slidetime = 2147483647
ground.hittime = 2147483647
guard.hittime = 2147483647
givePower = -enemy,power+1
fall = 1
air.Fall = 1
fall.Recover = 0
fall.Damage = 2147483647
pausetime = 0,2147483647
p2stateno = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 0]
type = Explod
trigger1 = time = 30
anim = 10910
id = 109111
pos = 160,60
sprpriority = 7
postype = back
pos = 160,60
removetime = 390
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
ignorehitpause = 1

[State 2000]
type = ModifyExplod
trigger1 = time > 30
trigger1 = time <= 420
id = 109111
scale = 0.01*(420-time),0.01*(420-time)

[State 0]
type = Explod
trigger1 = time >= 30
trigger1 = time <= 420
trigger1 = gametime%10 = 0
anim = 28100
id = 28100
sprpriority = 7
postype = back
pos = 160,60
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
ignorehitpause = 1

[State 23000]
type = Explod
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub

[State 23000]
type = Explod
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub

[State 23000]
type = Explod
trigger1 = numexplod(444444)=0&&time=30
anim = 22138
id = 444444
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(333333)=0&&time=110
anim = 22138
id = 333333
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(111111)=0&&time=120
anim = 22138
id = 111111
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(222222)=0&&time=130
anim = 22138
id = 222222
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1000, 0]
Type = PlayerPush
Trigger1 = 1
Value = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 380
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19201]
type = targetlifeadd 
trigger1 = numtarget > 0
value = -2147483647
Absolute = 1
ignorehitpause = 1

[state 19201]
type = targetpoweradd
trigger1 = numtarget > 0
value = -2147483647
ignorehitpause = 1

[state 19201]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 19201]
type = destroyself
triggerall = ishelper
trigger1 = time > 170 || root,time > 250
trigger2 = roundstate != 2
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 321]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = superpause
triggerall = !ishelper
trigger1 = time = [60,400]
trigger1 = (gametime%20) = 1
time = 2
anim = -1
pos = 0,0
sound = -1
darken = 0
p2defmul = 1
ignorehitpause = 1

[state 23000]
type = changeanim
trigger1 = anim != 2210
trigger1 = time = 400
value = 2210

[state 19201]
type = selfstate
trigger1 = time >= 420
value = 0
ctrl = 1

[Statedef 19202]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 2201
ctrl = 0

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "Waves"
pos = 0,-77
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 19200]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255

[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255

[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255

[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 19203

[Statedef 19203]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0, 0
anim = 2206
sprPriority = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 280
value = 2200,2
volume = 255
freqmul = 0.8

[state 0]
type = Projectile
trigger1 = GameTime%3 = 0
projanim = 40010
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 2147483647
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,NA
hitflag = HLMAFPD
affectteam = E
damage = 30+random%20,10+random%20
animtype = Hard
ground.type = Low
air.type = Low
ground.slidetime = 2147483647
ground.hittime = 2147483647
guard.hittime = 2147483647
givePower = -enemy,power+1
fall = 1
air.Fall = 1
fall.Recover = 0
fall.Damage = 2147483647
pausetime = 0,2147483647
p2stateno = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(26155) = 0
trigger1 = time = 0
anim = 26155
id = 26155
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26155

[State 19200]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 26155

[State 19200]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28001
id = 28000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 28000

[State 19200]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 28000

[State 19200]
type = Explod
trigger1 = numexplod(444444)=0&&time=30
anim = 28001
id = 444444
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 20 || time = 37 || time = 39 || time = 70 || time = 85 || time = 96 || time = 120
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1

[State 19200]
type = Explod
trigger1 = numexplod(333333)=0&&time=110
anim = 28001
id = 333333
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(111111)=0&&time=120
anim = 28001
id = 111111
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(222222)=0&&time=130
anim = 28001
id = 222222
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1000, 0]
Type = PlayerPush
Trigger1 = 1
Value = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 380
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19201]
type = targetlifeadd
trigger1 = numtarget > 0
value = -2147483647
Absolute = 1
ignorehitpause = 1

[state 19201]
type = targetpoweradd
trigger1 = numtarget > 0
value = -2147483647
ignorehitpause = 1

[state 19201]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 19201]
type = destroyself
triggerall = ishelper
trigger1 = time > 170 || root,time > 250
trigger2 = roundstate != 2
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 321]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 19200]
type = superpause
triggerall = !ishelper
trigger1 = time = [60,380]
trigger1 = (gametime%20) = 1
time = 2
anim = -1
pos = 0,0
sound = -1
darken = 0
p2defmul = 1
ignorehitpause = 1

[state 19200]
type = changeanim
trigger1 = anim != 2211
trigger1 = time = 380
value = 2211

[state 19201]
type = selfstate
trigger1 = time >= 400
value = 0
ctrl = 1

;Shadow Stalk
[Statedef 2450]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2450
ctrl = 0

[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1

[State 2450]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2450]
type = PlaySnd
trigger1 = movehit = 1
value = 10000, 10
volume = 250
persistent = 0
IgnoreHitPause = 1

[State 2450]
type = Pause
trigger1 = movehit >= 1
trigger1 = (GameTime%2) =1
time = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,55

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

[State 2450]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 120,25
priority = 9, Hit
getpower = 0,0
hitflag = MAF
guardflag = M
pausetime = 78,88
guard.pausetime = 25,25
sparkno = s22109 + (random%8)
sparkxy = -15,-73
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,-6
yaccel = 0.5
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 20
envshake.freq = 92

[state 2450]
type = changestate
trigger1 = movehit = 1
value = 2452
ctrl = 0
IgnoreHitPause = 0

[state 2450]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2452]
type    = C
movetype= A
physics = N
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 2452
sprpriority = 1

[State 2452]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2452]
type = TargetBind
Trigger1 = movehit = 1
pos = 45,0
persistent = 0
ignorehitpause = 1

[State 2452]
type = PlaySnd
trigger1 = movehit = 1
value = 10000,10
volume = 250
persistent = 0
IgnoreHitPause = 1

[State 1000, 5]
type = Explod
trigger1 = movehit = 1
anim = 1135
sprpriority = 10
postype = p1
pos = 0,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1142
sprpriority = -10
postype = p1
pos = 0,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2452]
type = Pause
trigger1 = (GameTime%2) =1
time = 1

[State 2452]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage    = 120,25
priority = 5, Hit
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 78,78
getpower = 0,0
sparkno = s22109 + (random%8)
sparkxy = -10,-80
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-8
air.velocity = -1,-8
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 20
envshake.freq = 92

[state 2452]
type = changestate
trigger1 = movehit = 1
value = 2453
ctrl = 0
IgnoreHitPause = 0

[State 2452]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 2453]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2453
sprpriority = 1

[State 2453]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2453]
type = Pause
trigger1 = (GameTime%2) =1
time = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 1144
sprpriority = 10
postype = p1
pos = 50,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 55001
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 13048
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
trans = sub
supermove = 1
under = 0
ownpal = 1

[State 2453]
type = PlaySnd
trigger1 = time = 0
value = 10000,53
volume = 255
persistent = 0
IgnoreHitPause = 1

[State 2453]
type = PlaySnd
trigger1 = movehit = 1
value = 10000,36
volume = 255
persistent = 0
IgnoreHitPause = 1

[State 2453]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 120,25
priority = 5, Hit
getpower = 0,0
guardflag = M
pausetime = 0,10
sparkno = s22109 + (random%8)
sparkxy = -10,-130
hitsound   = s10000,40
guard.sparkno = s22184
guardsound = s120,0
ground.type = High
ground.hittime = 26
ground.slidetime = 26
ground.velocity = -3,-15
air.juggle = 8
air.velocity = -3,-15
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 25
envshake.freq = 92
p2stateno = 2454

[State 0, Sh4dy-ADDon]
type = helper
trigger1 = time = 10
id = 2312
stateno = 124540
postype = p1
pos = 0,0
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2453]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2454]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2454]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 2454]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2454]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[state 2454]
type = velset
trigger1 = time = 0
x = -0.5
y = -60

[state 2454]
type = veladd
trigger1 = 1
y = 1.4

[State 2454] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 2454]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -8
freq = 95
phase = 95

[State 2454] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

[Statedef 124540]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 9999
sprpriority = -2

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 1136
sprpriority = 10
postype = p1
pos = 52,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 18
anim = 1137
sprpriority = 10
postype = p1
pos = 45,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 25
anim = 1136
sprpriority = 10
postype = p1
pos = 28,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 32
anim = 1137
sprpriority = 10
postype = p1
pos = 35,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 1139
sprpriority = 10
postype = p1
pos = 40,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 18
anim = 1138
sprpriority = 10
postype = p1
pos = 55,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 25
anim = 1139
sprpriority = 10
postype = p1
pos = 28,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 32
anim = 1138
sprpriority = 10
postype = p1
pos = 35,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 26500
sprpriority = 10
postype = p1
pos = 35,0
trans = sub
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2453]
type = PlaySnd
trigger1 = time = 25
value = 10000,67
volume = 255

[State 2453]
type = PlaySnd
trigger1 = time = 25
value = 10000,66
volume = 255

[Statedef 1008000]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 25556
ctrl = 0

[State 1008000]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1008000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,6
volume = 255
ignorehitpause = 1

[State 1]
type = lifeadd
trigger1 = time = 0
value = lifemax
ignorehitpause = 1

[state -2]
type = varset
trigger1 = !ishelper
fv = 30
value = 2
ignorehitpause = 1

[state a] 
type = changestate
trigger1 = roundstate >= 2
value = 0
ctrl = 1

[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
sprpriority = 1
anim = 3250
ctrl = 0

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 22101
persistent = 1
name = "wakka"
pos = 1,-115
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 20
anim = 22108
sprpriority = -3
postype = p1
pos = -5,-110
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 0,0,0
under = 2
ignorehitpause = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 255,255,255
under = 2
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 10000,55
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 15
value = 2200,2
freqmul = 0.9
ignorehitpause = 1

[State 0]
type = Projectile
triggerall = palno != 12
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22150
projid = 35904
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 4
postype = p1
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22184
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = lifeadd
trigger1 = palno != 12 && time = 0
value = lifemax
ignorehitpause = 1

[state a]
type = varset
trigger1 = time = 2
v = 41
value = 600
ignorehitpause = 1

[state a] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Forever Guide - Lucifer Seeks
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

;Disable this state because the lag she created were
;overwhelming.
[state ]
type=changestate
triggerall=palno=12
trigger1=1
value=1007000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Phantom Mizuchi JP"
trigger2 = p2name = "E Youmu"
trigger3 = p2name = "Crazy-Catastrophe"
value = 4400

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "G Magaki"	
value = 100500

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 4300

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	
trigger2 = p2name = "youwilldiemortal"
trigger3 = p2name = "D.O.G."	
trigger4 = p2name = "Ultimate Chimera"
trigger5 = p2name = "AxAyAzSSS"
value = 2300

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Alsiel Orozuchi"
value = 4000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Adolf Hitler" || p4name = "Adolf Hitler"
trigger2 = p2name = "Tiger Wood" || p4name = "Tiger Wood"	
value = 1111111200

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2200]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nofg
ignorehitpause = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -7000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -7000
ignorehitpause = 1

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 1,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 1,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 1,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 28100
sprpriority = 5
postype = p1
pos = 1,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State a]
type = helper
trigger1=time=4||time=8
id = 22102
persistent = 1
name = "wakka"
pos = 1,-70
postype = P1
stateno = 22102
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,20
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,21
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,63

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,4
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2200,0
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 255,255,255
under = 2

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

[Statedef 2205]
type    = S
physics = N
velset = 0,0
juggle = 0
anim = 2206
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

[State 2205]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 0.9

[State 2205]
type = PlaySnd
trigger1 = Time = 20
value = 2563,0
volume = 255
channel = 9

[State 2205]
type = PlaySnd
trigger1 = Time = 20
value = 10000,51
volume = 255
freqmul = 0.7

[State 2205]
type = PlaySnd
trigger1 = Time = 20
value = 2300,0
volume = 255
freqmul = 0.7

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 10130
id = 10130
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2205]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2205]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 400
trigger2 = numtarget > 6
ignorehitpause = 1

[state 2205]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
p2stateno = 1000045
ignorehitpause = 1

[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = numtarget > 6
trigger2 = numtarget
trigger2 = target,stateno != 1000045
trigger2 = !target,ishelper
ignorehitpause = 1

[State 2205]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104011||enemy,stateno=5150)
value = 104011
ignorehitpause = 1

[state 2205]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 2205]
type = destroyself
triggerall = ishelper
trigger1 = time > 395 || root,time > 400
trigger2 = roundstate != 2
ignorehitpause = 1

[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,400]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1

[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,400]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1

[State 2205]
type = Turn
trigger1 = P2dist X < 0

[state 2210]
type = changestate
trigger1 = time >= 400
value = 2210

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2210]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2210]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1

[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 11801       
p2stateno = 11805 
fall = 1

[State 800, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11801]
type    = S
movetype= A
physics = N
anim = 12110
juggle  = 8
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 801]
type = Explod
trigger1 = time = 50
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 70
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 90
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 110
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 130
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 150
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 50
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 70
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 90
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 110
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 130
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 150
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[state a]
type = targetstate
trigger1 = time = 150
value = 11806
[State 3040, 7]
type = EnvColor
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
ignorehitpause = 1
time = 3
value = 255,0,0
under = 2
[State 1851]
type = PlaySnd
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
value = 10000,12
[State 1851]
type = PlaySnd
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
value = 10000,28
[State 11001]
type = EnvShake
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
time = 7
ampl = -7
freq = 95
phase = 95
[State -2]
type = targetLifeAdd
trigger1 = 1
value = -(Ceil(0.0015 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 801]
type = Width
trigger1 = 1
edge = 60,0
[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 50
value = 806

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[Statedef 11806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = NotHitBy
trigger1 = 1
value = SCA

[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 806]
type = lifeset
triggerall = enemynear,name="Naraku No Yuki"
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1

value = 0
[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;Cure
[Statedef 300800]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 196011
ctrl     = 0
sprpriority = 2

[state a]
type = poweradd
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -3000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,63

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 140
value = 2000,0
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 310
value = 10000,15
volume = 255
freqmul = 0.9

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 6,21
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 30080]
type = helper
triggerall = palno != [7,12]
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 6400000]
type = Explod
trigger1 = time = 345
trigger1 = numexplod(32600) = 0
anim = 32600
id = 32600
sprpriority = 8
postype = p1
pos = 6,21
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Projectile
trigger1 = time >= 118
trigger1 = time <= 340
trigger1 = p2stateno != 40
attr = S, NA
projanim = 19610
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 2
postype = p1
numhits = 0
hitflag = M
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 3008100
p2stateno = 3008200
p2facing = 1 
kill = 0

[state 19500]
type = posadd
trigger1 = time = [118,340]
trigger1 = random < 50
x = 50+((random%150)*0.5)

[state 19500]
type = posadd
trigger1 = time = [118,340]
trigger1 = random < 50
x = -50+((random%150)*0.5)

[State 30080]
type = Turn
trigger1 = P2dist X < 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 700]
type = AfterImage
trigger1 = time = 0
time = 60
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 30080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3008100]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 10030
ctrl     = 0
sprpriority = -10

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-50

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30
value = 2300,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 210
value = 10000,22

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 210
value = 10000,23

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 210
value = 2000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 210
value = 240,0

[State 1020, 4]
type = EnvShake
trigger1 = Time = 210
time = 15
ampl = -12
freq = 95
phase = 95

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,5

[State 2000]
type = PlaySnd
trigger1 = time = 60
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = time = 120
value = s10000,24

[State 2000]
type = PlaySnd
trigger1 = time = 180
value = s10000,22

[State 2000]
type = PlaySnd
trigger1 = time = 210
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = time = 70
value = s10000,24

[State 2000]
type = PlaySnd
trigger1 = time = 145
value = s10000,22

[State 2000]
type = PlaySnd
trigger1 = time = 190
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = time = 40
value = s10000,24

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
anim = 30080
pos = 62,-73
random = 10,10
ontop = 1
scale = 1,1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
anim = 30080
pos = 58,-78
random = 10,10
ontop = 1
scale = 1,1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 120
trigger3 = time = 210
anim = 30070
pos = 50,-73
random = 10,10
ontop = 1
scale = 0.20,0.20
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 80
trigger2 = time = 140
trigger3 = time = 210
anim = 31070
pos = 45,-73
random = 10,10
ontop = 1
scale = 0.35,0.35
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
trigger5 = time = 210
anim = 30090 ; 30070
pos = 50,-73
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 120
trigger3 = time = 210
anim = 30090
pos = 52,-65
random = 10,10
scale = 0.70,0.70
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 150
trigger2 = time = 180
trigger3 = time = 210
anim = 31090
pos = 48,-73
random = 10,10
scale = 0.50,0.50
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
trigger5 = time = 135
trigger6 = time = 210
anim = 32090
pos = 55,-69
random = 10,10
scale = 0.30,0.30
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 90
trigger3 = time = 135
trigger4 = time = 210
anim = 33090
pos = 58,-76
random = 10,10
ontop = 1
ownpal = 1

[State 810,]
type = EnvShake
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
trigger5 = time = 135
trigger6 = time = 150
trigger7 = time = 180
trigger8 = time = 210
time = 4
freq = 180
ampl = 2

[State 3040, 7]
type = EnvColor
trigger1 = Time = 60||Time = 120||Time = 180 || Time = 210
ignorehitpause = 1
time = 3
value = 255,0,0
under = 2

[State 1851]
type = PlaySnd
trigger1 = Time = 0||Time = 60||Time = 120||Time = 180
value = 10000,26

[State 11001]
type = EnvShake
trigger1 = Time = 60||Time = 120||Time = 180
time = 7
ampl = -7
freq = 95
phase = 95

[State 12360]
type = lifeadd
trigger1 = (gametime%6)=0
value = (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 160
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3008200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 12360]
type = PlaySnd
triggerall = alive
trigger1 = (GameTime%30) = 1
value = 11,0
freqmul = 1.8+((random%4)*0.2)
volume = 255

[State 12360]
type = lifeadd
trigger1 = (gametime%6)=0
value = -(Ceil(0.01 * Const(data.life)))
kill = 0
absolute = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = ChangeAnim2
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 5011
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = enemy,name = "Naraku No Yuki"
trigger1 = enemy,stateno = 32800
trigger1 = enemy,time > 210
x = -3
y = -1
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = enemy,name != "Naraku No Yuki"
x = -1
y = -3
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
y = -3
ignorehitpause = 1



[State 30082]
type = SelfState
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = enemy,name = "Naraku No Yuki"
trigger1 = enemy,stateno = 3008100
trigger1 = enemy,time > 210
trigger2 = enemy,name != "Naraku No Yuki"
value = 5050
ignorehitpause = 1

[Statedef 1030]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1]
type = changestate
triggerall = life <= lifemax/4
trigger1 = time = 0
value = 7100

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 5

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 5
pausetime = 3,3
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p1stateno = 1040

[State 700]
type = AfterImage
trigger1 = time = 0
time = 80
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

[Statedef 1040]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1041
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200, random%3
volume = 255
freqmul = 0.9

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,61

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 30
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

[Statedef 1041]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1042
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 210, random%3
volume = 255
freqmul = 0.9

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,61

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
facing = -1
vfacing = -1
pos = 45,-200
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 40
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1042
ctrl = 1

[Statedef 1042]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1043
ctrl = 0
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, random%3
volume = 255
freqmul = 0.9

[State 1015, 1]
type = VelSet
trigger1 = Time = 1
y = -6

[State 1010, 1]
type = VelSet
trigger1 = Time = 0 > 0
x = 2

[State 210, 2]
type = HitDef
trigger1 = Animelem = 3
attr = A, SA
animtype  = hard
damage    = 90
getpower = 30,30
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-7             
air.type = low                 
air.velocity = -.5, -7         
air.hittime = 12                
fall.recover = 0
fall = 1
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[state 1015, 5]
trigger1 = animelem = 2 > 0
type = Gravity

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1043

[Statedef 1043]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1040
ctrl = 0
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 210, random%3
volume = 255
freqmul = 0.9

[State 1015, 1]
type = VelSet
trigger1 = Time = 0
y = -5

[State 1010, 1]
type = VelSet
trigger1 = Time = 0
x = 2

[State 1010, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 100,10
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5 
airguard.velocity = -1.9,-.8  
air.type  = low             
air.velocity = -4, -7  
air.hittime = 12              
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[state 1015, 5]
trigger1 = animelem = 3 > 0
type = Gravity

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1044

[Statedef 1044]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1048
ctrl = 0
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1011]
type  = VelSet
trigger1  = Time = 0
y  = -3

[State 1011]
type  = HitDef
trigger1 = Time = 0
attr  = A, SA                  
damage  = 250,15           
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,3
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,5
volume = 255
freqmul = 0.9

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1045

[Statedef 1045]
type    = A
physics = N
anim = 41
velset = 0,0
ctrl  = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 35
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1019, 1]
type = VelSet
trigger1 = Time = 0
x = -4
y = -1.5

[State 1011]
type  = VelSet
trigger1 = animelemtime(5) > 1
x = -2

[State 1011]
type = Veladd
trigger1 = 1
y = .4

[State 1012]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(2) > 0
value = 52

[State 1019, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1060]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1048
ctrl = 0
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1011]
type  = VelSet
trigger1  = Time = 0
y  = -3

[State 1011]
type  = HitDef
trigger1 = Time = 0
attr  = A, SA                  
damage  = 75,15           
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,0
volume = 255
freqmul = 0.9

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1061

[Statedef 1061]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1049
ctrl = 0
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1011]
type  = VelSet
trigger1  = Time = 0
y  = -3

[State 1011]
type  = VelSet
trigger1  = Time = 0
x  = 2.5

[State 1011]
type  = HitDef
trigger1 = Time = 0
attr  = A, SA                  
damage  = 75,15           
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1045

[Statedef 11760]
type    = A
movetype= H
physics = N
velset = 0,20

[State 11760]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 1100]
type = NotHitBy
trigger1 = 1
value = A,SP

[State 1100]
type = SelfState
trigger1 = time > 0
value = 5050

[Statedef 7100]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1]
type = changestate
triggerall = palno = [6,12]
trigger1 = time = 0
value = 11220

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 7.5

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound   = s800,1
guardsound = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 7110
p2stateno = 2220

[State 700]
type = AfterImage
trigger1 = time = 0
time = 80
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

;Orochi Reppuken
[Statedef 7110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 24000
ctrl     = 0
sprpriority = 5

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 810,1]
type = Width
trigger1 = 1
edge = 50,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 22
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
trigger8 = AnimElem = 49
trigger9 = AnimElem = 57
trigger10 = Animelem = 62
trigger11 = Animelem = 68
trigger12 = Animelem = 76
value = s221,0

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 207
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 3
TimeGap  = 2

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
x = 0

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

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
pos = 50,0

[State 200,2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 12 || AnimElem = 14 || AnimElem = 15
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 22 || AnimElem = 23  || AnimElem = 24 || AnimElem =25 || AnimElem =30
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 35 || AnimElem =39 || AnimElem =42 || AnimElem =47 || AnimElem =48 || AnimElem =49
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,10
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 52
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 56
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 58
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 61
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 62
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 63
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 69 || AnimElem = 64
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 86  || AnimElem = 81 || AnimElem =74
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s240,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p1stateno = 7120
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

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

[Statedef 2220]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2512

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 7120]
type = S
movetype = A
physics = S
poweradd= 0
anim = 10000
ctrl = 0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 10100
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 15,-70
ownpal = 1
trans =sub
sprpriority = 999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 10110
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 15,-70
ownpal = 1
sprpriority = 999

[State 240, 4]
type = ModifyExplod
trigger1 = time > 0
trigger1 = time <= 0
id = 10004
scale = 0.09*(time-30),1

[State 2]
type = Projectile
trigger1 = numprojid(1005000) = 0
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage = 21474836,21474836
getpower = 0,0
givepower = -2147483647
guardflag = 
projanim = 10050
projid = 1005000
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 35
postype = p1
offset = 15,-70
numhits = 999
pausetime = 0,30
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[state 23000]
type = targetdrop
trigger1 = roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7

[state 1030,2]
type = EnvShake
Trigger1 = time  = 20
time = 50
ampl = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s2000,2
volume = 255
freqmul = 0.9

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 2563,4

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 801,1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Yami Beam
[Statedef 4300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4103
sprpriority = 3

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4301
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 641
supermove = 248613579
pausemove = 248613579
scale = 1,1
sprpriority = 3
ownpal = 0
ignorehitpause = 1

[state ]
type = AssertSpecial
trigger1 = anim = 4103
flag = NOFG
flag2 = NOBG
ignorehitpause = 1

[state ]
type = varset
trigger1 = anim = 4103
trigger1 = animelemtime(1)=0
sysvar(3)=9898

[State ]
type = PlaySnd
trigger1 = anim = 4103
trigger1 = AnimElem = 1
value = 210,2
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = anim = 4103
trigger1 = AnimElem = 1
value = 210,2
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = anim = 4103
trigger1 = AnimElem = 1
value = 10000,62
freqmul = 1
channel = 3

[State ]
type = Explod
trigger1 = time=1||time=5||time=9
anim = 55001
id = 3001
sprpriority = 3
postype = p1
velset = 0,0
pos = 21,-86
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State ]
type = Explod
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
anim = 9898
id = 4300
sprpriority = 3
postype = p1
velset = 0,0
pos = 41,-89
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State ]
type = Explod
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
anim = 9898
id = 4300
sprpriority = 3
postype = p1
velset = 0,0
pos = 41,-89
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State ]
type = Explod
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
anim = 9898
id = 4300
sprpriority = 1
postype = p1
velset = 0,0
pos = 41,-89
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = Explod
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
anim = 4747
sprpriority = 1999
postype = p1
velset = 0,0
pos = 26,-88
scale = 0.20,0.20
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state ]
type = ModifyExplod
trigger1 = time > 500
ID = 4300
Scale = 1,1-0.01*(time-500)

[State ]
type = PlaySnd
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
value = 10000,62
freqmul = 0.6
channel = 3

[State ]
type = PlaySnd
triggerall = anim = 4103
trigger1 = animelemtime(4)=1
trigger2 = time=100||time=220||time=350
value = 10000,77
freqmul = 0.8
channel = 3

[State ]
type = Projectile
trigger1 = anim = 4103
trigger1 = time=[27,500]
projID = 4300
projanim = 4302
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 20,-95
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HA
animtype = back
damage = random/10
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.damage=2147483647
p2stateno = 5110
p2getp1state = 0

[State ]
type = Projectile
trigger1 = anim = 4103
trigger1 = time=[27,500]
projID = 4300
projanim = 4302
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 20,-95
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HT
animtype = back
damage = random/10
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.damage=2147483647
p2stateno = 511087
p2getp1state = 0

[State ]
type = PlaySnd
trigger1 = time = 600
value = 10000,76
freqmul = 1

[state ]
type = varset
trigger1 = time > 640
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = time > 641
value = 0
ctrl = 1

[Statedef 511087]
[State ]
type = Null
trigger1 = 0

;Shungokusatsu [By P.o.T.S]
[Statedef 4000]
type=A
physics=N
movetype=A
anim=4000
ctrl=0
velset=0,0
juggle=0
facep2=1

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State 4000, strengthvar]
type=varset
trigger1= var(10)!=7
var(10)=7

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 4000, snd]
type=playsnd
trigger1= !time
value=20000,1
channel=0
volume=200

[State 4000, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=750000
ID=7500
name="Super Charge"
postype=p1
pos=14,-104
ownpal=1
pausemovetime=255
supermovetime=255

[State 4000, superchargepause]
type=superpause
trigger1= !time
time=60
anim=-1
sound=s10000,61
poweradd=-3000*(var(20)<=0)
p2defmul=1
darken=0

[State 4000, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State 4000]
type=helper
trigger1= time=1
trigger1= (var(31):=anim || var(32):=animelemno(0)) ** 0
helpertype=normal
stateno=151109
name="Afterimage"
postype=p1
pausemovetime=255
supermovetime=255

[State 4000, vel]
type=velset
trigger1= 1
x=9
y=ifelse(p2dist y<0,-9,ifelse(p2dist y>0,9,0))

[State 4000, vel]
type=posadd
trigger1= time=1
x=ceil(p2dist x+24)
y=ceil(p2dist y)

[State 4000, vel]
type=turn
trigger1=p2dist x<0

[State snd]
type=playsnd
trigger1=time=1
value=s10000,63

[State 4000, snd]
type=playsnd
trigger1= animelemtime(1)>1
value=s10000,92
persistent=0

[State 4000, reversal]
type=reversaldef
trigger1= time
reversal.attr=SCA,AA,AT
p1stateno=4001
p2stateno=4002
pausetime=0,0
hitsound=-1
sparkno=-1
hitonce=0
numhits=0

[State 4000, hit]
type=hitdef
trigger1= time && (time%2)
attr=A,HT
hitflag=MAFD
priority=1,Miss
hitonce=0
numhits=0
sparkno=-1
p1facing=1
p1stateno=4001
fall=1 
fall.recover=0

[State useless]
type=varset
trigger1= time>=8
trigger1= !var(35) && !movecontact && !movereversed
trigger1= (p2dist y=[-90,20]) && (p2dist x=[0,40]) && p2stateno!=5120
var(35)=1

[State 4000, end]
type=changestate
trigger1= !animtime
value=ifelse(pos y, 51, 0)
ctrl=1

[Statedef 4001]
type=A
physics=N
movetype=A
anim=4001
ctrl=0
velset=0,0
sprpriority=1

[State 4001, throw]
type=targetstate
trigger1=1
value=4002

[State 4001, throw]
type=changestate
trigger1=!numtarget
value=51
ctrl=1

[State 4001, snd]
type=playsnd
trigger1= !time
value=10000,54
channel=0

[State 4001, grabsound]
type=playsnd
trigger1= !time
value=800,1

;[State 4001, snd]
;type=playsnd
;trigger1= animelem=2
;value=9,(random%3)
;channel=7

[State 4001, snd]
type=playsnd
trigger1= animelem=2
value=2000,3
channel=7

[State 4001]
type=assertspecial
trigger1= animelemtime(2)>=0
flag=timerfreeze
flag2=nomusic

[State 4001, loop]
type=changeanim
trigger1= hitcount<999
trigger1= animelemtime(33)>=0 && animelemtime(34)<0
value=4001
elem=2+(random%30)

[State 4001, loop]
type=changeanim
triggerall= animelemtime(34)<0
trigger1= hitcount>=999
trigger2= numtarget
trigger2= target,ishelper && hitcount>=333
value=4001
elem=34

[State 4001, nothitby]
type=nothitby
trigger1=1
value=SCA
time=1

[State 4001, fadeout]
type=allpalfx
trigger1= animelemtime(1)=10
time=30
sinadd=-255,-255,-255,120

[State 4001, black]
type=envcolor
trigger1= animelemtime(2)>=0
time=4
value=0,0,0

[State 4001, assert]
type=assertspecial
trigger1= animelemtime(2)>=0
flag=nobardisplay

[State 4001, bind]
type=targetbind
trigger1=1
pos=45,0

[State 4001, hitadd]
type=hitadd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value=10+(random%10)

[State 4001, hitdamage]
type=targetlifeadd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value= -9999
kill=0
absolute=1

[State 4001, hitsnd]
type=playsnd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value=310,(random%3)
channel=2
freqmul= .75 + (random/2000.0)
volume=-128

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22109;(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22110;(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22111;(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22112;(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22113;(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22114;(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22115;(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22116;(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, shake]
type=envshake
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
time=2
freq=90
ampl=-3

[State 4001, vel]
type=velset
trigger1= animelemtime(2)>0
trigger1= !(gametime%20) && random<500
x=-20+(random/25.0)
y=-20+(random/25.0)

[State 4001, vel]
type=velmul
trigger1= vel x>0 && frontedgebodydist<=0
trigger2= vel x<0 && backedgebodydist<=0
x=-1

[State 4001, vel]
type=velmul
trigger1= vel y>0 && pos y>=0
trigger2= vel y<0 && screenpos y<=0
y=-1

[State 4001, vel]
type=posset
trigger1= animelemtime(2)>=0 && pos y>0
y=0

[State 4001, interrupt]
type=changestate
;trigger1= hitcount=100
;trigger1= animelemtime(2)>0 && numtarget=1
trigger1= target,name="Rare Akuma" && target,authorname="Phantom.of.the.Server"
trigger1= target,name="Naraku No Yuki"
value=4020

[State 4001, end]
type=changestate
trigger1= !animtime
value=4010

[Statedef 4010]
type=A
physics=N
movetype=A
anim=12110
velset=0,0
ctrl=0

[State 4010, snd]
type=posset
trigger1=!time
x=0
y=0

[State 4010, bind]
type=targetbind
trigger1= !time
pos=0,0

[State 4010, throw]
type=targetstate
trigger1= !time
value=4003

[State 4010, throw]
type=targetstate
trigger1= animelem=3
value=4004

[State 4010, damage]
type=targetlifeadd
trigger1= animelem=3
value=-2147483648
kill=1
absolute=1

[State 4001, nothitby]
type=nothitby
trigger1=1
value=SCA
time=1

[State 4010, spin]
type=angleset
trigger1=1
value=0

[State 4010]
type=bgpalfx
trigger1=time<20
time=2
mul= ceil(12.8*time), 0, 0

[State 4010]
type=bgpalfx
trigger1=time>=20
time=2
mul=256,0,0

[State 4010, assert]
type=assertspecial
trigger1=1
flag=nobardisplay

[State 4010, snd]
type=playsnd
trigger1= !time
value=10000,51

[State 4010, snd]
type=playsnd
trigger1= animelem=2
value=2000,2
channel=0

[State 4010, snd]
type=playsnd
trigger1= animelem=3
value=10000,29

[State 4010, snd]
type=playsnd
trigger1= animelem=3
value=10000,87

[State 4010, dust]
type=explod
trigger1= animelem=3
anim=2552
sprpriority=3
postype=p1
scale=1,1
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 4010, dust]
type=explod
trigger1= animelem=3
anim=22108
sprpriority=4
pos = 0,-70
postype=p1
scale=1,1
ownpal=1
pausemovetime=-1
supermovetime=-1

[state a]
type = playsnd
trigger1 = animelem=3
value = 10000,57
volume = 255

[state a]
type = playsnd
trigger1 = animelem=3
value = 10000,28
volume = 255

[state a]
type = playsnd
trigger1 = animelem=3
value = 10000,49
volume = 255

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21474836
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 22108
sprpriority = 2147483647
postype = p1
pos = 0,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1412]
type = EnvShake
trigger1 = animelem=3
time = 15
ampl = -15
freq = 95
phase = 95

[State 4010, shake]
type=envshake
trigger1= animelem=3
time=30
freq=60
ampl=6

[State 4010, end]
type=changestate
trigger1=time>=120
value=4011

[Statedef 4011]
type=A
physics=A
movetype=A
anim=11050
velset=0,0
ctrl=0

;[State 4011, snd]
;type=posset
;trigger1=!time
;x=ifelse(facing=-1,-40,40)
;y=ceil(pos y-screenpos y)-80

;[State 4011]
;type=angledraw
;trigger1=1
;scale=1,1

[State 4011, throw]
type=targetstate
trigger1= !time
value=4005

[State 4011]
type=screenbound
trigger1=1
value=1
movecamera=1,0

[Statedef 4020]
type=S
physics=S
movetype=H
anim=5910
velset=-10,0
ctrl=0

[State 4020, target]
type=targetstate
trigger1= !time && numtarget
value=4021

[State 4020, anim]
type=changeanim
trigger1= anim=5910 && time=45
value=5911

[State 4020, pos]
type=posset
trigger1=!time
x=0
y=0

[State 4020, snd]
type=stopsnd
trigger1= !time
channel=7

[State 4020, snd]
type=playsnd
trigger1= !time
value=191,0
channel=0

[State 4020, lightning]
type=helper
trigger1= !time
helpertype=normal
stateno=402502
ID=4025
postype=p1
pos=0,-60
ownpal=1
pausemovetime=255
supermovetime=255

[State 4020, end]
type=changestate
trigger1= anim=5911 && !animtime
trigger2= time>=54
value=0
ctrl=1

[Statedef 4002]
type=A
physics=N
movetype=H
velset=0,0
ctrl=0

[State 4002, anim]
type=changeanim2
trigger1= !time
value=4002

[State 4002, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State 4002, end]
type=selfstate
trigger1=time>=60
value=5030

[Statedef 4003]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0

[State 4003, anim]
type=changeanim2
trigger1= !time
value=4003

[State 4004, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[Statedef 4004]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0

[State 4004, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State 4004, damage]
type=lifeset
trigger1=1
value=0

[State 4004, anim]
type=changeanim
trigger1= !time
value=5080

[State 4004, end]
type=destroyself
trigger1= time>=300 && ishelper

[State 4004, end]
type=selfstate
trigger1=time>=300
value=5120

[Statedef 4005]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0

[State 4005, end]
type=varset
trigger1=1
sysvar(0)=1

[State 4005, end]
type=selfstate
trigger1=1
value=ifelse(alive, 5110, 5150)

[Statedef 4021]
type=S
physics=S
movetype=H
anim=0
velset=-10,0
ctrl=0

[State 4021, pos]
type=posset
trigger1=!time
x=0
y=0

[State 4021, end]
type=destroyself
trigger1= ishelper

[State 4021, anim]
type=changeanim
trigger1= !time && selfanimexist(150)
value=150

[State 4021, anim]
type=changeanim
trigger1= anim=150 && selfanimexist(140) && time>=45
value=140

[State 4021, end]
type=selfstate
trigger1= anim=140 && !animtime
trigger2= time>=54
value=0
ctrl=1

;Infernal Light
[Statedef 4400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2200
ctrl = 0
sprpriority = 99

[state ]
type=changestate
triggerall=enemy,name="H-Reimu"
trigger1=1
value=11500

[state a]
type = poweradd
triggerall = palno !=  [7,12]
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno != [7,12]
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[state a]
type = poweradd
triggerall = palno = [7,12]
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno = [7,12]
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 4400]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze

[State 4400]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4400]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 4400]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -5
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 999
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = -50

[State 4400]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0
volume = 255
freqmul = 0.9

[state 4400]
type = changestate
trigger1 = animtime = 0
value = 4405

[Statedef 4405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
sprpriority = 9999
ctrl = 0

[State 4405]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze

[State 4405]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 4405]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4405]
type = PlaySnd
trigger1 = Time = 70
value = 2000,1
volume = 255
freqmul = 0.9

[State 4405]
type = PlaySnd
trigger1 = Time = 140
value = 2000,2
volume = 255
freqmul = 0.9

[State 4405]
type = PlaySnd
trigger1 = Time = 0
value = 10000,34
volume = 255

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34200
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34215
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 4405]
type = Projectile
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 99999
projid = 100000
projremove = 0
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = 45,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
hitsound   = s10000,10
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 4405]
type = Projectile
triggerall = !ishelper
triggerall = palno = [7,12]
triggerall = numprojid(999999) = 0
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 99999
projid = 999999
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 45,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
hitsound   = s10000,10
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 4405]
type = Projectile
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = (GameTime%8) = 1
attr = A, NA
projanim = 99999
projid = 99999
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
animtype  = hard
damage    = 45,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
hitsound   = s10000,10
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 4405]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 4405]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[state 4405] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%7) = 1
value = -2
absolute = 1

[State 4405]
type = ReversalDef
triggerall = !ishelper&&palno =  [7,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[state 4405]
type = changestate
trigger1 = time >= 240
value = 4410

[Statedef 4410]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999

[State 4410]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 4410]
type = removeexplod
trigger1 = time = 0
id = 34200

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
pos = -45,-120
bindtime = -1
scale = 1.3,1.5
ontop = 1
ownpal= 1
ignorehitpause = 1

[State 4410]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze

[state 4410]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 4007]
type    = S
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 4007]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 4007]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4007]
type = PlaySnd
trigger1 =!ishelper
trigger1 = gametime%30=0
value = 11,0
freqmul = 0.7+((time)*0.01)
volume = 250
ignorehitpause = 1

[State 4007]
type = PlaySnd
trigger1 =!ishelper
trigger1 = gametime%30=0
value = 11,1+random%10
freqmul = 0.7+((time)*0.01)
volume = 250
ignorehitpause = 1

[State 4007]
type = AngleDraw
trigger1 =!ishelper
trigger1 = (time=[0,300])
Scale = 1.0-(time*0.002),1.0-(time*0.002)
ignorehitpause = 1

[State 4007]
type = ChangeAnim
trigger1 =!ishelper
trigger1 = time=0
value = 5010
ignorehitpause = 1

[State 4007]
type = VelAdd
trigger1 =!ishelper
trigger1 = time>0
x = 0
y = 0
ignorehitpause = 1

[State 4007]
type = Velset
trigger1 =!ishelper
trigger1 = time>0
x = 0
y = 0
ignorehitpause = 1

[State 4007]
type = ChangeState
trigger1 =!ishelper&&!alive
trigger1 = time>=300
value = 4010
ignorehitpause = 1

[State 4007]
type = ChangeState
trigger1 =!ishelper&&alive
trigger1 = time>=250
value = 4008
ignorehitpause = 1

[Statedef 4008]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 4008]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4008]
type = NotHitBy
trigger1 =1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 4008]
type = PlaySnd
trigger1 = time=0
value = 11,0
freqmul = 0.5+((random%10)*0.1)
volume = 250

[State 4008]
type = PlaySnd
trigger1 = time=0
value = 11,1+random%10
freqmul = 0.5+((random%10)*0.1)
volume = 250

[state 4008]
type = destroyself
trigger1 = 1
ignorehitpause = 1

[State 4008]
type = ChangeAnim
trigger1 = time=0
value = 5070
ignorehitpause = 1

[State 4008]
type = VelAdd
trigger1 = time>0
y = .39
ignorehitpause = 1

[State 4008]
type = SelfState
trigger1 = Vel Y >0
trigger1 = Pos Y >=0
value = 5100
ignorehitpause = 1

[Statedef 4010]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 4010]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4010]
type = NotHitBy
trigger1 =1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 4010]
type = AngleDraw
trigger1 =!ishelper
trigger1 = 1
Scale = 0.4,0.4
ignorehitpause = 1

[State 4010]
type = PlaySnd
trigger1 = time=0
value = 11,0
freqmul = 0.5+((random%10)*0.1)
volume = 250

[State 4010]
type = PlaySnd
trigger1 = time=0
value = 11,1+random%10
freqmul = 0.5+((random%10)*0.1)
volume = 250

[state 4010]
type = destroyself
trigger1 = 1
ignorehitpause = 1

[State 4010]
type = ChangeAnim
trigger1 = time=0
value = 5070
ignorehitpause = 1

[State 4010]
type = VelAdd
trigger1 = time>0
y = .39
ignorehitpause = 1

[State 4010]
type = changeState
trigger1 = Vel Y >0
trigger1 = Pos Y >=0
value = 5100
ignorehitpause = 1

;Bloody Tear
[Statedef 11000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Godwald"
value = 19500

[State 4400]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -5
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 999
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -3000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 10000,4

[state a]
type = changestate
trigger1 = animtime = 0
value = 11001

[Statedef 11001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 0.9

[State 2000]
type = PlaySnd
trigger1 = Time = 60||Time = 120
value = 10000,0
volume = 255

[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20
value = 2563,3
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20
value = 10000,26
volume = 250

[State 11001]
type = EnvShake
trigger1 = Time = 0||Time = 10||Time = 20
time = 7
ampl = -7
freq = 95
phase = 95

[State 11001]
type = PlaySnd
trigger1 = Time = 240
value = 2563,2
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,22
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,23
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,63
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2300,0
volume = 250

[State 11001]
type = EnvShake
trigger1 = Time = 60
time = 18
ampl = -18
freq = 95
phase = 95

[State 11001]
type = Explod
trigger1 = Time = 0
anim = 32700
id = 32700
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = sub

[State 11001]
type = Explod
trigger1 = Time = 240
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = sub

[State 11001]
type = Explod
trigger1 = Time = 240
anim = 19151005
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11336
id = 11333
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11336
id = 11333
sprpriority = 2147483647
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11332]
type = RemoveExplod
trigger1 = animtime = 200
ID = 11333

[State 2616]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 30200

[State 11001]
type = helper
triggerall = !ishelper
triggerall = numhelper(10015) = 0
trigger1 = time = 0
id = 10015
persistent = 0
name = "death"
pos = 0,0
postype = p1
stateno = 10015
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 40020
projid = 40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = time = [0,300]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 100150

[state 1]
type = targetstate
triggerall = palno = [11,12]
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
value = 100150

[State 1]
type = targetLifeAdd
triggerall = palno = [11,12]
trigger1 = numtarget > 0
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 100150 && enemyNear,time = 0
value = 1

[state 23000]
type = changestate
trigger1 = time >= 300
value = 11002

[Statedef 11002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
pos = -45,-120
bindtime = -1
scale = 1.3,1.5
ontop = 1
ownpal= 1
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10015]
type    = S
movetype= A
physics = N
anim = 40010
velset = 0,0
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(10015)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10015]
type = ReversalDef 
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
p2stateno = 100150
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2
absolute = 1
ignorehitpause = 1

[state 11332]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 11331]
type = targetstate
trigger1 = numtarget>0&&roundstate=2
trigger1 = timemod = 30,0
trigger1 = time <= 600
trigger1 = target,ishelper != 1
trigger1 = target,alive
trigger2 = numtarget > 0
trigger2 = roundstate >= 3
trigger2 = target,alive
trigger2 = target,stateno != 100150
value = 100150
ignorehitpause = 1

[state 11332]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150,0
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2563,3

[State 11332]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[state 11332]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100 

[state 11332]
type = destroyself
trigger1 = var(2) != 100 
trigger1 = time = 300
trigger2 = enemy,alive != 1
ignorehitpause = 1

[Statedef 100150]
type    = S
movetype= H
physics = N
ctrl = 0

[State 100150]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 100150]
type = poweradd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -2147483647
ignorehitpause = 1

[State 100150]
type = Lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 100150]
type = Lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 100150]
type = AssertSpecial
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard

[State 100150]
type = ChangeAnim
Trigger1 = Time = 0
value = 5002

[state 100150]
type = destroyself 
trigger1 = ishelper

[State 100150]
type = SelfState
trigger1 = Time >= 10
value = 5100

;Ray light
[Statedef 33500]
type     = S
movetype= I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Alsiel Orozuchi"
value = 4000

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State ]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 33000]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33000]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 33000]
type = PlaySnd
trigger1 = time = 0
value = s10000,50
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,40
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 42
value = s2200,2
freqmul = 0.8
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s801,1

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,9

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,63

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 4,-72
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 190
pos = 4,-72
ownpal = 1
ontop = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 4,-72
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 4,-72
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 42
anim = 10910
id = 10910
pos = 4,-72
removetime = 180
bindtime = -1
removetime = 100
ownpal = 1
ontop = 1

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
pos = 4,-72
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2616]
type = Projectile
triggerall = palno != [7,12]
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 242
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
animtype = Hard
damage    = Ceil(0.015 * enemy,Const(data.life)),5
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
ground.type = High
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1

[state 2000]
type = Projectile
triggerall = palno = [7,12]
trigger1 = GameTime%5 = 1
trigger1 = time > 52
trigger1 = time <= 242
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage    = Ceil(0.05 * enemy,Const(data.life)),5
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -2147483647,-2147483647
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 49000

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[state 11332] 
type = targetlifeadd
triggerall = palno = [11,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%3) = 1
value = -2
absolute = 1

[State 2000]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 242
value = 33600

[Statedef 33600]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33600
ctrl     = 0
sprpriority = 3

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
pos = -45,-120
bindtime = -1
scale = 1.3,1.5
ontop = 1
ownpal= 1
ignorehitpause = 1

[State 33600]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag = nobg

[State 33600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313900]
movetype = I
anim = 40000

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1]
type = SelfState
triggerall = !ishelper(313900)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 313900
ignorehitpause = 1

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 33300
random = 25,25
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 33400
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1

[State 2000]
type = DestroySelf
trigger1 = time > 120

[Statedef 2320]
anim = 2320

[State 1]
type = SelfState
triggerall = !ishelper(2320)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2320
ignorehitpause = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 10

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state a]
type = destroyself
trigger1 = root,stateno != 30080

;Dark Beam
[Statedef 10120]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 10070
ctrl     = 0
sprpriority = 3

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = -16,-77
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 13047
removetime = 20
pos = -16,-77
ownpal = 1
trans = sub
sprpriority = -999
supermove = 1

[State 1000, 0]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
darken = 0
anim = -1
unhittable = 1
sound = s2563,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 2300,0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 10000,8
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 10000,7

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 10000,28

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = -255

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State ]
type = BGPalFx
trigger1 = time <= 220
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 40
value = 10155

[state 11332] 
type = targetlifeadd 
triggerall = palno = 7
trigger1 = time > 5
trigger1 = (gametime%2) = 1
value = -2
absolute = 1

[State 1000, 5]
type = Explod
triggerall = time > 40
triggerall = time <= 240
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10100
id = 211
postype = p1
pos = 15,-70
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
trans = sub
removeongethit = 0
bindtime = -1

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10110
id = 211
postype = p1
pos = 15,-70
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1

[State 10121]
type = Explod
trigger1 = time > 40
trigger1 = time <= 240
trigger1 = time%19 = 2
anim = 26550
bindtime = -1
ontop = 1
ownpal = 1

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10910
id = 211
postype = p1
pos = 15,-70
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
scale = 0.2,0.7

[State 2000]
type = PlayerPush
trigger1 = 1
value = 0

[State 2000]
type = Projectile
triggerall = palno != 7
trigger1 = (GameTime%5) = 1
trigger1 = time > 40
trigger1 = time <= 240
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 15,-70
projscale = 5,1
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)),1
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 50

[State 2000]
type = Projectile
triggerall = palno = 7
trigger1 = time > 40
trigger1 = time <= 240
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-70
animtype  = diagup
damage  = Ceil(0.01 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15

[State 2000]
type = SelfState
trigger1 = time > 240
value = 10121
ctrl = 0

[statedef 10121]
type    = S
movetype= A
physics = N
anim = 11155
ctrl = 0

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 0 
pos = 0,0 

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

;Yamisutga
[Statedef 11220]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
triggerall = palno != [7,12]
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno != [7,12]
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[state a]
type = poweradd
triggerall = palno = [7,12]
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno = [7,12]
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,52
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 11225

[Statedef 11225]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 191, 3]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 100
value = 2000,1
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 130
value = 12,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 110
value = 12,0
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 150
value = 2000,2
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 180
value = 10000,17
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 210
value = 182,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 230
value = 10000,5
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 0||Time = 14||Time = 28||Time = 42||Time = 56
value = 10000,24
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 72
value = 10000,23
volume = 250

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,26
Channel = 5
ignorehitpause = 1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,25
Channel = 5
ignorehitpause = 1

[State 11225]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 45
trigger5 = Time = 60
trigger6 = Time = 70
time = 7
ampl = -7
freq = 95
phase = 95

[State 11225]
type = EnvShake
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
time = 13
ampl = -13
freq = 95
phase = 95

[State 11225]
type = Explod
trigger1 = Time = 0
anim = 11330
id = 11330
sprpriority = -2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 0

[State 11225]
type = Explod
trigger1 = Time = 85
anim = 11333
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 109
anim = 11334
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 133
anim = 11333
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 157
anim = 11333
id = 11337
sprpriority = 10
PosType = Right
Facing = -1
pos = 50,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 181
anim = 11335
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-70
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 205
anim = 11333
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 229
anim = 11334
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = time = [0,240]
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype = A
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = time = [0,240]
trigger1 = (GameTime%7) = 1
trigger1 = p2movetype = A
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 11225]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 11225]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 11225] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 30201
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 1]
type = Projectile
triggerall = palno != [7,12]
trigger1 = Time = 0 || Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = A, NA
projanim = 99999
projid = 99999
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)),10
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 30,30
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno=12360

[state 11225]
type = changestate
trigger1 = time >= 240
value = 11230

[Statedef 11230]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 11230]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1

[state 11230]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1007000]
type    = S
movetype= I
physics = N
velset = 0,0
juggle = 8
sprpriority = 1
anim = 3450
ctrl = 0

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -2 + (random%4),-7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,13

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 1

[State 0]
type = AssertSpecial
trigger1 = time > 35
trigger1 = (GameTime%2) = 1
flag = invisible

[State 0]
type = helper
trigger1 = numhelper(10070000) = 0
trigger1 = time > 45
id = 10070000
name = "Hantoumei"
pos = 0,0
postype = P1
stateno = 10070000
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10070000]
Type = A
Movetype = I
Physics = N
anim = 40000

[State 1]
type = SelfState
triggerall = !ishelper(10070000)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 190,0
volume = 255
freqmul = 0.9

[State 0]
type = statetypeset
trigger1 = 1
movetype = I
ignorehitpause = 1

[state 0]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10070000
ignorehitpause = 1

[State 0]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 0]
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
value = (root,anim)
elem = (root,animelemno(0))
ignorehitpause = 1

[State 0]
type = Turn
trigger1 = Facing != root,Facing
ignorehitpause = 1

[State 0]
type = DestroySelf
trigger1 = numhelper(6400000)
trigger1 = helper(6400000),var(41) = 0
trigger2 = roundstate != 2
ignorehitpause = 1

;Black Hole
[Statedef 30080]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 19600
ctrl     = 0
sprpriority = 3

[state SHUNGOKU THEM!]
type = changestate
triggerall = time = 0
trigger1 = p2name = "n-ri_ssj9"
value = 4000

[state i hate him so much]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Adelhell" || p4name = "Adelhell"
value = 1009991

[state i hate her so much]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 4300

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -4000
movetime = 30
time = 30
darken = 0
sound = s10000,49

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = nomusic
flag3 = globalnoshadow
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time >= 90
trigger1 = time <= 440
add = 256,256,256
time = 1

[State 2000]
type = BGPalFx
trigger1 = time = 440
add = 256,256,256
sinadd = -256,-256,-256,200
time = 50

[State 2000]
type = EnvShake
triggerall = GameTime%4 = 3
trigger1 = time > 90
trigger1 = time <= 140
trigger2 = time > 440
trigger2 = time <= 490
time = 4
ampl = 4
freq = 180

[State 2000]
type = EnvShake
trigger1 = GameTime%4 = 1
trigger1 = time > 140
trigger1 = time <= 440
time = 4
ampl = 8
freq = 180

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20000,1
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,13
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,12
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,74
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,63
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2563,3
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,41
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10000,25

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10000,69
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,62
volume = -100

[State 2000]
type = PlaySnd
trigger1 = time = 90
value = s10000,75

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10000,77
channel = 1

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10000,76
channel = 2

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10000,71
channel = 2

[State 2000]
type = PlaySnd
trigger1 = win
value = s10000,64
persistent = 0
volume = 255
channel = 1

[State 2000]
type = PlaySnd
trigger1 = win
value = s10000,64
persistent = 0
volume = 255
channel = 2

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22174
pos = 10,-69
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 55001
pos = 10,-69
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22172
pos = 10,-69
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
trans = sub

[State 2000]
type = Helper
trigger1 = time = 90
stateno = 313100
pos = 10,-69

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313101

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313102

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
ignorehitpause = 1

[State 2000]
type = TargetLifeAdd
trigger1 = time > 140
value = -9999999999
absolute = 1

[State 2000]
type = TargetState
trigger1 = time > 140
trigger1 = GameTime%3 = 0
value = 5150

[State 3000]
type = Projectile
trigger1 = Time = [140,440]
trigger1 = GameTime%3 = 0
projanim = 987654321
projremove = 1
projhitanim = -1
projremanim = -1
projshadow = 0,0,0
projremovetime = 1
offset = 0,-73
damage = 50
getpower = 0
ownpal = 0
offset = 51,-88
attr = S, HP
animtype = Hard
hitflag = MAFPD
pausetime = 0,2
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
pausetime = 0,9999
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 5150;213101

[State 2000]
type = SelfState
trigger1 = time > 490
value = 0
ctrl = 1

[Statedef 313100]
anim = 987654321

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 10,-69

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,360

[State 2000]
type = Explod
trigger1 = time > 50
trigger1 = time <= 350
anim = 33400
pos = Ceil(400*cos(pi*var(0)/180)),Ceil(400*sin(pi*var(0)/180))
vel = -20*cos(pi*var(0)/180),-20*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
scale = 2,2
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 26155
id = 10090
removetime = 400
scale = 1,1
ontop = 1
ownpal = 1
trans = sub

[State 2000]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 10090

[State 2000]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 10090

[State 2000]
type = DestroySelf
trigger1 = time > 400

[Statedef 313101]
anim = 16959

[state 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 8

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state 2000]
type = destroyself
trigger1 = time > 300

[Statedef 313102]
anim = 99999

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s10000,39
pausetime = 0,2
p2stateno = IfElse((root,var(29) >= 1),213100,213112)
ignorehitpause = 1

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = ParentVarSet
trigger1 = numtarget > 0
var(42) = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper

[State 10000]
type = targetstate
trigger1 = win
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 300
ignorehitpause = 1

;Celestial Destruction
[Statedef 19500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 19600
ctrl     = 0
sprpriority = 3

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -5000
movetime = 30
time = 30
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 182
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = BGPalFx
trigger1 = time = 10
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time >= 90
trigger1 = time <= 220
add = 256,256,256
time = 1

[State 2000]
type = BGPalFx
trigger1 = time = 220
add = 256,256,256
sinadd = -256,-256,-256,200
time = 50

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,34
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,78
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,75
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,63
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,49
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,44
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,12
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s2200,2

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,59

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,64

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,62

[State 2000]
type = Explod
trigger1 = time = 42
anim = 55001
removetime = 120
pos = 10,-69
ownpal = 1
ontop = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time >= 52
trigger1 = time <= 162
trigger1 = time%3 = 1
anim = 13048
pos = 10,-69
ownpal = 1
sprpriority = -999
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22172
pos = 10,-69
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22174
pos = 10,-69
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 13045
pos = 10,-69
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
trans = sub

[State 2000]
type = ModifyExplod
trigger1 = time > 42
trigger1 = time <= 142
id = 10021
scale = 0.01*(142-time),0.01*(142-time)

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
ignorehitpause = 1

[State 2000]
type = Helper
triggerall = palno = 12
trigger1 = time = 0
stateno = 313702
pos = 10,-69
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = Helper
trigger1 = time = 42
stateno = 313900

[state 2000]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 162
projanim = 1234567890
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[State 2000]
type = TargetLifeAdd
trigger1 = time > 52
value = -9999999999

[State 2000]
type = TargetState
trigger1 = time > 52
trigger1 = GameTime%3 = 1
value = 5150

[State 2000]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 13901

[Statedef 13901]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 11155
ctrl     = 0
sprpriority = 3

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313900]
anim = 1234567890

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 10,-69

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 22132
random = 25,25
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 22221
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1

[State 2000]
type = DestroySelf
trigger1 = time > 120

[Statedef 313702]
anim = 1234567890

[State 310000]
type = PalFx
trigger1 = time = 30
sinadd = -256,-256,-256,200
time = 50
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = Explod
trigger1 = time <= 80
anim = 1151
id = 10200200
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
removetime = 16
;bindtime = -1
ontop = 1
supermovetime = 99999
pausemovetime = 99999
trans = sub

[State 310000]
type = RemoveExplod
trigger1 = time = 80
id = 10200200
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = DestroySelf
trigger1 = time > 80

;Hyper Beam: Empty World
[Statedef 34300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 33999
ctrl = 0

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000
[state i hate her so much]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 4300

[state ]
type = changestate
triggerall = palno = 12
trigger1 = time = 0
value = 4501

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 1]
type = NotHitBy 
trigger1 = 1
value =  SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 75
movetime = 75
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 0
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -1
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 1
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6066
sprpriority = -1
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0 || time = 5 || time = 10 || time = 15 || time = 20 || time = 25 || time = 30
anim = 22138
sprpriority = 1
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 15,15,15
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 75
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = s10000,79

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = s10000,32

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = s10000,19

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = s10000,80

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = s10000,72
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 43
value = s10000,63
volume = 250

[State 1000, 5]
type = Explod
trigger1 = time = 76
anim = 3052
sprpriority = 0
postype = p1
pos = 2,-76
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 76
value = s10000,75

[State 4000]
type = allpalfx
trigger1 = Time = 43
add = 0, 0, 0
sinadd = 255,255,255,200
time = 100
invertall = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = facing = -1
x = 0
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = facing = 1
x = -5
y = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 34310

[Statedef 34310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 33997
sprpriority = 2
ontop = 1
ctrl = 0

[State 3350]
type = screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value =  SCA

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nokoslow

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 251
movetime = 251
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10120
sprpriority = 120
postype = back
pos = 0,0
bindtime = -1
supermove = 1
ontop = 0
removetime = 290
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 13048
sprpriority = 131
postype = p1
pos = 2,-76
vel = 0,0
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 33997
sprpriority = 141
ontop = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 1

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(14) = 15
ignorehitpause = 1
time = 20
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(14) = 15
anim = 33996
ontop = 0
sprpriority = 143
postype = p1
pos = -10,0
bindtime = -1
supermove = 1
;trans = add
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(14) = 15
anim = 33995
ontop = 0
sprpriority = 144
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130
anim = 55001
sprpriority = 142
postype = p1
pos = 2,-76
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130 || time = 135 || time = 140 || time = 145 || time = 150 || time = 155 || time = 160
anim = 22138
sprpriority = 148
postype = p1
pos = 2,-76
ontop = 0
trans = sub
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130
anim = 55000
sprpriority = 142
postype = p1
pos = 2,-76
ontop = 0
bindtime = -1
supermove = 1
trans = sub
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 110
anim = 22174
sprpriority = 142
postype = p1
pos = 2,-76
bindtime = -1
trans = sub
ontop = 0
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 110 || time = 115 || time = 120 || time = 125 || time = 130 || time = 135 || time = 140
anim = 22138
sprpriority = 148
postype = p1
pos = 2,-76
ontop = 0
bindtime = 1
supermove = 1
ownpal = 1

[State 2000, 6]
type = PlaySnd
triggerall = time <= 240
trigger1 = (gameTime%40) = 1
value = s10000,77

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = s10000,79

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = s10000,62

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 120
value = s10000,53

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 130
value = s10000,82

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 130
value = s10000,75

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 140
value = s10000,41

[State 2000, 6]
type = PlaySnd
trigger1 = time = 110
value = s2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = time = 160
value = s20000,9

[State 2000, 6]
type = PlaySnd
trigger1 = time = 130
value = s20000,7

[State 2000, 6]
type = PlaySnd
trigger1 = time = 180
value = s20000,11

[State 2000, 6]
type = PlaySnd
trigger1 = time = 165
value = s10000,82
volume = 250
channel = 9

[state 2637]
type = velset
trigger1 = time = 170
x = -20

[State 2632]
type = EnvShake
triggerall = time >= 180
triggerall = time <= 240
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2632]
type = EnvShake
triggerall = time >= 250
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 85
phase = 85

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(14) = 15
value = s10000,29

[State 2000, 6]
type = PlaySnd
trigger1 = time = 24
value = s10000,75

[State 3040, 7]
type = EnvColor
triggerall = time >= 180
triggerall = time <= 240
trigger1 = (GameTime%6) = 1
ignorehitpause = 1
time = 3
value = 255,255,255
under = 0

[State 3040, 7]
type = EnvColor
trigger1 = time = 160
ignorehitpause = 1
time = 12
value = 255,255,255
under = 0

[State 4000]
type = allpalfx
trigger1 = Time = 210
add = 0, 0, 0
sinadd = -255,-255,-255,100
time = 50
invertall = 0

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34405
sprpriority = 156
postype = p1
pos = 50,-90
bindtime = -1
supermove = 1
scale = 0.5, 1.1
removetime = 120
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34004
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34005
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34006
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34007
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34002
sprpriority = 158
postype = p1
pos = 40,-90
bindtime = -1
supermove = 1
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34003
sprpriority = 158
postype = p1
pos = 110,-80
bindtime = -1
supermove = 1
scale = 7, 1.5
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34003
sprpriority = 158
postype = p1
pos = 220,-80
bindtime = -1
supermove = 1
scale = 7, 1.5
ontop = 0
removetime = 90
ownpal = 1
trans = sub


[state a]
type = posset
trigger1 = time = 245
trigger1 = facing = -1
x = 40
y = -20

[state 2637]
type = velset
trigger1 = time = 245
x = 0

[state a]
type = posset
trigger1 = time = 245
trigger1 = facing = 1
x = -40
y = -20

[State 1000, 5]
type = Explod
trigger1 = time = 240
anim = 6869
sprpriority = 999
postype = back
scale = 1.05,1.05
pos = -5,-5
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1
trans = sub

[State 19500]
type = helper
triggerall = !ishelper
trigger1 = numhelper(24610) = 0
trigger1 = time >= 250
id = 24610
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 24610
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 0]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 0]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = -lifemax
absolute = 1
ignorehitpause = 1

[state 0]
type = hitdef
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
damage = 0,0
attr = C,NP
id = 19500
sparkno = -1
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = loseko
value = 5150
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = !ishelper
trigger1 = hitdefattr = C,NP
value = 1000044
ignorehitpause = 1

[state 195]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 360
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19500]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 1234567890
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 1234567890
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
kill = 0
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = time >= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 1234567890
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 34343

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 650
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 1234567890
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 2635

[state a]
type = posset
trigger1 = animtime = 0
x = 0
y = 0

[State 4000]
type = allpalfx
trigger1 = Time = 660
add = 0, 0, 0
sinadd = 255,255,255,300
time = 150
invertall = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 34325

[Statedef 34325]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2017
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1143
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = s10000,68

[State 10000]
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Target state
[Statedef 34343]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635] 
type = changestate
trigger1 = !alive
value = 33400

[State 2635] 
type = changestate
trigger1 = time >= 8
value = 34330

[Statedef 34330]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2635] 
type = changestate
trigger1 = !alive
value = 33400

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 112345]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 150
anim = 16959
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

[statedef 300]
anim=111000

[State 9998, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
pausetime = 0,0
sparkno = -1
numhits = 0
p2stateno = 9997

[state 0]
type=destroyself
trigger1=root,stateno!=1111111200
ignorehitpause=1

[statedef 944]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[state 0]
type=afterimagetime
trigger1=1
time=0
ignorehitpause=1

[state 0]
type=assertspecial
trigger1=1
flag=invisible
ignorehitpause=1

[state 0]
type=removeexplod
trigger1=1
ignorehitpause=1

[state 0]
type=posset
trigger1=1
y=9999
ignorehitpause=1

[state 0]
type=powerset
trigger1=1
value=0
ignorehitpause=1

[state 0]
type=lifeset
trigger1=1
value=0
ignorehitpause=1

[state 0]
type=varset
trigger1=ishelper
trigger1=prevstateno!=944&&var(0)=0
var(0)=anim
ignorehitpause=1

[state 0]
type=varadd
trigger1=ishelper
var(1)=1
ignorehitpause=1

[state 0]
type=varset
trigger1=ishelper
trigger1=prevstateno!=944&&var(2)=0
var(2)=prevstateno
ignorehitpause=1

[state 0]
type=changeanim2
trigger1=1
value=93714
ignorehitpause=1

[state 0]
type=hitby
trigger1=ishelper
value=c,np
value2=c,np
time=1
ignorehitpause=1

[state 0]
type=projectile
triggerall=ishelper
trigger1=var(1)<=1&&root,alive&&root,numprojid(94400)=0&&root,stateno!=944&&root,stateno!=prevstateno
projid=94400
projanim=var(0)
projremove=1
proremovetime=-1
attr=c,np
affectteam=f
hitflag=mafd
p1stateno=var(2)
ignorehitpause=1

[state 0]
type=projectile
triggerall=ishelper
trigger1=var(1)>=30&&root,alive&&root,numprojid(94401)=0&&root,stateno!=944&&root,stateno!=prevstateno
projid=94401
projanim=var(0)
projremove=1
proremovetime=-1
attr=c,np
affectteam=f
hitflag=mafd
p1stateno=50
ignorehitpause=1

[state 0]
type=destroyself
trigger1=root,alive=0
trigger2=enemy,stateno!=1111111200
trigger2=root,stateno!=var(2)
trigger2=root,p2life=0
ignorehitpause=1

[Statedef 9997]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0

[State 9997, 1]
type = LifeSet
trigger1 = 1
value = 0

[State 9997, 1]
type = ChangeState
trigger1 = Name = "F1"
value = 5150

[State 9997, 1]
type = SelfState
trigger1 = 1
value = 5050

[Statedef 2635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = null;lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = null;powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635]
type = changestate
trigger1 = time >= 8
value = 2637

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = null;lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = null;lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2637]
type = null;powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;Soul Buster
[Statedef 4501]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 22063
sprpriority = 3

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[state ]
type = AssertSpecial
trigger1 = time = 0
flag = NOFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[state ]
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 22063
trigger1 = animelemtime(1)=0
sysvar(3)=2015

[State ]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 22063
trigger1 = AnimElem = 1
value = s10000,83
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 22063
trigger1 = AnimElem = 1
value = s10000,41
freqmul = 1

[State ]
type = Explod
trigger1 = time = 0
trigger1 = time=1||time=5||time=9||time=13||time=17
anim = 55000
id = 3001
sprpriority = 3
postype = p1
velset = 0,0
pos = 2,-60
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State ]
type = Explod
trigger1 = time = 0
trigger1 = time=1
anim = 424242
id = 4220
sprpriority = -2
postype = left
velset = 0,0
pos = -150,-150
scale = 5,5
bindtime = -1
removetime = 40
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,56
volume = -150

[State 1]
type = Explod
trigger1 = time > 15
trigger1 = time <= 40
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 15
trigger1 = time <= 40
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 15
trigger1 = time <= 40
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 15
anim = 185 ; 188
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[state ]
type = changestate ;changeanim
trigger1 = time = 17
;trigger1 = anim = 22063 && animelemtime(7)=5
value=22064

[Statedef 22064]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 22064
sprpriority = 3

[State ]
type = Explod
trigger1 = time = 0
trigger1 = anim = 22064
trigger1 = animelem = 1
anim = 2015
id = 4501
sprpriority = 3
postype = left
velset = 0,0
pos = 0,0
scale = 1,1
bindtime = -1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,84
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,84
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,84
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,71
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,64
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 55
value = s10000,62
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = Helper
trigger1 = time = 20
trigger1 = numhelper(300000001)=0
trigger1 = anim = 22064
trigger1 = time>40
name = "Astral"
stateno = 300000001
ID = 3001
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ]
type = Projectile
trigger1 = time = 20
trigger1 = anim = 22064
trigger1 = time>40
projID = 4501
projanim = 1001000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HA
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647

[State ]
type = Projectile
trigger1 = time = 20
trigger1 = anim = 22064
trigger1 = time>40
projID = 4501
projanim = 1001000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HP
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647

[State ]
type = Projectile
trigger1 = time = 20
trigger1 = anim = 22064
projID = 4501
projanim = 1001000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HT
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647

[State ]
type = AllPalfx
trigger1 = time=320
sinadd = 0,0,0,0
time = 50
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[state ]
type = varset
trigger1 = anim = 22065
trigger1 = animtime = 0
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = time = 320
value = 22065
ctrl = 0

[statedef 22065]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 22065
sprpriority = 3

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 25
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 25
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 25
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 185 ; 188
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,56
volume = -150

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 3
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,53
volume = 255

[State ]
type = ChangeState
trigger1 = time = 0
value = 0
ctrl = 1

;Omega Shock- Torment
[Statedef 33100]
type    = S
physics = S
movetype= A
anim = 33100
poweradd = 200
ctrl = 0
juggle = 0;15
velset = 0,0
;facep2 = 1

[state change, Catastrophe]
type = changestate
trigger1 = p2name = "Crazy-Catastrophe"
value = 100500
ctrl = 0

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[state -2]
type = lifeset
trigger1 = time = 0
value = lifemax

[State -2]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA, AT, AP
hitflag = M-
priority = 6, Miss
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p1stateno = 33101
p2stateno = 33120

[State 4000, 2]
type = Hitdef
triggerall = var(29) <= 1
triggerall = time = 0
trigger1 = p2stateno != 150 && 152 && 154
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 2
p2facing = 1
p1stateno = 33101
p2stateno = 33120
guard.dist = 0
fall = 1
fall.recover = 0

[State 4000, 2]
type = Hitdef
triggerall = var(29) >= 1
triggerall = time = 0
trigger1 = p2stateno != 150 && 152 && 154
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 2
p2facing = 1
p1stateno = 32101
p2stateno = 32120
guard.dist = 0
fall = 1
fall.recover = 0

[State 3000, 3]
type = null ;ChangeState
trigger1 = P2bodydist x < 25
Trigger1 = AnimTime = 0
value = 200

[State 3000, 5]
type = null ;ChangeState
trigger1 = P2bodydist x >= 25
Trigger1 = AnimTime = 0
value = 221

[State 3000, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 33101]
type    = S
physics = S
movetype= A
anim = 33101
ctrl = 0
velset = 0,0
poweradd = -2000

[State 4001, Muahaha for me~]
type = ChangeState
trigger1 = palno = [7,11]
value = 32101
ctrl = 0
ignorehitpause = 1

[State 4001, Muahaha for me~]
type = ChangeState
trigger1 = palno = 12
value = 11220
ctrl = 0
ignorehitpause = 1

[state -2]
type = lifeset
trigger1 = time = 0
value = lifemax

[State 4001]
type = EnvColor
trigger1 = time = 0
value = 0,0,0 ;255,255,255
time = 100
under = 2 ;1

[State 4001, 1]
type = Width
trigger1 = time < 188
edge = 60,0

[State 2000, 2]
type = SuperPause
trigger1 = time = 18
time = 40
anim = -1
sound = 10000,35

[State 4001, 1]
type = EnvColor
trigger1 = time = 20
value = 0,0,0
time = 100
under = 2

[State 4001, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 4001, 2.2]
type = Explod
trigger1 = Time = 0
anim = 29000
id = 810
pos = 60,0
postype = p1
supermove = 1
bindtime = 30
removetime = -1
trans = add
scale = 0.20,0.20
ontop = 1
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = Time = 20
ID = 810

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1232;3010
pos = 60,0;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1132;3010
pos = 60,0 ;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1142
pos = 60,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1143
pos = 40,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
scale = 1.2,1.2
ownpal = 1
trans = add

[State 4001, 3.2]
type = RemoveExplod
trigger1 = animelem = 65;66
ID = 3010

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 22107
id = 1415
sprpriority = 10
postype = p1
pos = 63,-120
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 26550
id = 1415
sprpriority = 10
postype = p1
pos = 57,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 26500
id = 1415
sprpriority = 10
postype = p1
pos = 73,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1134
id = 1415
sprpriority = 10
postype = p1
pos = 68,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 10703
id = 1415
sprpriority = 10
postype = p1
pos = 63,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1131
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
removetime = 24
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1132
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 2551
id = 1415
sprpriority = 10
postype = p1
pos = 63,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 2553
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1143
id = 1415
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
scale = 0.8,1.5
trans = add
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1135
id = 1415
sprpriority = 10
postype = p1
pos = 40,0
scale = 1.8,1.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State 4001, 3.3]
type = Null
trigger1 = animelem = 66
anim = 12110
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1

[State 4001, 4.1]
type = sprpriority
trigger1 = 1
value = 2

[State 4001, 5.1]
type = TargetBind
trigger1 = time >= 0
trigger1 = time <= 9
pos = 65,0

[State 4001, 5.2]
type = TargetBind
trigger1 = time >= 10
trigger1 = time <= 14
pos = 63, -108 ;53,-98

[State 4001, 5.3]
type = TargetBind
trigger1 = time >= 15
trigger1 = time <= 32
pos = 47, -167  ;37,-137

[State 4001, 5.4]
type = TargetBind
trigger1 = time = 33
trigger2 = time = 39
trigger3 = time = 45
trigger4 = time = 51
trigger5 = time = 57
trigger6 = time = 63
trigger7 = time = 69
trigger8 = time = 75
trigger9 = time = 81
trigger10 = time = 87
trigger11 = time = 93
trigger12 = time = 99
trigger13 = time = 105
trigger14 = time = 111
trigger15 = time = 117
trigger16 = time = 123
trigger17 = time = 129
trigger18 = time = 135
trigger19 = time = 141
trigger20 = time = 147
pos = 48,-164

[State 4001, 5.5]
type = TargetBind
trigger1 = time >= 34
trigger1 = time <= 35
trigger2 = time >= 40
trigger2 = time <= 41
trigger3 = time >= 46
trigger3 = time <= 47
trigger4 = time >= 52
trigger4 = time <= 53
trigger5 = time >= 58
trigger5 = time <= 59
trigger6 = time >= 64
trigger6 = time <= 65
trigger7 = time >= 70
trigger7 = time <= 71
trigger8 = time >= 76
trigger8 = time <= 77
trigger9 = time >= 82
trigger9 = time <= 83
trigger10 = time >= 88
trigger10 = time <= 89
trigger11 = time >= 94
trigger11 = time <= 95
trigger12 = time >= 100
trigger12 = time <= 101
trigger13 = time >= 106
trigger13 = time <= 107
trigger14 = time >= 112
trigger14 = time <= 113
trigger15 = time >= 118
trigger15 = time <= 119
trigger16 = time >= 124
trigger16 = time <= 125
trigger17 = time >= 130
trigger17 = time <= 131
trigger18 = time >= 136
trigger18 = time <= 137
trigger19 = time >= 142
trigger19 = time <= 143
trigger20 = time >= 148
trigger20 = time <= 149
pos = 48,-163

[State 4001, 5.6]
type = TargetBind
trigger1 = time >= 36
trigger1 = time <= 38
trigger2 = time >= 42
trigger2 = time <= 44
trigger3 = time >= 48
trigger3 = time <= 50
trigger4 = time >= 54
trigger4 = time <= 56
trigger5 = time >= 60
trigger5 = time <= 62
trigger6 = time >= 66
trigger6 = time <= 68
trigger7 = time >= 72
trigger7 = time <= 74
trigger8 = time >= 78
trigger8 = time <= 80
trigger9 = time >= 84
trigger9 = time <= 86
trigger10 = time >= 90
trigger10 = time <= 92
trigger11 = time >= 96
trigger11 = time <= 98
trigger12 = time >= 102
trigger12 = time <= 104
trigger13 = time >= 108
trigger13 = time <= 110
trigger14 = time >= 114
trigger14 = time <= 116
trigger15 = time >= 120
trigger15 = time <= 122
trigger16 = time >= 126
trigger16 = time <= 128
trigger17 = time >= 132
trigger17 = time <= 134
trigger18 = time >= 138
trigger18 = time <= 140
trigger19 = time >= 144
trigger19 = time <= 146
trigger20 = time >= 150
trigger20 = time <= 152
pos = 47,-164

[State 4001, 5.7]
type = null;TargetBind
trigger1 = time >= 200;153
trigger1 = time <= 201;154
pos = 21,-165

[State 4001, 5.8]
type = null;TargetBind
trigger1 = time >= 202;155
trigger1 = time <= 204;157
pos = 24,-166

[State 4001, 5.9]
type = null;TargetBind
trigger1 = time = 205;158
pos = 92,-134

[State 4001, 5.9]
type = null;TargetBind
trigger1 = animelem = 68
pos = 92,-800

[State 4001, 5.9]
type = TargetState
triggerall = p2life >= 0
trigger1 = animelem = 68
value = 142001

[State 4001, 5.9]
type = TargetState
triggerall = p2life <= 0
trigger1 = animelem = 68
value = 933400

[State 4001, 5.9]
type = Playsnd
triggerall = p2life <= 0
trigger1 = animelem = 68
value = 10000,51
volume = 200

[State 4001, 6.1]
type = Playsnd
trigger1 = Time = 0
value = 2000,1
volume = 200

[State 4001, 6.2]
type = Playsnd
trigger1 = animelem = 7
value = 1100, 0
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 10000, 48
volume = 150

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 10000, 8
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 10000,7
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 10000,12
volume = 250

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 67
value = 10000, 6
volume = 200

[State 4001, 6.3]
type = null ;Playsnd
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
;trigger20 = animelem = 64
value = 10000, 49
volume = 80

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 10000, 85
volume = 200

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 10000,70
volume = 200

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 10000,44
volume = 200

[State 4001, 6.5]
type = HitAdd
trigger1 = time = 34
trigger2 = time = 37
trigger3 = time = 40
trigger4 = time = 43
trigger5 = time = 46
trigger6 = time = 49
trigger7 = time = 52
trigger8 = time = 55
trigger9 = time = 58
trigger10 = time = 61
trigger11 = time = 64
trigger12 = time = 67
trigger13 = time = 70
trigger14 = time = 73
trigger15 = time = 76
trigger16 = time = 79
trigger17 = time = 82
trigger18 = time = 85
trigger19 = time = 88
trigger20 = time = 91
trigger21 = time = 94
trigger22 = time = 97
trigger23 = time = 100
trigger24 = time = 103
trigger25 = time = 106
trigger26 = time = 109
trigger27 = time = 112
trigger28 = time = 115
trigger29 = time = 118
trigger30 = time = 121
trigger31 = time = 124
trigger32 = time = 127
trigger33 = time = 130
trigger34 = time = 133
trigger35 = time = 136
trigger36 = time = 139
trigger37 = time = 142
trigger38 = time = 145
trigger39 = time = 148
trigger40 = time = 155
trigger41 = time = 162
value = 1

[State 4001, 7];Damage
type = TargetLifeadd
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
trigger20 = animelem = 64
trigger21 = animelem = 65
value = Ceil(-0.01 * enemy,Const(data.life));(floor(-25*fvar(12)))-25
absolute = 1
kill = 0

[State 4001, 7.1]
type = TargetLifeadd
triggerall = p2name != "n-ri_ssj9"
trigger1 = animelem = 66
value = Ceil(-0.04 * enemy,Const(data.life));-300
absolute = 1

[State 4001, 7.1]
type = TargetLifeadd
triggerall = p2name = "n-ri_ssj9"
trigger1 = animelem = 66
value = Ceil(-1 * enemy,Const(data.life))
absolute = 1

[State 4001, 5.9]
type = TargetState
triggerall = p2name = "n-ri_ssj9"
trigger1 = animelem = 68
value = 33400

[State 4001, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 33120]
type    = S
physics = N
movetype= H
ctrl = 0
velset = 0,0

[State 4020, 1]
type = Changeanim2
trigger1 = time = 0
value = 33120

[State 4020, 2.1]
type = Velset
trigger1 = time = 206;159
y = -6
x = -8

[State 4020, 2.2];gravity
type = Veladd
trigger1 = time >= 206;159
y = .52

[State 4020, 2.3];slow down
type = VelMul
trigger1 = time >= 206;159
x = .96

[State 9000, 1]
type = PalFX
triggerall = time >= 34
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 4020, 3]
type = Statetypeset
trigger1 = time = 206;159
value = A

[State 4020, 4];short flash
type = Envcolor
trigger1 = animelem = 7, = 1
trigger2 = animelem = 10, = 1
trigger3 = animelem = 13, = 1
trigger4 = animelem = 16, = 1
trigger5 = animelem = 19, = 1
trigger6 = animelem = 22, = 1
trigger7 = animelem = 25, = 1
trigger8 = animelem = 28, = 1
trigger9 = animelem = 31, = 1
trigger10 = animelem = 34, = 1
trigger11 = animelem = 37, = 1
trigger12 = animelem = 40, = 1
trigger13 = animelem = 43, = 1
trigger14 = animelem = 46, = 1
trigger15 = animelem = 49, = 1
trigger16 = animelem = 52, = 1
trigger17 = animelem = 55, = 1
trigger18 = animelem = 58, = 1
trigger19 = animelem = 61, = 1
trigger20 = animelem = 64, = 1
trigger21 = animelem = 66, = 1
value = 248,248,248
time = 1
under = 1

[State 4020, 4];short flash
type = Envcolor
trigger1 = animelem = 8, = 1
trigger2 = animelem = 11, = 1
trigger3 = animelem = 14, = 1
trigger4 = animelem = 17, = 1
trigger5 = animelem = 20, = 1
trigger6 = animelem = 23, = 1
trigger7 = animelem = 26, = 1
trigger8 = animelem = 29, = 1
trigger9 = animelem = 32, = 1
trigger10 = animelem = 35, = 1
trigger11 = animelem = 38, = 1
trigger12 = animelem = 41, = 1
trigger13 = animelem = 44, = 1
trigger14 = animelem = 47, = 1
trigger15 = animelem = 50, = 1
trigger16 = animelem = 53, = 1
trigger17 = animelem = 56, = 1
trigger18 = animelem = 59, = 1
trigger19 = animelem = 62, = 1
trigger20 = animelem = 65, = 1
trigger21 = animelem = 66, = 1
value = 255,0,0
time = 1
under = 2

[State 4020, 6];shaking effect
type = Envshake
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
trigger20 = animelem = 64
time = 5
freq = 85 ;80
phase = 95
ampl = 20 ;7

[State 4020, 6]
type = EnvShake
trigger1 = animelem = 65
time = 30
ampl = 30
freq = 95
phase = 95

[State 4020, 7]
type = sprpriority
trigger1 = 1
value = 1

[State 4020, 8]
type = Nothitby
trigger1 = 1
value = SCA

[State 4020, 9];adjust the camera
type = ScreenBound
trigger1 = time < 206;159
value = 1

[State 4020, 10]
type = Width
trigger1 = time < 206;159
value = -30,-30

[State 4020, 11]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 208;161
value = 5100

[Statedef 142001]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1]
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -60

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

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -100
absolute = 1

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

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

[Statedef 933400]
type = S
movetype = H
SprPriority = 4
velset = 0
ctrl = 0

[state 7550,anim]
type = velset
trigger1 = time = 0
x = 0
y = 0

[state 7550,anim]
type = changeanim
trigger1 = time = 0
value = 5010

[state 7550,life]
type = posset
trigger1 = time = 0
y = 9999

[state 7550,life]
type = lifeadd
trigger1 = time = 1
value = -9999999

[state 7550,some]
type = SprPriority
trigger1 = time >= 1
value = -5

[state 7550,some]
type = changeanim
trigger1 = time = 10
value = 5050

[State 7550, 2]
type = SelfState
trigger1 = life = 0
trigger2 = time = 1
value = 5150

[state 7550,some]
type = selfstate
trigger1 = time = 12
value = 50

[Statedef 32101]
type    = S
physics = S
movetype= A
anim = 231019
ctrl = 0
velset = 0,0
poweradd = -2000

[State 4001]
type = EnvColor
trigger1 = time = 0
value = 0,0,0 ;255,255,255
time = 100
under = 2 ;1

[state -2]
type = lifeadd
trigger1 = time = 0
value = 1000

[State 4001, 1]
type = Width
trigger1 = time < 188
edge = 60,0

[State 2000, 2]
type = SuperPause
trigger1 = time = 18
time = 40
anim = -1
sound = 10000,35

[State 4001, 1]
type = EnvColor
trigger1 = time = 20
value = 0,0,0
time = 100
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
persistent = 1
time = 40
value = 255,255,255
ontop = 1

[State 1020, 4]
type = EnvShake
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 4001, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 4001, 2.2]
type = Explod
trigger1 = Time = 0
anim = 29000
id = 810
pos = 70,0
postype = p1
supermove = 1
bindtime = 30
removetime = -1
ontop = 1
scale = 0.20,0.20
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = Time = 20
ID = 810

[State 4001, 2.3]
type = playsnd
trigger1 = time = 0
value = 10000, 6
volume = 250

[State 4001, 2.3]
type = playsnd
trigger1 = animelem = 6
value = 10000,86
volume = 250

[State 4001, 2.3]
type = playsnd
trigger1 = time = 34
value = 10000,87
volume = 40

[State 1]
type = varrandom
trigger1 = 1
range = 120, -120
v = 51

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1143
pos = 50,0
postype = p1
bindtime = 1
trans = add
removetime = -1
sprpriority = 4
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 90,10
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 70,10
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 150,5
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 10,5
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 190,0
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = -30,0
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%5) = 1
ID = 3010
anim = 9804
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 20
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%5) = 1
ID = 3010
anim = 9805
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 20
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 9806
pos = 74,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
scale = 1.2,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 23110
anim = 9807
pos = 85,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[state 11125]
type = varset
trigger1 = time = 0
v = 3
value = 0

[State 11125]
type = VarAdd
triggerall = time >= 34
trigger1 = (gametime%4) = 1
v = 3
value = 1

[State 11125]
type = ModifyExplod
trigger1 = time >= 34
ID = 23110
scale = 0.6 + var(3)/18.0 ,0.8 + var(3)/18.0

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 1136
ID = 3010
pos = 95,5
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
trans = add
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 1136
ID = 3010
pos = 65,5
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%13) = 1
anim = 1138
ID = 3010
pos = 155,0
postype = p1
bindtime = 1
vel = 1,0
sprpriority = 10
scale = 1.3,1.3
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%13) = 1
anim = 1138
ID = 3010
pos = 15,0
postype = p1
vel = -1,0
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.3,1.3
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
triggerall = time >= 85
trigger1 = (gametime%18) = 1
anim = 1138
ID = 3010
pos = 205,-2
postype = p1
bindtime = 1
vel = 2,0
sprpriority = 10
scale = 1.4,1.4
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
triggerall = time >= 85
trigger1 = (gametime%18) = 1
anim = 1138
ID = 3010
pos = -35,-2
postype = p1
bindtime = 1
vel = -2,0
facing = -1
sprpriority = 10
scale = 1.4,1.4
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%25) = 1
anim = 1138
ID = 3010
pos = 235,-5
postype = p1
bindtime = 1
vel = 3,0
sprpriority = 10
scale = 1.5,1.5
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%25) = 1
anim = 1138
ID = 3010
pos = -65,-5
postype = p1
bindtime = 1
vel = -3,0
facing = -1
sprpriority = 10
scale = 1.5,1.5
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 145
trigger1 = (gametime%29) = 1
anim = 1138
ID = 3010
pos = 265,-8
postype = p1
bindtime = 1
vel = 3.5,0
sprpriority = 10
scale = 1.6,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 145
trigger1 = (gametime%29) = 1
anim = 1138
ID = 3010
pos = -95,-8
postype = p1
bindtime = 1
vel = -3.5,0
facing = -1
sprpriority = 10
scale = 1.6,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 10105
pos = 90,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 9808
pos = 90,20
postype = p1
bindtime = 1
removetime = -1
sprpriority = 8
scale = 1,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 9808
pos = 50,20
postype = p1
bindtime = 1
removetime = -1
sprpriority = 8
facing = -1
scale = 1,1.6
ownpal = 1

[State 4001, 4.1]
type = sprpriority
trigger1 = 1
value = 2

[State 4001, 5.1]
type = TargetBind
trigger1 = time >= 0
trigger1 = time <= 9
pos = 65,0

[State 4001, 5.2]
type = TargetBind
trigger1 = time >= 10
trigger1 = time <= 14
pos = 63, -108 ;53,-98

[State 4001, 5.3]
type = TargetBind
trigger1 = time >= 15
trigger1 = time <= 32
pos = 67, -167  ;37,-137

[State 4001, 5.4]
type = TargetBind
trigger1 = time = 33
trigger2 = time = 39
trigger3 = time = 45
trigger4 = time = 51
trigger5 = time = 57
trigger6 = time = 63
trigger7 = time = 69
trigger8 = time = 75
trigger9 = time = 81
trigger10 = time = 87
trigger11 = time = 93
trigger12 = time = 99
trigger13 = time = 105
trigger14 = time = 111
trigger15 = time = 117
trigger16 = time = 123
trigger17 = time = 129
trigger18 = time = 135
trigger19 = time = 141
trigger20 = time = 147
trigger19 = time = 153
trigger20 = time = 158
pos = 68,-164

[State 4001, 5.5]
type = TargetBind
trigger1 = time >= 34
trigger1 = time <= 35
trigger2 = time >= 40
trigger2 = time <= 41
trigger3 = time >= 46
trigger3 = time <= 47
trigger4 = time >= 52
trigger4 = time <= 53
trigger5 = time >= 58
trigger5 = time <= 59
trigger6 = time >= 64
trigger6 = time <= 65
trigger7 = time >= 70
trigger7 = time <= 71
trigger8 = time >= 76
trigger8 = time <= 77
trigger9 = time >= 82
trigger9 = time <= 83
trigger10 = time >= 88
trigger10 = time <= 89
trigger11 = time >= 94
trigger11 = time <= 95
trigger12 = time >= 100
trigger12 = time <= 101
trigger13 = time >= 106
trigger13 = time <= 107
trigger14 = time >= 112
trigger14 = time <= 113
trigger15 = time >= 118
trigger15 = time <= 119
trigger16 = time >= 124
trigger16 = time <= 125
trigger17 = time >= 130
trigger17 = time <= 131
trigger18 = time >= 136
trigger18 = time <= 137
trigger19 = time >= 142
trigger19 = time <= 143
trigger20 = time >= 148
trigger20 = time <= 149
trigger21 = time >= 153
trigger21 = time <= 154
trigger22 = time >= 158
trigger22 = time <= 159
pos = 68,-163

[State 4001, 5.6]
type = TargetBind
trigger1 = time >= 36
trigger1 = time <= 38
trigger2 = time >= 42
trigger2 = time <= 44
trigger3 = time >= 48
trigger3 = time <= 50
trigger4 = time >= 54
trigger4 = time <= 56
trigger5 = time >= 60
trigger5 = time <= 62
trigger6 = time >= 66
trigger6 = time <= 68
trigger7 = time >= 72
trigger7 = time <= 74
trigger8 = time >= 78
trigger8 = time <= 80
trigger9 = time >= 84
trigger9 = time <= 86
trigger10 = time >= 90
trigger10 = time <= 92
trigger11 = time >= 96
trigger11 = time <= 98
trigger12 = time >= 102
trigger12 = time <= 104
trigger13 = time >= 108
trigger13 = time <= 110
trigger14 = time >= 114
trigger14 = time <= 116
trigger15 = time >= 120
trigger15 = time <= 122
trigger16 = time >= 126
trigger16 = time <= 128
trigger17 = time >= 132
trigger17 = time <= 134
trigger18 = time >= 138
trigger18 = time <= 140
trigger19 = time >= 144
trigger19 = time <= 146
trigger20 = time >= 150
trigger20 = time <= 152
trigger21 = time >= 156
trigger21 = time <= 158
trigger22 = time >= 162
trigger22 = time <= 164
pos = 68,-164

[State 4001, 6.1]
type = Playsnd
trigger1 = Time = 0
value = 10000, 51
volume = 200

[State 4001, 6.5]
type = HitAdd
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = 1

[State 4001, 7]
type = TargetLifeadd
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = Ceil(-0.004 * enemy,Const(data.life));(floor(-25*fvar(12)))-25
absolute = 1
kill = 0

[State 1]
type = AllPalfx
trigger1 = time = 220
sinadd = 255, 255, 255, 160
time = 80
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 240
persistent = 1
ignorehitpause = 1
time = 40
value = 255,255,255
ontop = 2

[State 4001, 8]
type = ChangeState
trigger1 = time >= 270
value = 32105

[Statedef 32105]
type    = S
physics = S
movetype= A
anim = 231020
ctrl = 0
velset = 0,0

[State 1]
type = varrandom
trigger1 = 1
range = 30, -30
v = 51

[state -2]
type = lifeadd
trigger1 = time = 0
value = 1000

[State 4001, 3.1]
type = Explod
triggerall = time <= 30
trigger1 = (gametime%2) = 1
ID = 3010
anim = 9804
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 5
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time <= 30
trigger1 = (gametime%2) = 1
ID = 3010
anim = 9805
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 5
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = time = 0
ID = 3010

[State 4001, 3.2]
type = RemoveExplod
trigger1 = time = 0
ID = 23110

[State 4001, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 4001, 5.9]
type = TargetState
triggerall = p2life >= 0
trigger1 = time = 0
value = 142001

[State 4001, 5.9]
type = TargetState
triggerall = p2life <= 0
trigger1 = time = 0
value = 933400

[State 4001, 7.1]
type = TargetLifeadd
triggerall = p2name != "n-ri_ssj9"
trigger1 = time = 0
value = Ceil(-0.04 * enemy,Const(data.life))
absolute = 1

[State 4001, 7.1]
type = TargetLifeadd
triggerall = p2name = "n-ri_ssj9"
trigger1 = time = 0
value = Ceil(-1 * enemy,Const(data.life))
absolute = 1

[State 4001, 5.9]
type = TargetState
triggerall = p2name = "n-ri_ssj9"
trigger1 = time = 0
value = 933400

[State 4001, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 32120]
type    = S
physics = N
movetype= H
ctrl = 0
velset = 0,0

[State 4020, 1]
type = Changeanim2
trigger1 = time = 0
value = 33120

[State 9000, 1]
type = PalFX
triggerall = time >= 34
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 4020, 4]
type = Envcolor
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = 248,248,248
time = 1
under = 1

[State 4020, 4]
type = Envcolor
triggerall = time >= 34
trigger1 = (gametime%5) = 1
value = 255,0,0
time = 1
under = 2

[State 4020, 6]
type = Envshake
triggerall = time >= 34
trigger1 = (gametime%2) = 1
time = 25
ampl = -24
freq = 95
phase = 95

[State 4020, 7]
type = sprpriority
trigger1 = 1
value = 1

[State 4020, 8]
type = Nothitby
trigger1 = 1
value = SCA

[State 4020, 9]
type = ScreenBound
trigger1 = time < 270
value = 1

;Lord Of Vermillion
[Statedef 92450]
type = A
movetype = A
physics = N
anim = 92450
velset = 0,0
juggle = 0
poweradd = -2000
ctrl = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S10000,59

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S210,2

[State 947, Explod]
type = Explod
trigger1 = animelem = 1
anim = 22172
pos = 20,-65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 947, Explod]
type = Explod
trigger1 = animelem = 1
anim = 55001
pos = 20,-65
postype = p1
facing = 1
trans = add
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 40
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 3100, 4]
type = SuperPause
trigger1 = animelem = 1
time = 80
movetime = 0
anim = 55000
sound = s182,0

[State 1170, HitBy]
type = HitBy
trigger1 = Time = [0,35)
value = SA,HA,NP,HP,NT,ST,HT

[State 2201, VelAdd]
type = VelAdd
trigger1 = animelem = 3
x = -2
y = -2

[State 1000, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 20,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 30,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 25,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 40,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 45,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 10,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 19,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 5,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(10) > 0
y = .7

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 81160

[Statedef 92451]
type = A
movetype = A
physics = N
anim = 82451
velset = 0,0
juggle = 0
poweradd = 0
sprpriority = 9
ctrl = 0

[State 1000, ]
type = Velset
trigger1 = time >= 0
x = 15
y = 15

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
getpower = 0,50
attr = S, HP
hitflag = MAF
guardflag = M
damage = 23,10
animtype = up
priority = 3, Hit
pausetime = 0,0
sparkno = s22100
guard.sparkno = s1146
sparkxy = 0,-20
hitsound = s10000,68
guardsound = s121,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4.5,-4.5
airguard.velocity = -4.5,-4.5
air.animtype = up
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12
fall = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 92452

[Statedef 92452]
type = A
movetype = A
physics = N
anim = 82452
velset = 0,0
juggle = 0
poweradd = 0
sprpriority = 9
ctrl = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Collider"
ID = 2453
stateno = 92453
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1142
pos = -5,3
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -1

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000,40

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,67

[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
y = -5

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = noshadow

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = time = 0
value = 1
movecamera = 0,0

[State 3200, HitDef]
type = HitDef
trigger1 = Time = 0
getpower = 0,100
attr = S, HP
hitflag = MAF
guardflag = M
damage = 420,10
sparkno = S1145
guard.sparkno = S1146
sparkxy = -15,-35 + (floor(p2bodydist Y))
hitsound = s10000,67
guardsound = s121,0
animtype = diagup
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
air.velocity = -9,-10
air.juggle = 8
guard.pausetime = 0,15
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.animtype = diagup
envshake.ampl = -5
envshake.time = 32
envshake.phase = 60
envshake.freq = 80
p2stateno = 923600
p2facing = 1
air.fall = 1
fall.recover = 0
air.recover = 0
fall = 1

[State 3544, 3]
type = DestroySelf
trigger1 = animtime = 0

[StateDef 92453]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 82453
poweradd = 0

[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
y = -5

[state 1000]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 92453

[state 1000, destroyself]
type = destroyself
Trigger1 = parent,animtime = 0
Trigger2 = parent,movetype = H
Trigger3 = parent,stateno != 92450

[Statedef 923600]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -1.4
y = -14

[State 2320, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 82360

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 81160]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 11690
ctrl     = 0
sprpriority = 2

[State 1000, PlaySound]
type = PlaySnd
trigger1 = time = 1
value = s40,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Chronos
[Statedef 1009991]
movetype = A
poweradd = 0
velset   = 0,0
anim     = 9980
ctrl     = 0
sprpriority = -999

[state i hate her so much]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 4300

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = S10000,73
volume = 600

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = S10000,71
volume = 600

[State ]
type = BGPalFX
trigger1 = 1
mul = 0,0,0;256,256,256
invertall = 1
color = 0
time = 1
ignorehitpause = 1
;persistent = 0

[State ]
type = null;Pause
trigger1 = time = 0
movetime = 0;3
time = 20;3
darken = 0
p2defmul = 0

[State 1031]
Type = projectile
trigger1 = var(4) = 1 && gametime%30=0
Attr = C,HP
persistent = 1
projanim = 9980
ProjID = 66662
projhitanim = -1
offset = 0,0
postype = p1
projscale = 1,1
projremove = 1
projremovetime = 2
HitFlag = MAFDLP
AnimType = Medium
Damage = 99999999999999999999999999999999
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
HitSound = -1
GuardSound = -1
Ground.Type = High
GetPower = 40,20
fall.damage = -99999999999999999999999999999999999999999999999999999999999999999
p2stateno =600001
ignorehitpause = 1

[State 1000, 0]
type = TargetLifeAdd
trigger1 =enemy,name = "New_Shiki_Nanaya" && var(4)=1 && !Ishelper && gametime%4<=2 &&enemy,life <=1
value = 999999999999
kill = 1
absolute = 1

[State 1000, 0]
type = TargetLifeAdd
trigger1 =enemy,name = "New_Shiki_Nanaya" && var(4)=1 && !Ishelper && gametime%4>=2 &&enemy,life <=1
value = -9999999999999999999999999999999999999999
kill = 1
absolute = 1

[State 1031]
Type = projectile
trigger1 = gametime%7=0
trigger1 = var(4) = 0
persistent = 8
Attr = C,HP
projanim = 9980
ProjID = 15201
projhitanim = -1
offset = 0,0
postype = p1
projscale = 1,1
projremove = 1
projremovetime = 5
HitFlag = MAFDLP
AnimType = Medium
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
HitSound = -1
GuardSound = -1
Ground.Type = High
GetPower = 40,20
fall = 1
fall.recover = 0
fall.damage = -9999999999999999
p2getp1state = 0
p2stateno =5110
ignorehitpause = 1
ground.velocity = 10000000000000,9999999
air.velocity = 10000000000000,99999

[State 1031]
Type = projectile
trigger1 = gametime%11=0
trigger1 = var(4) = 0
persistent = 6
Attr = SCA,NT
projanim = 9980
ProjID = 15201
projhitanim = -1
offset = 0,0
postype = p1
projscale = 1,1
projremove = 1
projremovetime = 5
HitFlag = MAFDL
AnimType = Medium
Damage = 20
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
HitSound = -1
GuardSound = -1
Ground.Type = High
GetPower = 40,20
Hitonce = 1
NumHits = 0
SprPriority = 3

[State 1000, 0]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999999999999999999999999
kill = 1
absolute = 1

[State 1000, 0]
type = TargetpowerAdd
trigger1 = 1
value = -9999999999999999999999999999999
kill = 1
absolute = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 32710
id = 1
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 32710
id = 1
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 32710
id = 1
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 32711
id = 1
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30
value = s2300,0

[State 12092]
type = null;BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 0,0,0
under = 2

[State 1000, 0]
type = null;SuperPause
trigger1 = time = 0
time = 30
anim = 30
sound = -1
pos = 0,0
movetime = 30
darken = 0

[State 1000, 0]
type = PlaySnd
trigger1 = time = 0
value = S10000,88

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 19151000
ID = 3000
Pos = 0,-40
PosType = p2
SprPriority = -4
BindTime = -1
OwnPal = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 19151000
ID = 3000
Pos = 0,-40
PosType = p2
SprPriority = -4
BindTime = -1
OwnPal = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 401
id = 1

[State 1000, 0]
type =ReversalDef
trigger1 =1 
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,2
sparkno = -1
hitsound = -1
p2stateno = 1010042

[State 6920, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV =4
Value = 3

[State 6920, VarAdd]
Type = VarAdd
Trigger1 = Time >= 1
FV = 4
Value = -0.01

[State 6920, ModifyExplod]
type = ModifyExplod
Trigger1 = time >=1
ID = 3000
Scale = FVar(4), FVar(4)

[State 6920, RemoveExplod]
Type = RemoveExplod
Trigger1 = Fvar(4) <=0.1
trigger2 = time = 399
ID = 3000

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 19151000
ID = 4000
Pos = 0,-40
PosType = p2
SprPriority = -4
BindTime = -1
OwnPal = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 19151000
ID = 4000
Pos = 0,-40
PosType = p2
SprPriority = -4
BindTime = -1
OwnPal = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 6920, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV =5
Value = 0

[State 6920, VarAdd]
Type = VarAdd
Trigger1 = Time = [1,400]
FV = 5
Value = 0.01

[State 6920, ModifyExplod]
type = ModifyExplod
Trigger1 = time =[1,400]
ID = 4000
Scale = FVar(5), FVar(5)
trans = add

[State 6920, RemoveExplod]
Type = RemoveExplod
Trigger1 = Fvar(5) >=3
trigger2 = time = 399
ID = 4000

[State 1010]
type = posset
trigger1 = time = 0
x = enemy,pos X
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200]
type = Velset
trigger1 = time =[10,400]
trigger1 =P2BodyDist X < 0
x= -2

[State 200]
type = Velset
trigger1 = time=[10,400]
trigger1 =P2BodyDist X > 0
x= 2

[State 200]
type = Velset
trigger1 = time >=400
x= 0

[State 6920, RemoveExplod]
Type = RemoveExplod
trigger1 = time = 400
ID = -1

[State 1000, 0]
type = PlaySnd
trigger1 = time = 400
value = S10000,89

[State 1000, 0]
type = PlaySnd
trigger1 = time = 500
value = S10000,90

[State 1000, 0]
type = PlaySnd
trigger1 = time = 501
value = S10000,91

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 401
Anim = 68901
ID = 1
Pos = 0,0
PosType = left
SprPriority = 9999999
BindTime = -1
OwnPal = 1
trans = add
RemoveTime =100

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 500
Anim = 689010
ID = 222222
Pos = 0,0
PosType = left
SprPriority = 9999999
BindTime = -1
OwnPal = 1
trans = add
;RemoveTime =80

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 501
value = 800

[State -1, ChangeState]
Type = ChangeState
trigger1 = time = 550
trigger2 = anim = 800 && animelem = 4
Value = 0
ctrl = 1

[Statedef 888888888]
type    = S
physics = N
velset = 0,0
juggle = 0
sprpriority = 1
anim = 19500
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22174
pos = 2,-77
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
removetime = 20
trans = sub

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
pos = 2,-77
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
pos = 2,-77
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,58

[State 19500]
type = helper
triggerall = !ishelper
trigger1 = numhelper(24610) = 0
trigger1 = time = 0
id = 24610
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 24610
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[state 0]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 0]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = -lifemax
absolute = 1
ignorehitpause = 1

[state 0]
type = hitdef
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
damage = 0,0
attr = C,NP
id = 19500
sparkno = -1
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = loseko
value = 5150
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = !ishelper
trigger1 = hitdefattr = C,NP
value = 1000044
ignorehitpause = 1

[state 195]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 360
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19500]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 195]
type = Turn
trigger1 = P2dist X < 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Skill-slicer
[statedef 1111111200]
anim=10160
ctrl = 0
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1130
removetime = 230
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s2000,3
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1134
removetime = 220
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1135
removetime = 220
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 230
anim = 1131
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1136
removetime = 220
sprpriority = 9999999
postype = p1
pos = 30,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1137
removetime = 220
sprpriority = 9999999
postype = p1
pos = -20,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1138
removetime = 220
sprpriority = 9999999
postype = p1
pos = -35,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1139
removetime = 220
sprpriority = 9999999
postype = p1
pos = 43,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 230
anim = 1132
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 230
anim = 1133
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 230
anim = 1233
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21
postype = p1
pos = 0,15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 15
anim = 1133
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22108
sprpriority = 999999999
postype = p1
pos = 0,-50
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 60
ampl = -9
phase = 120
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,0

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,57

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,7
loop = 1
channel = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,8
loop = 1
channel = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 400
freq = 80
ampl = -9
phase = 150
ignorehitpause = 1

[State 0]
type=turn
trigger1=p2dist x<0
ignorehitpause=1

[state 0]
type=powerset
trigger1=1
value=powermax
ignorehitpause=1

[state 0]
type=lifeset
trigger1=1
value=lifemax
ignorehitpause=1

[state 0]
type=projectile
trigger1=1
projanim=1234567890
projid=40010
projremove=1
projremovetime=1
attr=a,aa
hitflag=hlmafpd
pausetime=0,999999999999999999999999999999999999999999999999999999999999999999
damage=-999999999999999999999999999999999999999999999999999999999999999999
sparkno=-1
hitsound=-1
numhits=0
givepower=-999999999999999999999999999999999999999999999999999999999999999999
p2stateno=944
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000

[state 0]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
pausetime=0,0
priority=7,hit
sparkno=-1
hitsound=-1
numhits=0
p2stateno=944
ignorehitpause=1

[state 0]
type=targetlifeadd
trigger1=numtarget
value=-999999999999999999999999999999999999999999999999999999999999999999
absolute=1
ignorehitpause=1

[state 0]
type=targetpoweradd
trigger1=numtarget
value=-999999999999999999999999999999999999999999999999999999999999999999
ignorehitpause=1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,26
Channel = 5
ignorehitpause = 1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,25
Channel = 5
ignorehitpause = 1

[State 11225]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 45
trigger5 = Time = 60
trigger6 = Time = 70
time = 7
ampl = -7
freq = 95
phase = 95

[State 11225]
type = EnvShake
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
time = 13
ampl = -13
freq = 95
phase = 95

[State 11225]
type = Explod
trigger1 = Time = 0
anim = 11330
id = 11330
sprpriority = -2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 0

[State 11225]
type = Explod
trigger1 = Time = 85
anim = 11333
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 109
anim = 11334
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 133
anim = 11333
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 157
anim = 11333
id = 11337
sprpriority = 10
PosType = Right
Facing = -1
pos = 50,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 181
anim = 11335
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-70
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 205
anim = 11333
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 229
anim = 11334
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[state 0]
type = targetstate
trigger1 = numtarget
value = 944
ignorehitpause=1

[State 0]
type = helper
trigger1 = time = 0&&numhelper(300) = 0
stateno = 300
id = 300
ignorehitpause = 1
supermovetime = 2000000000
pausemovetime = 2000000000

[State 0, StopSnd]
type = StopSnd
trigger1 = time>235
channel = 1
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = time>235
value = 0
ctrl = 1
ignorehitpause = 1

;Arrabella Seek's
[Statedef 13200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 7000
poweradd=-7000
anim = 2200
ctrl = 0
sprpriority = 99

[state kalafina]
type=changestate
triggerall=time=0
trigger1=p2name="H-Reimu"
value=1007000

[State 777320]
type = NotHitBy
Trigger1 = !IsHelper
value = SCA,AT
Ignorehitpause = 1

[State 777320]
type = NotHitBy
triggerall = palno = 1
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 777320]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State Pos]
type = posset
trigger1 = !time && pos y>0
y = 0

[State 777320]
type = Explod
;trigger1 = time = 3
trigger1= !animelemtime(3)
anim = 55000
sprpriority = -4
postype = p1
pos = 5,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 777320]
type = playsnd
trigger1 = !animelemtime(1)
value = 10000,58
channel = 0
volume = 255

[State 777320]
type=superpause
trigger1 = !animelemtime(3)
time = 80
anim = -1
sound = s10000,61
p2defmul=1
darken=0

[State 777320]
type = Explod
trigger1 = Time = 15
anim = 55001
sprpriority = -4
postype = p1
pos = 5,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 777320]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 777320]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32

[state 777320]
type = changestate
triggerall = animtime = 0
trigger1 = p2name != "UNKNOWN"
value = 13201

[state 777320]
type = changestate
triggerall = animtime = 0
trigger1 = p2name != "Death Star"
value = 13202

[Statedef 13201]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3008
sprpriority = 99
ctrl = 0

[State 777321]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State Pos]
type = posset
trigger1 = !time && pos y>0
y = 0

[State 777321]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 777321]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 777321]
type = PlaySnd
trigger1 = Time = 0
value = 2000,2
volume = 255
channel = 6

[State 777321]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 84
volume = 255
channel = 7

[State 777321]
type = PlaySnd
trigger1 = Time = 2
value = 10000, 84
volume = 255
channel = 7

[State 777321]
type = Explod
trigger1 = Time = 0
anim = 64300
id = 2256
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 777321]
type = AttackDist
trigger1 = 1
value = 0

[State 13200]
type = Helper
trigger1 = time >= 5
stateno = 13204
id = 13204
helpertype = player
name = "Kyuukyoku"
pos = 0,5000
postype = p1
supermovetime = 0
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 0]
type = Projectile
trigger1 = time >= 5
trigger1 = (GameTime%5) = 1
projanim = 1234567890
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 214783647
projheightbound = -214783647,214783647
ProjEdgeBound = 214783647
ProjStageBound = 214783647
attr = S,NA
hitflag = HLMAFPD+
guardflag =
pausetime = 0,9
damage = 35+random%99,35+random%99
;affectteam = B 
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
ground.type = none
fall = 1
fall.recover = 0
fall.Damage = 214783647
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[state 0]
type = Projectile
trigger1 = time >= 5
trigger1 = (GameTime%10) = 5
projanim = 1234567890
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 214783647
projheightbound = -214783647,214783647
ProjEdgeBound = 214783647
ProjStageBound = 214783647
attr = C,NA
hitflag = HLMAFPD+
guardflag =
pausetime = 0,9
damage = 35+random%99,35+random%99
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
ground.type = none
fall = 1
fall.recover = 0
fall.Damage = 214783647
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[state 0]
type = Projectile
trigger1 = time >= 5
projanim = 1234567890
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 214783647
projheightbound = -214783647,214783647
ProjEdgeBound = 214783647
ProjStageBound = 214783647
attr = S,HA
hitflag = HLMAFPD
guardflag =
damage = 10+random%256
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
fall = 1
fall.recover = 0
fall.Damage = 214783647
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2stateno = 13205
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[State 2612]
type = Projectile
trigger1 = time >= 5
projID = 11322
projanim = 1234567890
projscale = 1, 1
projremove = 0
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 5
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -214783647, 214783647
offset = 0, 5000
postype = p1
projshadow = 0, 0, 0
affectteam = F
numhits = 0
attr = C, HT                  
damage = 0,0                   
animtype = Hard                 
guardflag =                   
hitflag = MAFD                    
priority = 7, Hit                
sparkno = -1                      
sparkxy = 999, 999              
hitsound = -1                  
guardsound = -1                
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 13205
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[state 0]
type = Projectile
trigger1 = time >= 5
projanim = 1234567890
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 214783647
projheightbound = -214783647,214783647
ProjEdgeBound = 214783647
ProjStageBound = 214783647
attr = S,HA
hitflag = HLMAFPD
guardflag =
damage = 0,0
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
fall = 1
fall.recover = 0
fall.Damage = -999999999999999999999999999999999999999999999999999999999999999999
p2getp1state = 0
p2stateno = 5020
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[State 13200]
type = targetvelset
trigger1 = numtarget
x = -5
y = -3

[State 13200]
type = targetstate
trigger1 = numtarget
value = 13209

[state 0]
type = targetlifeadd
triggerall = numtarget
trigger1 = roundstate = 2
value = -Ceil(0.001*enemynear,Const(data.life))
Absolute = 1
ignorehitpause = 1

[state 0]
type = targetlifeadd
triggerall = numtarget
triggerall = (PalNo = [7,12]) || (root,PalNo = [7,12])
trigger1 = roundstate > 2
trigger2 = movehit = 1
value = -999999999999999999999999999999999999999999999999999999999999999999
Absolute = 1
ignorehitpause = 1

[state 0]
type = targetlifeadd
triggerall = numtarget
triggerall = PalNo = 1 || root,PalNo = 1
trigger1 = roundstate > 2
trigger2 = movehit = 1
affectteam = B 
value = -999999999999999999999999999999999999999999999999999999999999999999
Absolute = 1
ignorehitpause = 1

[state 0]
type = targetpoweradd
trigger1 = numtarget
value = -999999999999999999999999999999999999999999999999999999999999999999
ignorehitpause = 1

[State 13200]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 0 ,projhitspark]
type = Explod
trigger1 = projhit40010 = 1 || projguarded40010 = 1
trigger2 = projhit40010 = 1 || projguarded40010 = 1
anim = 32600
sprpriority = 2
postype = p2
pos = 0,-60
facing = -1
ownpal = 1
trans = add
ignorehitpause = 1
pausemovetime = 2147483648
supermovetime = 2147483648

[State 777321]
type = HitAdd
triggerall = !ishelper
trigger1 = projhit40010 = 1 || projguarded40010 = 1
trigger2 = projhit40010 = 1 || projguarded40010 = 1
value = 1

[State 777321]
type = null;PlaySnd
triggerall = !ishelper
trigger1 = projhit40010 = 1 || projguarded40010 = 1
trigger2 = projhit40010 = 1 || projguarded40010 = 1
value = 10000,3

[State 13200]
type = targetdrop
trigger1 = AnimTime = 0

[state 777321]
type = changestate
trigger1 = time >= 336
;trigger1 = numexplod(2256) = 0
value = 13203
ctrl = 1

[Statedef 13203]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0;15
anim = 2210
ctrl = 0
sprpriority = 99

[state a]
type = removeexplod
trigger1 = time = 0
id = 2256

[state a]
type = removeexplod
trigger1 = time = 0
id = 2257

[State 777322]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 777322]
type = NotHitBy
Trigger1 = IsHelper
value = SCA,AT
Ignorehitpause = 1

[State 777322]
type = AssertSpecial
trigger1 = AnimElemtime(5) <= 0
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 777322]
type = AssertSpecial
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) <= 29
trigger1 = (GameTime%3) = 1
flag = invisible

[State 777322]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 2000,1
volume = 250

[state 777322]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Helper state

[Statedef 1000043]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 1000043]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000043]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 1000043]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000043]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1000043]
type = assertspecial
trigger1 = name != "Naraku No Yuki"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 1000043]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000043]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[state 1000043]
type = varset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper&&time=0
v = 1
value = prevstateno

[state 1000043]
type = varset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper && time = 0
v = 2
value = anim

[State 1000043]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[State 1000043]
type = hitdef
triggerall = !ishelper
triggerall = name != "Naraku No Yuki"
trigger1 = 1
attr = A,NA
damage = 0,0
animtype = hard
guardflag =
hitflag =
ignorehitpause = 1

[state 1000043]
type = changestate
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
trigger1 = alive
trigger1 = hitdefattr = A,NA
value = 1000044
ignorehitpause = 1

[state a]
type = Changestate
triggerall = name != "Naraku No Yuki"
trigger1 = !alive
value = 104010

[state 1000043]
type = changestate
triggerall = name != "Naraku No Yuki"
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),1000046,0)

[statedef 1000044]
type    = U
movetype= H
physics = U
velset = 0,0
ctrl = 0

[State 1000044]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[state 1]
type = removeexplod
trigger1=time >= 0
ignorehitpause = 1

[state a]
type = velset
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

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

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

[state 1]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

[state 1]
type = assertspecial
trigger1 = 1
flag = unguardable
ignorehitpause = 1

[state 1]
type = posset
triggerall = !ishelper
trigger1 = screenpos Y != [0,240]
y = 0
ignorehitpause = 1

[state 1]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[state 1]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 1]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = -999999999999999999999999999
absolute = 1
ignorehitpause = 1

[state 1]
type = assertspecial
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 1]
type = palfx
trigger1 = 1
time = -1
mul = 255,0,0
invertall = 1
ignorehitpause = 1

[state 1]
type=posset
trigger1=ishelper
x=0
y=20000
ignorehitpause=1

[state 1]
type = destroyself
trigger1 = ishelper
trigger1=time >= 0
ignorehitpause = 1

[state 1]
type = changestate
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
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type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1

[statedef 1000045]
type    = U
movetype= H
physics = U
velset = 0,0
ctrl = 0

[state a]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[state a]
type = Afterimagetime
trigger1 = 1
time = 0
ignorehitpause = 1

[state a]
type = removeexplod
trigger1 = 1
ignorehitpause = 1

[state a]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[state a]
type = velset
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[state a]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state a]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[state a]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state a]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = -2147483647
absolute = 1
ignorehitpause = 1

[state a]
type = assertspecial
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state a]
type = palfx
trigger1 = 1
time = -1
mul = 255,0,0
invertall = 1
ignorehitpause = 1

[state a]
type=posset
trigger1=ishelper
x = 0
y = 20000
ignorehitpause=1

[state a]
type = destroyself
trigger1 = ishelper
trigger1=time >= 0
ignorehitpause = 1

[state a]
type = hitdef
triggerall = !ishelper
triggerall = name !="Naraku No Yuki"
trigger1 = 1
attr = A,NA
damage = 0,0
animtype = hard
guardflag =
hitflag =
fall = 0
ignorehitpause = 1

[state a]
type = changestate
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
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trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="Naraku No Yuki"
ignorehitpause=1

[Statedef 1000046]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 1000046]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000046]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000046]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000046]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000046]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 1000046]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1000046]
type = assertspecial
trigger1 = name != "Naraku No Yuki"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 1000046]
type = BindToTarget
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1000046]
type = BindToParent
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1000046]
type = BindToRoot
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1000046]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 1000046]
type = PosSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 1000046]
type = Projectile
trigger1 = time<=1&&ishelper
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 263600
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag =
pausetime = 0,0
p1stateno = var(1)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000046]
type = Projectile
trigger1 = time>=30&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 263600
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag =
pausetime = 0,0
p1stateno = 40
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000046]
type = ChangeState
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = !alive
trigger2 = lose
value = 5150
ignorehitpause = 1

[State 1000046]
type = destroyself
trigger1 = roundstate!=2||root,alive=0
trigger2 = time>=30

[StateDef 301050]
type = U
movetype = U
physics = U
anim = 40020
velset = 0,0
sprpriority = 1
ctrl = 0

[State 301050]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 301050]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 301050]
Type = Posset
Trigger1 = 1
x = 0
y = 2000
ignorehitpause = 1

[State 301050]
type = Projectile
triggerall = root,palno = 12
trigger1 = time >= 1
trigger1 = root,stateno = 19201
trigger1 = root,time = [60,420]
projID = 45321423
projanim = 45321423
projremove = 0
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFD
guardflag =
p2stateno = 30104
sparkno = -1
affectteam = F
persistent = 1

[State 301050]
type = changestate
trigger1 = !ishelper(301050)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State 301050]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1
[State 301050]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 301050]
type = destroyself
triggerall = root,palno = 12
trigger1 = roundstate != 2
trigger2 = root,stateno != 19201
trigger3 = root,time >= 420

[Statedef 30100]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = selfstate
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[state 0]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
v = 11
value = -99999999999999999
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102]
type = destroyself
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 < 20
value = 30101
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 30101]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = selfstate
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[state 0]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
v = 11
value = -99999999999999999
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102]
type = destroyself
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 < 20
value = 30101
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 30102]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = selfstate
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = 1-2*(gametime%321<100)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[state 0]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
v = 11
value = -99999999999999999
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = 1-2*(gametime%321<100)
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Naraku No Yuki"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102]
type = destroyself
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 < 20
value = 30103
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 30103]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 50340]
type = selfstate
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[state 0]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
v = 11
value = -99999999999999999
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30103]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name != "Naraku No Yuki"
trigger1 = gametime%60 >= 40
value = 30104
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 30104]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 50340]
type = selfstate
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate != 2
value = 5150
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = root,life -5
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvalue = root,life -5
IgnoreHitPause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[state 0]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
v = 11
value = -99999999999999999
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30104]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 = [20,39]
value = 30105
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 30105]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 50340]
type = selfstate
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate != 2
value = 5150
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = root,lifemax
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1
[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[state 0]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
v = 11
value = -99999999999999999
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = root,lifemax
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30104]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 = [20,39]
value = 30100
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 30200]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 30200]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state 30200]
type = destroyself
trigger1 = ishelper

[State 30200]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 30200]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 30200]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30200]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 30200]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 30200]
type = changestate
trigger1 = time >= 8
value = 30202

[Statedef 30201]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 30201]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30201]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30201]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 30201]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(1) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(2) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(3) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(5) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(6) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(7) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(8) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(9) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(10) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(11) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(12) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(13) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(14) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(15) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(16) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(17) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(18) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(19) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(20) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(21) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(22) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(23) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(24) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(25) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(26) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(27) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(28) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(29) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(30) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(31) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(32) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(33) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(34) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(35) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(36) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(37) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(38) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(39) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(40) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(41) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(42) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(43) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(44) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(45) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(46) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(47) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(48) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(49) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(50) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(51) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(52) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(53) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(54) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(55) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(56) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(57) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(58) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
var(59) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(1) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(2) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(3) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(5) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(6) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(7) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(8) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(9) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(10) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(11) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(12) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(13) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(14) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(15) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(16) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(17) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(18) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(19) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(20) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(21) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(22) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(23) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(24) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(25) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(26) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(27) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(28) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(29) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(30) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(31) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(32) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(33) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(34) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(35) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(36) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(37) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(38) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&ishelper
fvar(39) = 0

[State 30201]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 30201]
type = PlayerPush
trigger1 = 1
value = -1

[State 30201]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30201]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30201]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 30201]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 30201]
type = destroyself
trigger1 = ishelper&&time>=1

[State 30201]
type = changestate
trigger1 = !ishelper&&time >= 8
value = 30202

[Statedef 30202]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 30202]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state 30202]
type = destroyself
trigger1 = ishelper

[State 30202]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 30202]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 30202]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30202]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 30202]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0

[State 30202]
type = PlayerPush
trigger1 = 1
value = -1

[State 30202]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30202]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30202]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 30202]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 30202]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 30202]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 10380]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10380]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 10380]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10380]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

[Statedef 10381]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 10381]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10381]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[State 10381]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10381]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

[Statedef 10382]
type    = L
movetype= H
physics = N

[State 10382]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383

[Statedef 10383]
type    = L
movetype= H
physics = N

[State 10383]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384

[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="Naraku No Yuki")*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 49000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 49000]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1

[State 49000]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 49000]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49000]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,palno!=1
value = 0
IgnoreHitPause = 1

[State 49000]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,palno!=1
value = 0
IgnoreHitPause = 1

[State 49000]
type = VarRangeSet
trigger1 = !ishelper&&name!="Naraku No Yuki"
value = 0
IgnoreHitPause = 1
[State 49000]
type = VarRangeSet
trigger1 = !ishelper&&name!="Naraku No Yuki"
fvalue = 0
IgnoreHitPause = 1
[State 49000]
type = VarSet
trigger1 = !ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0
IgnoreHitPause = 1
[State 49000]
type = VarSet
trigger1 = !ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0
IgnoreHitPause = 1
[State 49000]
type = VarSet
trigger1 = !ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0
IgnoreHitPause = 1
[State 49000]
type = VarSet
trigger1 = !ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0
IgnoreHitPause = 1

[State 49000]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 49000]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1
IgnoreHitPause = 1

[State 49000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
IgnoreHitPause = 1

[State 49000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
IgnoreHitPause = 1

[State 49000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
IgnoreHitPause = 1

[State 49000]
type = ChangeAnim
trigger1 = Time > 0
value = anim
IgnoreHitPause = 1

[State 49000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a
IgnoreHitPause = 1

[State 49000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49001
IgnoreHitPause = 1
[State 49000]
type = ChangeState
trigger1 = HitShakeOver
value = 49030
IgnoreHitPause = 1
[state 49000]
type = Changestate
trigger1 = !alive
value = 5151
IgnoreHitPause = 1

[State 49000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
IgnoreHitPause = 1
[State 49000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
IgnoreHitPause = 1
[State 49000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
IgnoreHitPause = 1

[Statedef 49001]
type    = S
movetype= H
physics = S

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 49001]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 49001]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49001]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 49001]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1
IgnoreHitPause = 1

[State 49001]
type = HitVelSet
trigger1 = Time = 0
x = 1
IgnoreHitPause = 1

[State 49001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
IgnoreHitPause = 1

[State 49001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6
IgnoreHitPause = 1

[State 49001]
type = VelSet
trigger1 = HitOver
x = 0
IgnoreHitPause = 1

[State 49001]
type = DefenceMulSet
trigger1 = HitOver
value = 1
IgnoreHitPause = 1

[state 49001]
type = Changestate
trigger1 = !alive
value = 5151
IgnoreHitPause = 1

[State 49001]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1
IgnoreHitPause = 1

[Statedef 49010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 49010]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49010]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49010]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 49010]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1
IgnoreHitPause = 1

[State 49010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)
IgnoreHitPause = 1

[State 49010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
IgnoreHitPause = 1

[State 49010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
IgnoreHitPause = 1

[State 49010]
type = ChangeAnim
trigger1 = Time > 0
value = anim
IgnoreHitPause = 1

[State 49010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49011
IgnoreHitPause = 1
[State 49010]
type = ChangeState
trigger1 = HitShakeOver
value = 49030
IgnoreHitPause = 1
[state 49010]
type = Changestate
trigger1 = !alive
value = 5151
IgnoreHitPause = 1

[State 49010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square
IgnoreHitPause = 1

[State 49010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
IgnoreHitPause = 1

[State 49010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
IgnoreHitPause = 1

[Statedef 49011]
type    = C
movetype= H
physics = C

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 49011]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 49011]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49011]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 49011]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1
IgnoreHitPause = 1

[State 49011]
type = HitVelSet
trigger1 = Time = 0
x = 1
IgnoreHitPause = 1

[State 49011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)
IgnoreHitPause = 1

[State 49011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6
IgnoreHitPause = 1

[State 49011]
type = VelSet
trigger1 = HitOver
x = 0
IgnoreHitPause = 1

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1
IgnoreHitPause = 1

[state 49011]
type = Changestate
trigger1 = !alive
value = 5151
IgnoreHitPause = 1

[State 49011]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1
IgnoreHitPause = 1

[Statedef 49020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 49020]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 49020]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49020]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 49020]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1
IgnoreHitPause = 1

[State 49020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
IgnoreHitPause = 1
[State 49020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
IgnoreHitPause = 1
[State 49020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)
IgnoreHitPause = 1
[State 49020]
type = ChangeAnim
trigger1 = Time > 0
value = anim
IgnoreHitPause = 1

[State 49020]
type = ChangeState
trigger1 = HitShakeOver
value = 49030
IgnoreHitPause = 1
[state 49020]
type = Changestate
trigger1 = !alive
value = 5151
IgnoreHitPause = 1

[State 49020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
IgnoreHitPause = 1
[State 49020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
IgnoreHitPause = 1
[State 49020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
IgnoreHitPause = 1

[Statedef 49030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 49030]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 49030]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49030]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 49030]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1
IgnoreHitPause = 1

[State 49030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
IgnoreHitPause = 1

[State 49030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
IgnoreHitPause = 1

[State 49030]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040
IgnoreHitPause = 1

[State 49030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 49050
IgnoreHitPause = 1

[State 49030]
type = ChangeState
trigger1 = AnimTime = 0
value = 49035
IgnoreHitPause = 1

[state 49030]
type = Changestate
trigger1 = !alive
value = 5151
IgnoreHitPause = 1

[Statedef 49035]
type    = A
movetype= H
physics = N

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 49035]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 49035]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49035]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 49035]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1
IgnoreHitPause = 1

[State 49035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035
IgnoreHitPause = 1

[State 49035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
IgnoreHitPause = 1

[State 49035]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040
IgnoreHitPause = 1

[State 49035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 49050
IgnoreHitPause = 1
[state 49035]
type = Changestate
trigger1 = !alive
value = 5151
IgnoreHitPause = 1

[Statedef 49050]
type    = A
movetype= H
physics = N

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 49050]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 49050]
type = lifeadd
triggerall = name !="Naraku No Yuki"
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 49050]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 49050]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1
IgnoreHitPause = 1

[State 49050]
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
IgnoreHitPause = 1
[State 49050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
IgnoreHitPause = 1

[State 49050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
IgnoreHitPause = 1

[State 49050]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200
IgnoreHitPause = 1

[State 49050]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210
IgnoreHitPause = 1

[state 49050]
type = Changestate
trigger1 = !alive
value = 5151
IgnoreHitPause = 1
[State 49050]
type = ChangeState
triggerall = alive = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 49051
IgnoreHitPause = 1
[State 49050]
type = ChangeState
triggerall = alive = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
IgnoreHitPause = 1

[Statedef 49051]
type    = L
movetype= H
physics = N

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 15100]
type = AssertSpecial
trigger1 = gametime%3 = 1
flag = invisible
IgnoreHitPause = 1

[State 15100]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
IgnoreHitPause = 1

[State 15100]
type = EnvShake
trigger1 = time = 0
time = 6
ampl = -6
freq = 95
phase = 95
IgnoreHitPause = 1

[State 15100]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1
IgnoreHitPause = 1
[State 15100]
type = MakeDust
trigger1 = Time = 5
pos = -5,-2
spacing = 1
IgnoreHitPause = 1

[State 15100]
type = ChangeAnim
trigger1 = time = 0
value = 5100
IgnoreHitPause = 1
[State 15100]
type = ChangeAnim
trigger1 = time = 5
value = 5110
IgnoreHitPause = 1

[State 15100]
type = PosSet
trigger1 = Time = 0
y = 0
IgnoreHitPause = 1

[State 15100]
type = VelSet
trigger1 = Time = 0
y = 0
IgnoreHitPause = 1

[State 15100]
type = VelMul
trigger1 = Time = 0
x = 0.002
IgnoreHitPause = 1

[State 15100]
type = SelfState
trigger1 = Time >= 110
value = 5120
IgnoreHitPause = 1

[Statedef 30082]
type    = A
movetype= H
physics = N
velset = 0,0

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = enemy,time > 70
persistent = 0
value = s11,0
volume = 255
freqmul = 0.7
volume = 255

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
value = s11,0
freqmul = 0.5
volume = 255

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = enemy,time > 33
persistent = 0
value = s11,0
volume = 255

[State 30082]
type = ChangeAnim
triggerall = name != "Naraku No Yuki"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time < 5
value = 5005
ignorehitpause = 1
[State 30082]
type = ChangeAnim
triggerall = name != "Naraku No Yuki"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time = [22,69]
value = 5011
ignorehitpause = 1
[State 30082]
type = ChangeAnim
triggerall = name != "Naraku No Yuki"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 70
value = 5002
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = enemy,name = "Naraku No Yuki"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 120
x = -7
y = -5
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[State 30082]
type = LifeSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = PowerSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = enemy,name = "Naraku No Yuki"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 120
trigger2 = enemy,name != "Naraku No Yuki"
value = 5050
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[Statedef 104010]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,80

[State 104010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 104010]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 104010]
type = assertspecial
trigger1 = name != "Naraku No Yuki"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 104010]
type = destroyself
trigger1 = ishelper

[State 104010]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 104010]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 104010]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 104010]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 104010]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 104010]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

[Statedef 104011]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 104010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 104010]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 104010]
type = assertspecial
trigger1 = name != "Naraku No Yuki"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 104010]
type = destroyself
trigger1 = ishelper

[State 104010]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 104010]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 104010]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[State 104010]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(SelfAnimExist(5070),5070,0)

[State 104010]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 104010]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

[Statedef 1010042]
type    = S
movetype= I
physics = N
velset = 0,0

[state 1]
type = selfstate
triggerall = !ishelper
trigger1 = name ="Naraku No Yuki"
value = 0
ctrl= 1
ignorehitpause = 1

[State 0]
type = statetypeset
triggerall = name !="Naraku No Yuki"
trigger1 = 1
statetype = S
movetype = H
physics = N

[State 0]
type = posset
trigger1 = !ishelper
y = 0

[State 0]
type = posset
trigger1 = ishelper
y = 1299999999999999999

[state a]
type = velset
trigger1 = 1
x = 0
y = 0

[State proj]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
trigger1 = time >=1
projanim = anim
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 30
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = prevstateno
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
trigger1 = time >=1 && root,stateno = 3103 || root,stateno = 22100
projanim = anim
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 30
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 50
ignorehitpause = 1

[State 0]
type = Lifeset
triggerall = name !="Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0]
type = Lifeadd
triggerall = name !="Naraku No Yuki"
trigger1 = 1
value = -99999999999999999
ignorehitpause = 1
Absolute = 1


[State 2752, Off]
Type = AssertSpecial
triggerall = name !="Naraku No Yuki"
triggerall = root,name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[state a]
type = destroyself
trigger1 = time >= 2

[state 1]
type = selfstate
triggerall = !ishelper
trigger1 = !alive
value = 180
IgnoreHitPause = 1

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



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

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

[statedef 2888888]
type = S
physics = S
ctrl = 0

[state 2888888]
type = removeexplod
trigger1 = 1
ignorehitpause = 1

[state 2888888]
type = Afterimagetime
trigger1 = 1
time = 0
ignorehitpause = 1

[State 2888888]
type = posset
trigger1 = ishelper
x = 0
y = 999999999
ignorehitpause = 1

[State 2888888]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
x = 0
y = 0

[State 2888888]
type = NotHitBy
trigger1 = !ishelper
value = SCA
time = 1
ignorehitpause = 1

[state 1]
Type=Projectile
trigger1=name="genjitsu"
Attr=C,HP
ProjID=250340
ProjAnim=2
ProjRemove=0
ProjRemoveTime=1
projhits=1
projheightbound=-2000000000,2000000000
ProjEdgeBound=2000000000
ProjStageBound=2000000000
HitFlag=MAFD
NumHits=0
damage=1,1
HitSound=S-1
P1StateNo=5+5145*(gametime%2&&root,alive&&!(root,prevstateno=5&&root,life=0))
SuperMoveTime=99
PauseMoveTime=99
ignorehitpause=1

[state 1]
Type=Projectile
trigger1=name="F1"
trigger1=root,alive
Attr=C,HP
ProjID=250341
ProjAnim=1000
ProjRemove=0
ProjRemoveTime=1000
projhits=1000
projheightbound=-2000000000,2000000000
ProjEdgeBound=2000000000
ProjStageBound=2000000000
HitFlag=MAFD
NumHits=0
damage=1,1
HitSound=S-1
P1StateNo=9997

[State 1]
type = Projectile
triggerall = ishelper
trigger1=root,alive&&root,stateno!=200&&root,stateno!=1000044
trigger1= root,name = "Kyuketsuki"
attr = C,HP
hitflag = MAFD
projanim = 912
projid = 250342
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 200
ignorehitpause = 1

[state 1]
Type = Projectile
triggerall = ishelper
trigger1 = root,name = "Phantom Mizuchi Elisir" || root,name ="Crazy-Catastrophe"
trigger1 = root,alive
Attr = C,HP
ProjID = 250343
ProjAnim = 22177
ProjRemove = 0
ProjRemoveTime = 1000
projhits = 100
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
HitFlag = MAFD
NumHits = 0
damage = 100,100
HitSound = S-1
P1StateNo = 263601
ignorehitpause = 1

[state p]
type=changeanim2
trigger1=name="efreet"||name="Efreet"
trigger1=ishelper(6000)
value=6500
ignorehitpause=1

[state p]
type=varset
trigger1=name="efreet"||name="Efreet"
trigger1=ishelper(6000)
var(8) = 1
ignorehitpause=1

[state p]
type=varset
trigger1=name="efreet"||name="Efreet"
var(8) = 1
ignorehitpause=1

[state p]
type=parentvarset
trigger1=name="efreet"||name="Efreet"
v=8+3*(gametime%2)
value=1
ignorehitpause=1

[state p]
type=parentvarset
trigger1=name="efreet"||name="Efreet"
trigger1=ishelper(6000)
v=8+3*(gametime%2)
value=1
ignorehitpause=1

[state 2888888]
type = velset
triggerall = name != "Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 2888888]
type = ctrlset
trigger1 = name != "Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 2888888]
type = LifeAdd
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 2888888]
type = lifeset
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 2888888]
type = changestate
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 2888888]
type = changestate
trigger1 = name = "Naraku No Yuki"&&!ishelper
value = 0
ctrl = 1
ignorehitpause = 1

[Statedef 1000000001]
Type    = A
Movetype= I
Physics = N
Anim = 126200

[State 50000]
type = BindToroot
trigger1 = ishelper
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10000: AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State -2]
Type = AssertSpecial
trigger1 = roundstate > 1
IgnoreHitPause = 1
flag = nomusic
flag2 = nobg
flag3 = nofg

[State 4]
type = PlaySnd
trigger1 = roundstate > 1
value = s10000,73
loop = 1
persistent = 0
ignorehitpause = 1

[State 10000: NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT, AA, AT, AP

[State 10000: PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 0, 0

[State 10000: PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000,73
loop = 1
abspan = 0
persistent = 0

[State 3240, ChangeState]
Type = destroyself
Trigger1 = numhelper(1000000001) >= 2
Value = 0

[StateDef 100500001]
Type = A
Physics = N
Anim = 29000
SprPriority = -10
VelSet = 0,0

[State 7224]
type = AssertSpecial
Trigger1 = root,stateno = 191
flag = invisible
ignorehitpause = 1

[State a]
type = Explod
triggerall = palno = 7
trigger1 = (GameTime%12) = 1
anim = 22131
;anim = 34000 ;Blank animation
sprpriority = 16
postype = p1
pos = -60 + (random%120),0 - (random%40)
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-1 + (random%1)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

;Same as above.
[State a]
type = Explod
triggerall = palno = 7
trigger1 = (GameTime%20) = 1
anim = 22131
;anim = 34000 ;Blank animation
sprpriority = 16
postype = p1
pos = -60 + (random%120),0 - (random%40)
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-0.9
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 10050]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 10050]
Type = SprPriority
Trigger1 = 1
Value = -15

[State 10050]
Type = PosSet
Trigger1 = 1
X = Root,Pos X
Y = 0

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 10050]
Type = DestroySelf
Trigger1 = root,stateno = 5150

[Statedef 100000001]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1150
sprpriority = -2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
y = 25

[State 0, VelSet]
type = VelSet
trigger1 = pos y = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 1142
ID = 781
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
trans = add
scale = 2,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 1144
ID = 1110
pos = 0,0
postype = p1
facing = 1
vfacing = 1
trans = add
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 1143
ID = 1109
pos = 0,0
postype = p1
facing = 1
vfacing = 1
trans = add
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 1136
ID = 3210
pos = 0,0
postype = p1
facing = 1
vfacing = 1
trans = add
bindtime = 1
removetime = -2
scale = 0.5,0.5
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 1145
ID = 7060
pos = 0,-25
postype = p1
facing = 1
vfacing = 1
trans = add
bindtime = 1
removetime = -2
scale = 1,0.5
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 1146
ID = 7060
pos = 0,-25
postype = p1
facing = 1
vfacing = 1
trans = add
bindtime = 1
removetime = -2
scale = 1,0.5
sprpriority = -1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos y = 0
value = s10000,67

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos y = 0
value = s10000,66

[State 0, EnvShake]
type = EnvShake
trigger1 = pos y = 0
time = 25
freq = 75
ampl = 3

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 0

[Statedef 100000006]
type    = S
movetype= I
physics = S
anim = 32400

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1

[State hogo3]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[state 1003]
type = sprpriority
trigger1 = 1
value = -1
ignorehitpause = 1

[State 1009]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1009]
type = angledraw
trigger1= 1
scale= 0.80,0.80
ignorehitpause = 1

[State 1009]
type = Angleadd
trigger1 = 1
value = 1
ignorehitpause = 1

[State 1007]
type = BindToRoot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1]
type = AssertSpecial
trigger1 = root,stateno!=0
trigger1 = root,stateno!=5900
flag = invisible
ignorehitpause = 1

[Statedef 300000001]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 10000
ownpal = 1

[State ]
type = ReversalDef
trigger1 = ishelper(300000001)
reversal.attr = SCA,AP,AA,AT
hitflag = MAFDP
priority = 99999999
pausetime = 2147483647,2147483647
guard,dist = 0
numhits = 0
p2stateno = 50512
supermovetime = 999000
pausemovetime = 999000
ignorehitpause=1

[State ]
type = AssertSpecial
trigger1 = var(0):=var(0)+1
flag = noshadow
flag2 = Invisible
ignorehitpause=1

[state ]
type = nothitby
trigger1 = ishelper(300000001)
value = SCA,AA,AT,AP
ignorehitpause = 1
time = -1

[State ]
type = BindToRoot
trigger1 = ishelper(300000001)
ignorehitpause = 1

[State ]
type = screenbound
trigger1 = ishelper(300000001)
value = 0
movecamera = 0,0
ignorehitpause=1

[state ]
type = targetpoweradd
trigger1 = ishelper(300000001)
trigger1 = numtarget
value = -2147483647
absolute=1
ignorehitpause=1

[state ]
type = targetlifeadd
trigger1 = ishelper(300000001)
trigger1 = numtarget
value = -2147483647
absolute=1
kill=1
ignorehitpause=1

[state ]
type = targetstate
trigger1 = ishelper(300000001)
trigger1 = numtarget
trigger1 = target,alive
trigger1 = target,stateno!=200512
trigger1 = target,stateno!=512
value = 200512
ignorehitpause=1

[state ]
type = targetdrop
trigger1 = numtarget
trigger1 = target,ishelper
ignorehitpause=1

[state ]
type = changeanim
trigger1 = numtarget>0
trigger1 = target,ishelper=0
value = 0

[statedef 987654321]
type = U
movetype = U
physics = U
anim = 30100
velset = 0,0
sprpriority = 1
ctrl = 0

[state 987654321]
type = removeexplod
trigger1 = 1
ignorehitpause = 1

[state 987654321]
type = Afterimagetime
trigger1 = 1
time = 0
ignorehitpause = 1

[State 987654321]
type = NotHitBy
trigger1 = time < 2
value = SCA
time = 1
ignorehitpause = 1

[State 987654321]
type = HitBy
trigger1 = time >= 2
value = C,HP
time = 1
ignorehitpause = 1

[State 987654321]
type = posset
trigger1 = 1
x = 0
y = 999999999
ignorehitpause = 1

[State 987654321]
type = Projectile
trigger1 = ishelper(987654321)
trigger1 = time > 2
projid = 987654321
projanim = 987654321
projremove = 0
projremovetime = 2147483647
projhits = 1
projmisstime = 1
projpriority = 4
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
velset = 0
velmul = 0,0
attr = C,HP
hitflag = MAFD
guardflag =
p2stateno = 28888888
sparkno = -1
affectteam = F

[State 987654321]
type = changestate
trigger1 = !ishelper(987654321)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[Statedef 22222222]
type = S
movetype = A
physics = N
anim = 40020

[State 22222222]
Type = Posset
Trigger1 = 1
x = 0
y = 9999999999999999999
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State -2]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 649999]
type = Projectile
trigger1 = time >= 1
projid = 1234567890
projanim = 1234567890
projremove = 0
projscale = 1,1
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
attr = C,HP
hitflag = MAFDP
guardflag =
p2stateno = 600000
sparkno = -1
affectteam = F
ignorehitpause = 1

[State 22222222]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1

[State 22222222]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 22222222]
type = changestate
trigger1 = !ishelper(22222222)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State 22222222]
type = destroyself
trigger1 = roundstate != 2
trigger2 = root,stateno != 100500

[Statedef 1500000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1500000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State -2, ]
Type = SelfState
triggerall = name ="Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
Value = 0
ctrl = 1

[State 1500000]
type = ChangeState
triggerall = name = "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 1500000]
type = DestroySelf
triggerall = name = "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 1500000]
type = LifeSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1500000]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -9999999999999999999999
absolute = 1
ignorehitpause = 1

[State 1500000]
type = PowerSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1500000]
type = ChangeState
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = !alive
trigger2 = lose
value = 5150
ignorehitpause = 1

[State 1500000]
type = AssertSpecial
trigger1 = name != "Naraku No Yuki"
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 1500000]
type = BindToTarget
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1500000]
type = BindToParent
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1500000]
type = BindToRoot
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1500000]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 1500000]
type = PosSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 1500000]
type = Projectile
triggerall = root,name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = root,numprojid(1450001) <= 0
projanim = anim
projid = 1450001
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 1500000]
type = Projectile
triggerall = root,name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = root,numprojid(1450001) <= 0
projanim = anim
projid = 1450001
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = 50
persistent = 0
ignorehitpause = 1

[State 1500000]
type = DestroySelf
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = root,numprojid(1450001) <= 0
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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triggerall = name != "Naraku No Yuki"
trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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trigger1 = 1
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1

[Statedef 6400000]
type    = S
movetype= I
physics = S

[State 6400000]
type = NotHitBy
trigger1 = roundstate >= 3
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 6400000]
type = statetypeset
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 6400000]
type = AssertSpecial
trigger1 = 1
flag = Invisible
ignorehitpause = 1

[State 6400000]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 6400000]
type = NotHitBy
trigger1 = roundstate != 2
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 6400000]
type = ChangeAnim
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)
ignorehitpause = 1

[State 6400000]
type = PlaySnd
trigger1 = time = 0
trigger1 = gethitvar(damage)
value = 10000,5
freqmul = 1.5+((random%4)*0.2)
volume = 255

[State 6400000]
type = Turn
trigger1 = Facing != root,Facing
ignorehitpause = 1

[State 6400000]
type = NotHitBy
trigger1 = root,stateno = 2200
trigger2 = root,stateno = 2205
trigger3 = root,stateno = 2210
trigger4 = root,stateno = 19200
trigger5 = root,stateno = 19151
trigger6 = root,stateno = 24000
trigger7 = root,stateno = 14000
trigger8 = root,stateno = 14050
trigger9 = root,stateno = 14100
trigger10 = root,stateno = 4405
trigger11 = root,stateno = 11225
trigger12 = root,stateno = 30080
trigger13 = root,stateno = 10120
trigger14 = root,stateno = 10010
trigger15 = root,stateno = 1007000
trigger16 = root,stateno = 1950
trigger17 = root,stateno = 1450
trigger18 = root,stateno = 33500
trigger19 = root,stateno = 33600
trigger20 = root,stateno = 11001
trigger21 = root,stateno = 1008000
value = SCA,AA,AT,AP
ignorehitpause = 1

[state 6400000]
type = nothitby
triggerall = palno = 12
trigger1 = Helper(6400000),GetHitVar(Damage)
time = 300
value = SCA,AA,AT,AP
ignorehitpause = 1

[state 6400000]
type = nothitby
triggerall = palno = [7,11]
trigger1 = Helper(6400000),GetHitVar(Damage)
time = 500
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 6400000]
type = NotHitBy
trigger1 = time = 0
trigger2 = (root,stateno=[5000,5150])||(root,anim=[5000,5150])
value = SCA,AA,AT,AP
time = 60+(((roundno>=2)*20))
ignorehitpause = 1

[State 6400000]
type = poweradd
triggerall = roundstate = 2
trigger1 = time = 1
value = 200
ignorehitpause = 1

[State 6400000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 6400000
ignorehitpause = 1

[State 6400000]
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1

[State 6400000]
type = DestroySelf
trigger1 = root,palno != [7,12]
ignorehitpause = 1

[State 6400000]
type = Explod
trigger1 = root,stateno = 30080
trigger1 = root,time = 100
trigger1 = numexplod(32800) = 0
anim = 32800
id = 32800
sprpriority = 2147483647
postype = p1
pos = -2,-60
bindtime = 2147483647
supermove = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 6400000]
type = Explod
trigger1 = root,stateno = 30080
trigger1 = root,time = 345
trigger1 = numexplod(32600) = 0
anim = 32600
id = 32600
sprpriority = 2147483647
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 6400000]
type = varset
triggerall = root,var(30)
trigger1 = root,palno = 12
v = 0
value = 1
ignorehitpause = 1

[State 6400000]
type = varadd
triggerall = !win
trigger1 = root,palno = 12
trigger1 = root,stateno = 30081
trigger1 = root,time = 5
trigger2 = root,palno = 12
trigger2 = root,stateno = 30080
trigger2 = root,time = 310
v = 1
value = 1
ignorehitpause = 1

[State 6400000]
type = varadd
trigger1 = root,stateno = 23000
trigger1 = root,time = 5
v = 1
value = 1
ignorehitpause = 1

[state 6400000]
type = varset
trigger1 = roundstate < 2
v = 2
value = 0
ignorehitpause = 1
[state 6400000]
type = varadd
trigger1 = roundstate = 2
v = 2
value = 1
ignorehitpause = 1
[State 6400000]
type = varset
triggerall = root,palno = 12
trigger1 = enemynear,hitdefattr = SCA,AA,AT,AP
v = 3
value = 600
ignorehitpause = 1
[State 6400000]
type = varset
triggerall = root,palno = 12
trigger1 = var(3) > 600 || var(3) < 0
v = 3
value = 0
ignorehitpause = 1
[State 6400000]
type = varadd
triggerall = root,palno = 12
trigger1 = var(3) > 0
v = 3
value = -1
ignorehitpause = 1
[state 6400000]
type = varset
trigger1 = roundstate < 2
v = 4
value = 0
ignorehitpause = 1
[state 6400000]
type = varadd
trigger1 = root,var(30)
v = 4
value = 1
ignorehitpause = 1
[state 6400000]
type = varset
triggerall = var(5) != 10
trigger1 = root,stateno = 14050
trigger1 = root,movehit
trigger2 = root,stateno = 23000
trigger2 = root,movehit
v = 5
value = 10
ignorehitpause = 1
[state 6400000]
type = varset
trigger1 = root,stateno!=14050&&root,stateno!=23000
v = 5
value = 0
ignorehitpause = 1
[state 6400000]
type = varset
trigger1 = root,stateno != 33600
trigger1 = var(6) != 0
v = 6
value = 0
ignorehitpause = 1
[state 6400000]
type = varadd
trigger1 = root,stateno = 14050
trigger1 = root,time > 220
trigger1 = var(6) < 360
v = 6
value = 2
ignorehitpause = 1
[state 6400000]
type = varset
trigger1 = root,stateno != 14050
trigger1 = var(7) != 0
v = 7
value = 0
ignorehitpause = 1
[state 6400000]
type = varadd
trigger1 = root,stateno = 14050
v = 7
value = 1
ignorehitpause = 1
[state 6400000]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = root,stateno = 14050
trigger1 = root,time < 200
anim = 26000
id = 26000
sprpriority = 2147483647
removetime = 230
pos = -2,-100
scale = 1,1
ontop = 1
ownpal = 1
[state 6400000]
type = ModifyExplod
trigger1 = root,stateno = 14050
trigger1 = var(7) < 30
scale = 0.02*var(7),0.02*var(7)
id = 26000
[state 6400000]
type = ModifyExplod
trigger1 = root,stateno = 14050
trigger1 = var(7) > 29
scale = 0.02*var(7),0.02*var(7)
id = 26000
[state 6400000]
type = allpalfx
trigger1 = root,stateno = 14050
trigger1 = root,time > 220
mul = var(6),var(6),var(6)
time = 5
ignorehitpause = 1
[state 6400000]
type = VarSet
triggerall = ishelper(6400000)
trigger1 = root,stateno = 1007000
trigger1 = root,time > 45
v = 41
value = 600
ignorehitpause = 1
[state 6400000]
type = VarAdd
triggerall = ishelper(6400000)
trigger1 = root,stateno != 1007000
trigger1 = (GameTime%2)=0 && var(41) !=0
var(41) = -1
ignorehitpause = 1
[state 6400000]
type = VarSet
trigger1 = roundstate != 2
v = 41
value = 0
ignorehitpause = 1

[State 6400000]
type = helper
triggerall = roundstate = 2
triggerall = numhelper(301050) < 5
trigger1 = root,palno = [11,12]
trigger1 = root,stateno = 19201
trigger1 = root,time = [60,420]
trigger2 = root,palno = [11,12]
trigger2 = root,stateno = 2205
trigger2 = root,time = [60,350]
ID = 301050
name = "chaos"
stateno = 301050
pos = 0,2000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 6400000]
type = helper
trigger1 = roundstate = 2
trigger1 = numhelper(649999) < 3
trigger1 = root,palno = [11,12]
trigger1 = root,stateno = 2205
trigger1 = root,time = [60,400]
trigger2 = numhelper(649999) < 5
trigger2 = root,palno = [11,12]
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu" || p2name="Shutdown"
id = 649999
name = "649999"
stateno = 649999
pos = 0,899999999+99999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 6400000]
type = helper
triggerall = numhelper(9100100) = 0
triggerall = roundstate <= 2
trigger1 = root,stateno = 14050
trigger2 = root,stateno = 23000
id = 9100100
persistent = 1
name = "kill"
pos = 0,0
postype = P1
stateno = 910010
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 6400000]
type = pause
trigger1 = roundstate < 2
time = 0
movetime = 0
ignorehitpause = 1
[State 6400000]
type = superpause
trigger1 = roundstate < 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 6400000]
type = SuperPause
trigger1 = win
trigger1 = roundstate = 2
anim = -1
movetime = 1
time = 1
darken = 0
persistent = 0
ignorehitpause = 1

[State 6400000]
type = Pause
trigger1 = !win
trigger2 = roundstate != 2
movetime = 0
time = 0
ignorehitpause = 1
[State 6400000]
type = SuperPause
trigger1 = !win
trigger2 = roundstate != 2
movetime = 0
time = 0
darken = 0
anim = -1
p2defmul = 1
ignorehitpause = 1

[statedef 1000042]
movetype = I
velset = 0,0
ctrl = 0

[State 1000042]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 1000042]
type = ctrlset
trigger1 = name != "Naraku No Yuki"
value = 0

[state 1000042]
type = destroyself
triggerall = name = "Naraku No Yuki"
trigger1 = ishelper
ignorehitpause = 1

[state 1000042]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 1000042]
type=assertspecial
trigger1=name != "Naraku No Yuki"
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard
ignorehitpause=1

[state 1000042]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 1000042]
type = changestate
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 1000044
ignorehitpause = 1

[State 1000042]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
trigger2 = roundstate = 3
value = -2147483647
ignorehitpause = 1

[State 1000042]
type = poweradd
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
trigger2 = roundstate = 3
value = -2147483647
ignorehitpause = 1

[State 1000042]
type = targetlifeadd
trigger1 = !ishelper
trigger2 = roundstate = 3
value = -2147483647*lifemax
kill = 1
absolute = 1
ignorehitpause = 1

[State 1000042]
type = targetlifeadd
trigger1 = !ishelper
trigger2 = roundstate = 3
value = -lifemax*lifemax
kill = 1
absolute=1
ignorehitpause = 1

[State 1000042]
type = targetpoweradd
trigger1 = !ishelper
trigger2 = roundstate = 3
value = -2147483647*powermax
kill = 1
absolute = 1
ignorehitpause = 1

[State 1000042]
type = targetpoweradd
trigger1 = !ishelper
trigger2 = roundstate = 3
value = -powermax*powermax
kill = 1
absolute=1
ignorehitpause = 1

[State 1000042]
type = Pause
trigger1 = MoveReversed = 1
time = 1
movetime = 1

[State 1000042]
type = SuperPause
trigger1 = MoveReversed = 1
anim = -1
time = 1
movetime = 1
darken = 0

[State 1000042]
type = hitdef
triggerall = !ishelper
triggerall = name != "Naraku No Yuki"
trigger1 = 1
attr = A,NA
damage = 0,0
animtype = hard
guardflag =
hitflag =
ignorehitpause = 1

[state 1000042]
type = changestate
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
trigger1 = alive
trigger1 = hitdefattr = A,NA
value = 1000044
ignorehitpause = 1

[Statedef 600000]
type = U
movetype = U
physics = U
poweradd = -powermax

[State 50340]
type = selfstate
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[state a ,killer]
type = VarRangeSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
value = gametime+1
ignorehitpause = 1

[state a ,killer]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = gametime+1
ignorehitpause = 1
First = 0
Last = 41

[state a ,killer]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = gametime+1
ignorehitpause = 1
First = 45
Last = 59

[state a ,killer]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name !="Naraku No Yuki"
fvalue = gametime+1
IgnoreHitPause = 1

[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = gametime+1
IgnoreHitPause = 1

[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = gametime+1
IgnoreHitPause = 1

[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = gametime+1
IgnoreHitPause = 1

[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
sysvar(4) = gametime+1
IgnoreHitPause = 1

[state 13, 1]
type = varset
trigger1 = time = 0
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(42) = random%2
ignorehitpause = 1

;killer code start
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(0) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(1) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(2) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(3) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(4) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(5) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(6) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(7) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(8) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(9) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(10) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(11) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(12) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(13) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(14) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(15) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(16) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(17) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(18) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(19) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(20) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(21) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(22) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(23) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(24) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(25) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(26) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(27) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(28) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(29) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(30) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(31) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(32) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(33) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(34) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(35) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(36) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(37) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(38) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(39) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(40) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(41) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(42) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(43) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(44) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(45) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(46) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(47) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(48) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(49) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(50) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(51) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(52) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(53) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(54) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(55) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(56) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(57) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(58) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(59) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(0) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(1) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(2) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(3) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(4) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(5) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(6) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(7) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(8) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(9) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(10) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(11) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(12) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(13) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(14) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(15) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(16) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(17) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(18) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(19) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(20) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(21) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(22) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(23) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(24) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(25) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(26) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(27) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(28) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(29) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(30) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(31) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(32) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(33) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(34) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(35) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(36) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(37) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(38) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(39) = gametime+1
ignorehitpause = 1

[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(0) = gametime*ifelse((gametime-parent,var(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(1) = gametime*ifelse((gametime-parent,var(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(2) = gametime*ifelse((gametime-parent,var(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(3) = gametime*ifelse((gametime-parent,var(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(4) = gametime*ifelse((gametime-parent,var(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(5) = gametime*ifelse((gametime-parent,var(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(6) = gametime*ifelse((gametime-parent,var(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(7) = gametime*ifelse((gametime-parent,var(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(8) = gametime*ifelse((gametime-parent,var(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(9) = gametime*ifelse((gametime-parent,var(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(10) = gametime*ifelse((gametime-parent,var(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(11) = gametime*ifelse((gametime-parent,var(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(12) = gametime*ifelse((gametime-parent,var(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(13) = gametime*ifelse((gametime-parent,var(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(14) = gametime*ifelse((gametime-parent,var(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(15) = gametime*ifelse((gametime-parent,var(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(16) = gametime*ifelse((gametime-parent,var(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(17) = gametime*ifelse((gametime-parent,var(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(18) = gametime*ifelse((gametime-parent,var(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(19) = gametime*ifelse((gametime-parent,var(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(20) = gametime*ifelse((gametime-parent,var(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(21) = gametime*ifelse((gametime-parent,var(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(22) = gametime*ifelse((gametime-parent,var(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(23) = gametime*ifelse((gametime-parent,var(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(24) = gametime*ifelse((gametime-parent,var(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(25) = gametime*ifelse((gametime-parent,var(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(26) = gametime*ifelse((gametime-parent,var(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(27) = gametime*ifelse((gametime-parent,var(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(28) = gametime*ifelse((gametime-parent,var(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(29) = gametime*ifelse((gametime-parent,var(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(30) = gametime*ifelse((gametime-parent,var(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(31) = gametime*ifelse((gametime-parent,var(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(32) = gametime*ifelse((gametime-parent,var(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(33) = gametime*ifelse((gametime-parent,var(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(34) = gametime*ifelse((gametime-parent,var(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(35) = gametime*ifelse((gametime-parent,var(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(36) = gametime*ifelse((gametime-parent,var(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(37) = gametime*ifelse((gametime-parent,var(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(38) = gametime*ifelse((gametime-parent,var(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(39) = gametime*ifelse((gametime-parent,var(39)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(40) = gametime*ifelse((gametime-parent,var(40)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(41) = gametime*ifelse((gametime-parent,var(41)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(42) = gametime*ifelse((gametime-parent,var(42)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(43) = gametime*ifelse((gametime-parent,var(43)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(44) = gametime*ifelse((gametime-parent,var(44)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(45) = gametime*ifelse((gametime-parent,var(45)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(46) = gametime*ifelse((gametime-parent,var(46)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(47) = gametime*ifelse((gametime-parent,var(47)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(48) = gametime*ifelse((gametime-parent,var(48)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(49) = gametime*ifelse((gametime-parent,var(49)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(50) = gametime*ifelse((gametime-parent,var(50)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(51) = gametime*ifelse((gametime-parent,var(51)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(52) = gametime*ifelse((gametime-parent,var(52)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(53) = gametime*ifelse((gametime-parent,var(53)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(54) = gametime*ifelse((gametime-parent,var(54)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(55) = gametime*ifelse((gametime-parent,var(55)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(56) = gametime*ifelse((gametime-parent,var(56)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(57) = gametime*ifelse((gametime-parent,var(57)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(58) = gametime*ifelse((gametime-parent,var(58)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(59) = gametime*ifelse((gametime-parent,var(59)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(0) = gametime*ifelse((gametime-parent,fvar(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(1) = gametime*ifelse((gametime-parent,fvar(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(2) = gametime*ifelse((gametime-parent,fvar(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(3) = gametime*ifelse((gametime-parent,fvar(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(4) = gametime*ifelse((gametime-parent,fvar(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(5) = gametime*ifelse((gametime-parent,fvar(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(6) = gametime*ifelse((gametime-parent,fvar(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(7) = gametime*ifelse((gametime-parent,fvar(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(8) = gametime*ifelse((gametime-parent,fvar(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(9) = gametime*ifelse((gametime-parent,fvar(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(10) = gametime*ifelse((gametime-parent,fvar(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(11) = gametime*ifelse((gametime-parent,fvar(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(12) = gametime*ifelse((gametime-parent,fvar(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(13) = gametime*ifelse((gametime-parent,fvar(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(14) = gametime*ifelse((gametime-parent,fvar(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(15) = gametime*ifelse((gametime-parent,fvar(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(16) = gametime*ifelse((gametime-parent,fvar(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(17) = gametime*ifelse((gametime-parent,fvar(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(18) = gametime*ifelse((gametime-parent,fvar(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(19) = gametime*ifelse((gametime-parent,fvar(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(20) = gametime*ifelse((gametime-parent,fvar(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(21) = gametime*ifelse((gametime-parent,fvar(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(22) = gametime*ifelse((gametime-parent,fvar(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(23) = gametime*ifelse((gametime-parent,fvar(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(24) = gametime*ifelse((gametime-parent,fvar(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(25) = gametime*ifelse((gametime-parent,fvar(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(26) = gametime*ifelse((gametime-parent,fvar(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(27) = gametime*ifelse((gametime-parent,fvar(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(28) = gametime*ifelse((gametime-parent,fvar(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(29) = gametime*ifelse((gametime-parent,fvar(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(30) = gametime*ifelse((gametime-parent,fvar(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(31) = gametime*ifelse((gametime-parent,fvar(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(32) = gametime*ifelse((gametime-parent,fvar(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(33) = gametime*ifelse((gametime-parent,fvar(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(34) = gametime*ifelse((gametime-parent,fvar(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(35) = gametime*ifelse((gametime-parent,fvar(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(36) = gametime*ifelse((gametime-parent,fvar(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(37) = gametime*ifelse((gametime-parent,fvar(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(38) = gametime*ifelse((gametime-parent,fvar(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(39) = gametime*ifelse((gametime-parent,fvar(39)=[-60,60]),1,-1)+1
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 9997, 1]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 1300]
type = NotHitBy
trigger1 = !ishelper
value = SCA
time = 1

[State 0]
type = statetypeset
trigger1 = name !="Naraku No Yuki"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state 0]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 0]
type = ctrlset
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 0]
type = LifeAdd
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 0]
type = LifeSET
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[state 0]
type = destroyself
triggerall = ishelper
trigger1 = time >= 7
trigger2 = root,name ="Naraku No Yuki"
trigger3 = !alive
trigger4 = root,alive = 0
ignorehitpause = 1

[State 0]
type = changestate
triggerall = 1
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 0]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5150
ignorehitpause = 1

[Statedef 910010]
type    = S
physics = S
anim = 900030

[State 910010]
type = SelfState
triggerall = !ishelper(910010)&&!ishelper(9100100)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 910010]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 910010]
type = BindToroot
trigger1 = 1

[State 910010]
type = PlayerPush
trigger1 = 1
value = 0

[State 910010]
type = PosSet
trigger1 = 1
x = root, Pos X

[state 910010]
type = nothitby
trigger1 = ishelper(910010)
value = SCA,AA,AT,AP

[State 230, 2]
type = HitDef
trigger1 = ishelper(9100100)
attr = S, NA
animtype  = hard
damage    = 2147483647,2147483647
priority = 7
getpower = 0,0
givepower = -2147483647,-2147483647
guardflag = M
pausetime = 2,4
sparkno = s22138
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2
air.velocity = -4,-4
ignorehitpause = 1

[State 900010]
type = destroyself
trigger1 = root,stateno!=14050&&root,stateno!=23000
trigger2 = win
trigger3 = roundstate != 2
ignorehitpause = 1

[statedef 200512]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 0
ctrl = 0

[state ]
type = NotHitBy
trigger1 = 1
value = SCA

[State ]
type = AssertSpecial
trigger1 = name != "Naraku No Yuki"
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State ]
type = assertspecial
trigger1 = name != "Naraku No Yuki"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = name != "Naraku No Yuki"
flag = nokosnd
flag2 = nokoslow
flag3 = nomusic
ignorehitpause = 1

[state ]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = poweradd
trigger1 = 1
value = -9999999999999999
ignorehitpause = 1

[state ]
type = PosSet
trigger1 = !alive
trigger2 = ishelper
Y = 5000
ignorehitpause = 1

[state ]
type = lifeadd
trigger1 = !ishelper
trigger1 = !name="Naraku No Yuki"
value = -9999999999999999
absolute = 1
ignorehitpause = 1

[state ]
type = lifeset
trigger1 = !ishelper
trigger1 = !name="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State ]
type = changestate
triggerall = !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State ]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State ]
type = changestate
triggerall = !ishelper
triggerall = alive
trigger1 = roundstate>2
trigger1 = hitpausetime>1
value = 512
ignorehitpause = 1

[statedef 266666]
movetype = I
ctrl = 1

[state -1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state -1]
type = varset
trigger1 = 1
var(55) =gametime+123456789

[state -1]
type = lifeadd
trigger1 = 1
value = 1
kill = 0
ignorehitpause = 1

[State -1]
type = varadd
triggerall = name = "Naraku No Yuki"
trigger1 = 1
v = 57
value = 500
ignorehitpause = 1

[state -1]
type = destroyself
trigger1 = 1

[state -1]
type = SelfState
trigger1 = !ishelper
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state -1]
type = selfstate
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 50
ctrl = 1

[statedef 649999]
type = U
movetype = U
physics = U
anim = 40020
velset = 0,0
sprpriority = 1
ctrl = 0

[State 649999]
Type = Posset
Trigger1 = 1
x = 0
y = 899999999+99999999
ignorehitpause = 1
[State 649999]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 649999]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 649999]
type = Projectile
trigger1 = time >= 1
projid = 1234567890
projanim = 1234567890
projremove = 0
projscale = 1,1
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
attr = C,HP
hitflag = MAFD
guardflag =
p2stateno = 50340
sparkno = -1
affectteam = F
ignorehitpause = 1
[State 649999]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1
[State 649999]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[State 649999]
type = changestate
trigger1 = !ishelper(649999)
value = 0
ctrl = !ishelper
ignorehitpause = 1
[State 649999]
type = destroyself
triggerall = p2name != "Kyuketsuki"
triggerall = p2name != ""
triggerall = p2name != "MUAHAHAHAHAHAHAHAHA"
triggerall = p2name != "Shutdown"
triggerall = p2name != "genjitsu"
trigger1 = roundstate != 2
trigger2 = root,stateno != 2205

[Statedef 44490]
anim = 10145

[State 1]
type = SelfState
triggerall = !ishelper(44490)
trigger1 = var(55)!=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 44490
ignorehitpause = 1

[State 44490]
type = angledraw
trigger1 = time >= 0
value=gametime*1.5*(1+random%100)*0.1
scale=(ifelse((gametime%120<=59),((gametime%60*0.01)/0.5),(1-(gametime%60*0.01)/0.5)))*1.2,1.2

[State 44490]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 44490]
type = BindToRoot
trigger1 = 1
pos = -5,-90
ignorehitpause = 1

[State 44490]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 44490]
type = AssertSpecial
trigger1 = root,stateno!=0
trigger1 = root,stateno!=5900
flag = invisible
ignorehitpause = 1

[Statedef 28090]
type    = S
movetype= I
physics = S
anim = 40000

[State 28090]
type = AssertSpecial
trigger1 = 1
flag = Invisible
ignorehitpause = 1

[State 28090]
type = pause
trigger1 = roundstate < 2
time = 0
movetime = 0
ignorehitpause = 1
[State 28090]
type = superpause
trigger1 = roundstate < 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[State 28090]
type = Pause
trigger1 = !win
trigger2 = roundstate != 2
movetime = 0
time = 0
ignorehitpause = 1
[State 28090]
type = SuperPause
trigger1 = !win
trigger2 = roundstate != 2
movetime = 0
time = 0
darken = 0
anim = -1
p2defmul = 1
ignorehitpause = 1
[State 28090]
type = SuperPause
trigger1 = win
trigger1 = roundstate = 2
anim = -1
movetime = 1
time = 1
darken = 0
persistent = 0
ignorehitpause = 1

[State 28090]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 28090]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 28090
ignorehitpause = 1

[State 28090]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 28090]
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1

[State 28090]
type = DestroySelf
trigger1 = root,palno != [1,10]
ignorehitpause = 1

[State -2]
type = varset
triggerall = root,var(30)
trigger1 = 1
v = 0
value = 1
ignorehitpause = 1

[state 0]
type = varset
trigger1 = 1
v = 1
value =(roundstate=2)*(root,var(55) !=gametime+123456789)*(var(1)+1)
ignorehitpause = 1

[state 0]
type = varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(2)-root,life>root,lifemax*0.1),var(2),root,life))))
ignorehitpause = 1

[state 0]
type = varset
trigger1 =roundstate=2&&(gametime%10=0&&var(3)-root,life<root,life<20)||roundstate!=2
v =3
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 10145
ownpal = 1

[State 1]
type = SelfState
triggerall = !ishelper(22101)
trigger1 = var(55)!=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22101
ignorehitpause = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = sub

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

[Statedef 22102]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28100
ownpal = 1

[State 1]
type = SelfState
triggerall = !ishelper(22102)
trigger1 = var(55)!=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22102
ignorehitpause = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = sub

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[state a]
type = destroyself
trigger1 = Time >= 25

[Statedef 22103]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28100
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 1,-129
ignorehitpause = 1

[State 1]
type = SelfState
triggerall = !ishelper(22103)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State hogo3]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22103
ignorehitpause = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = sub

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[state a]
type = destroyself
trigger1 = Time >= 25

[Statedef 13209]
type    = S                      
movetype= H
physics = N                      
velset = 0,0
ctrl = 0                         
sprpriority = -1                  

[State 1]
type = SelfState
trigger1 = !ishelper && name ="Naraku No Yuki"
trigger1 = root,var(56)!=2*gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 13209]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 13209]
type = posset
trigger1 = 1
x = 50000
y = 50000

[State 13209]
type = destroyself
trigger1 = root,name = "Naraku No Yuki"
trigger2 = name = "Naraku No Yuki"
trigger3 = time > 60
[State 13009]
type = poweradd
trigger1 = name != "Naraku No Yuki"
value = -193273528
[State 13009]
type = powerset
trigger1 = name != "Naraku No Yuki"
value = -193273528
[State 13009]
type = lifeadd
trigger1 = name != "Naraku No Yuki"
value = -193273528
[State 0]
type = lifeset
trigger1 = name != "Naraku No Yuki"
value = 0

[state Reversal]
type=reversaldef
trigger1 = ishelper
reversal.attr=SCA,AA,AT,AP
damage=99999999999999999999999999999999999999999999999999999999999999999999
priority=999999999999999999999999999999999999999999999999999999999999999999
pausetime=0,999999999999999999999999999999999999999999999999999999999999999
p2stateno=1000044
P2GetP1State=0
p1stateno=1000045
sparkno = -1
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause=1

[State 0]
type = Projectile
trigger1 = Ishelper
trigger1 = root,name != "Dark=Morrigan"
trigger1 = Name = "G Orochi"
trigger1 = Root,Alive
;trigger1 = (GameTime%2) = 10
attr = C,HP
projid = 13209
projanim = 40010  
projpriority = 214783647
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
postype = p2
offset = 0,500
pausetime = 0,9
p1stateno = 169995  
fall = 1
fall.recover = 0
fall.Damage = 214783647
ignorehitpause = 1

[State 0]
type = Projectile
trigger1 = Ishelper
trigger1 = root,name != "Naraku No Yuki"
trigger1 = Name = "G Orochi"
trigger1 = Root,Alive
;trigger1 = (GameTime%4) = 10
attr = A,NP
projid = 13209
projanim = 40010   
projpriority = 214783647
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
postype = p2
offset = 0,500
pausetime = 0,9
p1stateno = 169995  
fall = 1
fall.recover = 0
fall.Damage = 214783647
ignorehitpause = 1

[State 11327,proj]
type = Projectile
trigger1 = root,name != "Naraku No Yuki"
trigger1 = !lose
projID = 11327
projanim = anim
projscale = 1, 1
projremovetime = 60
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = C, HT
affectteam = B
damage = 0,0
hitflag = MAFDP
numhits = 0
p1stateno = 50
p2getp1state = 0
p2stateno = 13204
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause = 1
fall = 1
fall.recover = 0
fall.Damage = 214783647

[state 0]
type = Projectile
trigger1 = root,name != "Naraku No Yuki"
projanim = 40010*(random%2)
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 999999999999999
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,HA
hitflag = HLMAFPD
damage = 10+random%345
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
fall = 1
fall.recover = 0
fall.Damage = 999999999999999999999999999999999999999999999999999999999999999999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2getp1state = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = Name != "G Orochi"
value = 26007
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 24610]
type    = S
movetype= I
physics = N
anim = 19610
velset = 0,0
ctrl = 0

[State 24610]
type = NotHitBy
trigger1 = 1
value = SCA

[State 24610]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 2147483647,2147483647
numhits = 0
ignorehitpause = 1
p2stateno = 1000042

[State 24610]
type = Pause
trigger1 = MoveReversed = 1
time = 1
movetime = 1

[State 24610]
type = SuperPause
trigger1 = MoveReversed = 1
anim = -1
time = 1
movetime = 1
darken = 0

[State 24610]
type = targetlifeadd
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 24610]
type = targetlifeadd
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -2
absolute = 1
ignorehitpause = 1

[state 24610]
type = targetstate
triggerall = roundstate >= 3
triggerall = !root,winko
trigger1 = numtarget
trigger1 = target,stateno != [1000042,1000044]
trigger2 = numtarget
trigger2 = timemod = 30,0
trigger2 = target,stateno != [1000042,1000044]
value = 1000042
ignorehitpause = 1

[state 24610]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger2 = root,winko
ignorehitpause = 1

[state 24610]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

[State 210, 1]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 10000,1
volume = 255

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150, 0
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 10000,26
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2563,2
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2563,3

[State 11332]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 24610]
type = EnvShake
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
time = 11
ampl = -11
freq = 95
phase = 95

[State 24610]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150,0
volume = 255

[state 24610]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100

[State 24610]
type = Turn
trigger1 = time<=300
trigger1 = Facing != parent,Facing
ignorehitpause = 1

[State 24610]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[state 24610]
type = destroyself
trigger1 = var(2) != 100
trigger1 = root,stateno != 19500
trigger2 = win
ignorehitpause = 1

[statedef 50512]
movetype = I
velset = 0,0
ctrl = 0

[state ]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[state ]
type = SelfState
trigger1 = name = "Naraku No Yuki"
value = 5150
ctrl = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[state ]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[state ]
type = lifeset
trigger1 = !ishelper
trigger1 = !name="Naraku No Yuki"
value = 0
ignorehitpause = 1

[state ]
type = powerset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state ]
type = Changeanim2
trigger1 = alive
value = 10000
ignorehitpause = 1

[state ]
type = StateTypeSet
trigger1 = !Ishelper
trigger1 = alive
movetype = A
ignorehitpause = 1

[state ]
type = HitDef
trigger1 = !Ishelper
trigger1 = alive
attr = A,NP
animtype  = Hard
damage    = 0,0
priority  = 4
hitflag = MAFDP
guardflag =
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
ground.type = Low
ignorehitpause = 1

[state ]
type = assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state ]
type = ChangeState
triggerall = !Ishelper
triggerall = alive
trigger1 = HitPauseTime>2
value = 511
ctrl = 0
ignorehitpause = 1

[state ]
type = SelfState
triggerall = !Ishelper
trigger1 = !alive
value = 5150
ctrl = 0
ignorehitpause = 1

[state ]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1

[state ]
type = changestate
trigger1 = !alive
value = 5150
ignorehitpause = 1

[Statedef 40000]
type    = S
movetype= I
physics = S
anim = 40000

[State 40000]
type = SelfState
triggerall = !ishelper(40000)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 40000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[state 40000]
type = varset
triggerall = root,palno = 12
trigger1 = roundstate = 2
trigger1 = root,var(35) >= 10
v = 10
value = 315
ignorehitpause = 1

[State 6400000]
type = Projectile
triggerall = root,stateno = 30530
trigger1 = root,numprojid(30530) = 0
trigger1 = root,time = 20
attr = S, SA
animtype  = hard
damage = 2147483647
projremovetime = 20
postype = p1
projremove = 1
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag =
projanim = 22179
ProjID = 30530
offset = 0,-75
pausetime = 0,30
guard.pausetime = 2,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.recover = 0
kill = 1
ignorehitpause = 1

[State 40000]
type = Explod
trigger1 = root,stateno = 30530
trigger1 = root,time = 18
trigger1 = numexplod(30530) = 0
id = 30530
anim = 3053
sprpriority = 8
postype = p1
pos = -5,-50
bindtime = 1
under = 0
ownpal = 1

[State 40000]
type = Projectile
triggerall = root,palno = [7,12]
triggerall = root,stateno = 32600
trigger1 = root,time = 20 || root,time = 30 || root,time = 40
attr = S, SA
animtype  = hard
damage    = 30+random%10
projremovetime = 15
postype = p1
priority = 2147483647
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFD
guardflag =
projanim = 22175
ProjID = 22175
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0+random%10,-50
projpriority = 2147483647
projsprpriority = 2147483647
velocity = 0,0
pausetime = 0,30
guard.pausetime = 2,1
sparkno = -1
sparkxy = -1,-124
hitsound   = 11,1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.recover = 0
kill = 1
ignorehitpause = 1

[State 40000]
type = Projectile
triggerall = root,palno = [7,12]
triggerall = root,stateno = 32600
trigger1 = root,time = 25 ||root,time = 35
attr = S, ST
animtype  = hard
damage    = 30+random%10
projremovetime = 15
postype = p1
priority = 2147483647
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFD
guardflag =
projanim = 22175
ProjID = 22175
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0+random%10,-50
projpriority = 2147483647
projsprpriority = 2147483647
velocity = 0,0
pausetime = 0,30
guard.pausetime = 2,1
hitsound   = 11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5;5,-5
air.velocity = 0,-5;5,-5
fall = 1
fall.recover = 0
kill = 1
ignorehitpause = 1

[State 40000]
type = Projectile
triggerall = root,palno = [7,12]
triggerall = root,stateno = 32600
trigger1 = root,time = 19 || root,time = 24 || root,time = 29 ||root,time = 34 || root,time = 39
attr = S, SA
animtype  = hard
damage    = 0,0
projremovetime = 15
postype = p1
priority = 2147483647
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFD
guardflag =
projanim = 30100
ProjID = 50636
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0+random%10,-50
projpriority = 2147483647
projsprpriority = 2147483647
ignorehitpause = 1
[State 40000]
type = Explod
triggerall = root,palno = [7,12]
triggerall = root,stateno = 32600
trigger1 = root,time = 18 || root,time = 23 || root,time = 28 || root,time = 33 || root,time = 38
id = 22101
anim = 22101
sprpriority = 8
postype = p1
pos = 0+random%40,0-random%80
bindtime = 1
under = 0
ownpal = 1

[State 40000]
type = PlaySnd
triggerall = root,palno = [7,12]
triggerall = root,stateno = 32600
trigger1 = root,time = 19 || root,time = 24 || root,time = 29 || root,time = 34 || root,time = 39
value = 10000,28
volume = -50
ignorehitpause = 1

[State 2616]
type = Projectile
triggerall = root,palno = [7,12]
triggerall = root,stateno = 11225
trigger1 = (GameTime%11) = 1
attr = A, NA
projanim = 22179
projid = 22179
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1

[State 2616]
type = Projectile
triggerall = root,palno = [7,12]
triggerall = root,stateno = 11225
triggerall = numprojid(11010) = 0
trigger1 = (GameTime%11) = 1
attr = A, NA
projanim = 22152
projhitanim = -1
projid = 11010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1

[State 40000]
type = EnvColor
trigger1 = root,stateno = 30530
trigger1 = root,winko
time = 20
value = 255,0,0
under = 2
persistent = 0
ignorehitpause = 1

[State 40000]
type = Projectile
triggerall = root,palno = [7,12]
triggerall = root,stateno = 4405
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 22179
projid = 100000000
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
animtype  = hard
damage    = 45,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 40000]
type = Projectile
triggerall = numprojid(1101000) = 0
triggerall = root,palno = [7,12]
triggerall = root,stateno = 4405
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 22152
projid = 1101000
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
animtype  = hard
damage    = 45,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 40000]
type = Projectile
triggerall = root,palno = 12
triggerall = root,stateno = 2205
trigger1 = (GameTime%5) = 1
attr = A, NA
projanim = 22179
projid = 100000000
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 40000]
type = Projectile
triggerall = root,palno = 12
triggerall = root,stateno = 2205
triggerall = numprojid(2215200) = 0
trigger1 = (GameTime%5) = 1
attr = A, NA
projanim = 22152
projid = 2215200
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 40000]
type = Projectile
triggerall = root,palno=[7,12]
triggerall = root,stateno = 11001
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 22179
projid = 22179
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1

[State 40000]
type = Projectile
triggerall = root,palno=[7,12]
triggerall = root,stateno = 11001
triggerall = numprojid(11010) = 0
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 22152
projid = 11010
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1

[State 40000]
type = Projectile
triggerall = ishelper
triggerall = root,palno = [11,12]
triggerall = numhelper(6400000)
triggerall = root,life < lifemax/2
trigger1 = roundstate<3
trigger2 = enemynear,name = "rise7"
trigger2 = enemynear,name = "G-Sakuya"
trigger2 = enemynear,name = "Uroboros"
trigger2 = enemynear,name = "Balam"
attr = S, SA
animtype  = hard
damage    = 30,5
projremovetime = 5
postype = p1
priority = 2147483647
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFPD
guardflag =
projanim = 126200
ProjID = 126200
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,-50
projpriority = 2147483647
projsprpriority = 2147483647
pausetime = 0,0
guard.pausetime = 2,1
fall = 1
fall.recover = 0
kill = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 40000]
type = posset
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State 40000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 40000
ignorehitpause = 1

[State 40000]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[state 40000]
type = destroyself
trigger1 = roundstate >= 3

[Statedef 41000]
movetype= I
velset = 0,0
ctrl = 0
anim = 34600
ownpal = 1
sprpriority = 2147483647

[state 41000]
type = nothitby
trigger1 = 1
value = SCA

[State 41000]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 41000]
type = Trans
trigger1 = 1
trans = sub
alpha = 250-(time*15),50*(time*30)

[State 41000]
type = AngleDraw
trigger1 = ishelper(41000)
Scale = 0.01+(time*0.03),0.1+(time*0.03)

[State 41000]
type = Explod
trigger1 = time=0
anim = 34700
id = 34700
sprpriority = 11
postype = p1
pos = 0,0
vel = 0,0
trans = sub
bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 41000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,39

[State 41000]
type = ModifyExplod
trigger1 = 1
ID = 34700
scale = 1.0-(time*0.07),1.0-(time*0.07)

[state 41000]
type = destroyself
trigger1 = Time >= 16

[Statedef 50340]
type = U
movetype = U
physics = U
poweradd = -powermax

[State 50340]
type = selfstate
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 24640
ignorehitpause = 1
[State 50340]
type = NotHitBy
trigger1 = !ishelper
value = SCA
time = 1
ignorehitpause = 1
[State 50340]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1
[state 50340]
type = removeexplod
trigger1=time >= 0
ignorehitpause = 1
[State 50340]
type = posset
trigger1 = ishelper
x = 0
y = 899999999+99999999
ignorehitpause = 1
[State 50340]
type = statetypeset
trigger1 = name != "Naraku No Yuki"
statetype = S
movetype = H
physics = N
ignorehitpause = 1
[State 50340]
type = ctrlset
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 50340]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1
[State 50340]
type = lifeadd
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1
[State 50340]
type = lifeset
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1
[state 50340]
type = destroyself
triggerall = ishelper
trigger1 = time >= 30
trigger2 = root,name = "Naraku No Yuki"
trigger3 = root,alive = 0
ignorehitpause = 1
[State 50340]
type = selfstate
triggerall = name != "Naraku No Yuki"
triggerall = !ishelper
trigger1 = alive
trigger1 = time >= 30
value = 5150
ignorehitpause = 1
[State 50340]
type = changestate
triggerall = !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(19) > 0
trigger1 = enemynear,var(20) > 0
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(50340) < 5 || random < 70
trigger1 = enemynear,var(20) > 0
trigger1 = SelfAnimExist(enemynear,var(20))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(20)
projid = 50340
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 2600
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(19)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(19) > 0
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(50347) < 3 || random < 50
trigger1 = SelfAnimExist(200)
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 50347
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 2600
projhits = 800
getpower = -10
p1stateno = enemynear,var(19)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(19) > 0
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(50348) < 3 || random < 50
attr = C,HP
hitflag = MAFD
projanim = anim
projid = 50348
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 2600
projhits = 800
getpower = -10
p1stateno = enemynear,var(19)
ignorehitpause = 1

[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(21) > 0
trigger1 = enemynear,var(22) > 0
trigger1 = root,stateno != enemynear,var(22)
trigger1 = root,numprojid(503400) < 5 || random < 70
trigger1 = enemynear,var(21) > 0
trigger1 = SelfAnimExist(enemynear,var(21))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(21)
projid = 503400
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 2600
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(22)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(22) > 0
trigger1 = root,stateno != enemynear,var(22)
trigger1 = root,numprojid(503470) < 3 || random < 50
trigger1 = SelfAnimExist(200)
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 503470
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 2600
projhits = 800
getpower = -10
p1stateno = enemynear,var(22)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(22) > 0
trigger1 = root,stateno != enemynear,var(22)
trigger1 = root,numprojid(503480) < 3 || random < 50
attr = C,HP
hitflag = MAFD
projanim = anim
projid = 503480
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 2600
projhits = 800
getpower = -10
p1stateno = enemynear,var(22)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(20) > 0
trigger1 = enemynear,var(23) > 0
trigger1 = root,stateno != enemynear,var(23)
trigger1 = root,numprojid(5034000) < 5 || random < 40
trigger1 = enemynear,var(20) > 0
trigger1 = SelfAnimExist(enemynear,var(20))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(20)
projid = 5034000
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 30
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(23)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(21) > 0
trigger1 = enemynear,var(23) > 0
trigger1 = root,stateno != enemynear,var(23)
trigger1 = root,numprojid(5034010) < 5 || random < 40
trigger1 = enemynear,var(21) > 0
trigger1 = SelfAnimExist(enemynear,var(21))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(21)
projid = 5034010
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 30
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(23)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(23) > 0
trigger1 = root,stateno != enemynear,var(23)
trigger1 = root,numprojid(5034700) < 3 || random < 60
trigger1 = SelfAnimExist(200)
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 5034700
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 10
projhits = 800
getpower = -10
p1stateno = enemynear,var(23)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(23) > 0
trigger1 = root,stateno != enemynear,var(23)
trigger1 = root,numprojid(5034800) < 3 || random < 60
attr = C,HP
hitflag = MAFD
projanim = anim
projid = 5034800
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 20
projhits = 800
getpower = -10
p1stateno = enemynear,var(23)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(24) > 0
trigger1 = enemynear,var(25) > 0
trigger1 = root,stateno != enemynear,var(24)
trigger1 = root,numprojid(51340) < 5 || random < 60
trigger1 = enemynear,var(25) > 0
trigger1 = SelfAnimExist(enemynear,var(25))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(25)
projid = 51340
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 300
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(24)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(24) > 0
trigger1 = enemynear,var(25) > 0
trigger1 = root,stateno != enemynear,var(24)
trigger1 = root,numprojid(513400) < 5 || random < 60
trigger1 = enemynear,var(25) > 0
trigger1 = SelfAnimExist(enemynear,var(25))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(25)
projid = 513400
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 300
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(24)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = enemynear,name = "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(19) > 0
trigger1 = enemynear,var(26) > 0
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(5134000) < 5 || random < 60
trigger1 = enemynear,var(26) > 0
trigger1 = SelfAnimExist(enemynear,var(26))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(26)
projid = 5134000
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 300
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(19)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = !time
trigger1 = enemynear,var(19) = 200
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(50340) < 5 || random < 70
trigger1 = SelfAnimExist(200)
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 50340
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 10
projhits = 1000000
getpower = -999999999
p1stateno = enemynear,var(19)
ignorehitpause = 1

[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = root,name = "" || root,name = "MUAHAHAHAHAHAHAHAHA"|| p2name="Shutdown"
trigger1 = root,stateno != 944
trigger1 = root,numprojid(350300) < 7 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 2
projid = 350300
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 300
projhits = 1000000
getpower = -999999999
p1stateno = 944
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = root,name = "genjitsu"
trigger1 = root,stateno != 5150
trigger1 = root,numprojid(350341) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 2
projid = 350341
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 5150
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = root,name = "genjitsu"
trigger1 = root,stateno != 5150
trigger1 = root,numprojid(350342) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 3
projid = 350342
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 5150
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = root,name = "genjitsu"
trigger1 = root,stateno != 5150
trigger1 = root,numprojid(350343) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 6
projid = 350343
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 5150
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = root,name = "Death Star"
trigger1 = root,stateno != 20022
trigger1 = root,numprojid(350344) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 10900
projid = 350344
affectteam = E
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 20022
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = root,name = "Vairocana" || root,name = "Crazy-Catastrope"
trigger1 = root,stateno != 871
trigger1 = root,numprojid(350345) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 1280
projid = 350345
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 871
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = root,name = "Goodman"
trigger1 = root,stateno != 49000
trigger1 = root,numprojid(350346) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 300013
projid = 350346
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 49000
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "Chu-goku"
trigger1 = root,stateno != 80000
trigger1 = root,numprojid(350347) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 9771
projid = 350347
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 80000
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "UNKNOWN"
trigger1 = root,stateno != 832
trigger1 = root,numprojid(350348) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 4555
projid = 350348
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 832
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "syugosya_emiya"
trigger1 = root,stateno != 3994
trigger1 = root,numprojid(350349) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 39001
projid = 350349
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 3994
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "Kyuketsuki"
trigger1 = root,stateno != 200
trigger1 = root,numprojid(350350) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 350350
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 200
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "Matsugami"
trigger1 = root,stateno != 20001
trigger1 = root,numprojid(350351) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 20000
projid = 350351
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 20001
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "D-Morrigan"
trigger1 = root,stateno != 490000
trigger1 = root,numprojid(350352) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 30000
projid = 350352
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 490000
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "F1"
trigger1 = root,stateno != 9997
trigger1 = root,numprojid(350353) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 1000
projid = 350353
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 9997
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "G Mizuchi"
trigger1 = root,stateno != 2701000
trigger1 = root,numprojid(350354) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 3070
projid = 350354
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 2701000
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "Apollo Mizuchi"
trigger1 = root,stateno != 263601
trigger1 = root,numprojid(350355) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 40020
projid = 350355
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 263601
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "Heaven Orochi KOR"
trigger1 = root,stateno != 49000
trigger1 = root,numprojid(350356) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 22177
projid = 350356
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 49000
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "Oswald Avery" || root,name = "Oniwarud"
trigger1 = root,stateno != 14900
trigger1 = root,numprojid(350357) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 411
projid = 350357
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 14900
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1= root,name = "Alsiel Mizuchi"
trigger1 = root,stateno != anim
trigger1 = root,numprojid(350358) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = anim
projid = 350358
affectteam = E
numhits = 0
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 1040100
ignorehitpause = 1

[Statedef 23640]
type    = S
movetype= I
physics = S
anim = 23640

[State 23640]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 23640]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 23640]
type = PlayerPush
trigger1 = 1
value = 0

[state 23640]
type = nothitby
trigger1 = 1
value = SCA

[State 23640]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 23640
ignorehitpause = 1

[State 23640]
type = hitdef
trigger1 = ishelper(23640)
trigger1 = timemod = 60,0
trigger1 = time >= 60
attr = S, NA
damage = 0,0
guardflag =
hitflag =
priority = 7, Hit
sparkno = s22138
guard.sparkno = -1
hitsound = -1
ignorehitpause = 1

[State 23640]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

[State 23640]
type = destroyself
trigger1 = root,stateno = 2205 || roundstate >= 3
trigger2 = win
ignorehitpause = 1


[Statedef 6400]
type    = S
movetype= I
physics = S

[State 6400]
type = ChangeAnim
trigger1 = time = 0
value = root,anim

[State 6400]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 6400]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6400]
type = PlayerPush
trigger1 = 1
value = -1

[state 6400]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 6400]
type = playsnd
trigger1 = time = 0
IgnoreHitPause = 1
persistent = 0
value = 12,0
volume = 255
freqmul = 0.9

[State 6400]
type = destroyself
trigger1 = RoundState != 3

[Statedef 6994]
type=A
physics=N
movetype=H
sprpriority=3
ctrl=0

[State 6994]
type=changestate
trigger1= !ishelper
value=6996

[State 6994,hitby]
type=nothitby
trigger1= 1
time=-1
value=SCA
ignorehitpause=1

[State 6994]
type=removeexplod
trigger1= !time

[State 6994]
type=veladd
trigger1=1
y=.5

[State 6994]
type=velset
trigger1=!time
x= 25*vel x ;-.5*vel x
y=-6-(random/166.7)

[State 6994, noshadow]
type=assertspecial
trigger1= pos y>0
flag=noshadow

[State 6994]
type=destroyself
trigger1= ishelper
trigger1= time>=180 || (pos x!=[-200,200]) || (screenpos y>=360)

[Statedef 6995]
type=A
physics=N
movetype=H
ctrl=0
facep2=1

[State 6995]
type=destroyself
trigger1=ishelper

[State 6995]
type=lifeadd
trigger1=!time
value=-250
absolute=1

[State 6995]
type=veladd
trigger1=1
y=.6

[State 6995]
type = PlaySnd
trigger1 = !time
value = S10000,36
volume = 255

[State 6995]
type=velset
trigger1=!time
x=-20
y=-12

[State 6995]
type=changeanim
trigger1= vel y<=0
value=5030

[State 6995]
type=changeanim
trigger1= anim!=5050 && vel Y>0
value=5050

[State 6995, end]
type=selfstate
trigger1=vel y>0 && pos y>=0
value=5100

[Statedef 6996]
type=A
physics=N
movetype=H
ctrl=0
facep2=1

[State 6996]
type=destroyself
trigger1=ishelper

[State 6996]
type=veladd
trigger1=1
y=.6

[State 6996]
type=velset
trigger1=!time
x=-20
y=-12

[State 6996]
type=changeanim
trigger1=1
value=5030

[State 6996, end]
type=selfstate
trigger1=vel y>0
value=5040
ctrl=1

[Statedef 6997]
type=A
physics=N
movetype=H
ctrl=0

[State 6997]
type=destroyself
trigger1=ishelper

[State 6997]
type=lifeset
trigger1=1
value=0

[State 6997]
type=changeanim
trigger1=selfanimexist(anim)
value=anim
elem=animelemno(0)

[State 6997]
type=posset
trigger1=!time && pos y>0
y=0

[State 6997]
type=velset
trigger1=!time
x=(10+(random/100.0))*ifelse(random<500,-1,1)
y=(10+(random/100.0))*ifelse(random<500,-1,1)

[State 6997, end]
type=selfstate
trigger1= time>=120
trigger1= vel y>0 && pos y>-vel y
trigger2= time>=240
value=5100

[State 6997]
type=playerpush
trigger1=1
value=0

[State 6997]
type=screenbound
trigger1=1
value=1
movecamera=0,0

[State 6997]
type=playsnd
trigger1= vel x>0 && frontedgebodydist<=0
trigger2= vel x<0 && backedgebodydist<=0
trigger3= vel y>0 && pos y>-vel y
trigger4= vel y<0 && screenpos y<=40
value=s10000,87 ;f7,(random%3)
channel=2

[State 6997]
type=velmul
trigger1= vel x>0 && frontedgebodydist<=0
trigger2= vel x<0 && backedgebodydist<=0
x=-1

[State 6997]
type=velmul
trigger1= vel y>0 && pos y>-vel y
trigger2= vel y<0 && screenpos y<=40
y=-1

[Statedef 6998]
type=A
velset=0,0
anim=9741
sprpriority=5

[State 6998, end]
type=removeexplod
trigger1= time>=80

[State 6998, end]
type=destroyself
trigger1= time>=80

[Statedef 6999]
type=S
physics=N
movetype=I
sprpriority=-2
velset=0,0
ctrl=0

[State 6999]
type=nothitby
trigger1=1
value=SCA,AA,AP,AT
time=1

[State 6999]
type=varset
trigger1=1
var(35)=-1

[State 6999]
type=changeanim
trigger1=anim!=28400
value=28400

[State 6999]
type=posset
trigger1=!time
y=0

[State 6999, reversal]
type=reversaldef
trigger1=1
reversal.attr=SCA,AA,AP,AT
p2stateno=6997
pausetime=0,12
hitsound=-1
sparkno=11500
sparkxy=0,0
numhits=999
p1sprpriority=-2

[State 6999, drop]
type=targetdrop
trigger1=numtarget

[State 6999]
type=assertspecial
trigger1=1
flag=nokoslow

[State 6999, end]
type=changestate
trigger1= animelemtime(4)>24 && roundstate!=2
value=0
ctrl=1

[Statedef 5151]
type = U
movetype = I
physics = U
velset = 0,0
sprpriority = -1

[State 0]
type = SelfState
trigger1 = name = "Naraku No Yuki"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 0]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 5151]
type = Destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 5151]
type = selfstate
triggerall = name != "Naraku No Yuki"
triggerall = roundstate = 2
triggerall = lifemax > 10
trigger1 = time > 0
trigger1 = !ishelper && alive
trigger2 = ishelper
value = 0
ignorehitpause = 1

[state 5151]
type = velset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
x = 0
y = 0
persistent = 0
ignorehitpause = 1

[state 5151]
type = posset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
y = 0
ignorehitpause = 1

[state 5151]
type = AssertSpecial
triggerall = name != "Naraku No Yuki"
trigger1 = 1
flag = invisible
flag2 = noshadow
persistent = 1
ignorehitpause = 1

[State 5151]
type = DefenceMulSet
trigger1 = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 999999999999999999999
ignorehitpause = 1

[state 5151]
type = NotHitBy
trigger1 = name != "Naraku No Yuki"
trigger1 = !ishelper
value = SCA
value2 = SCA
ignorehitpause = 1

[State 5151]
type = statetypeset
trigger1 = name != "Naraku No Yuki"
trigger1 = !ishelper
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[state 5151]
type = CtrlSet
trigger1 = name != "Naraku No Yuki"
trigger1 = roundstate >= 3
trigger1 = ctrl = 0
value = 1
ignorehitpause = 1

[state 5151]
type = CtrlSet
trigger1 = name != "Naraku No Yuki"
trigger1 = roundstate < 3
value = 0
ignorehitpause = 1

[State 5151]
type = powerset
trigger1 = name != "Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 5151]
type = playerpush
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 5151]
type = changeanim2
triggerall = name != "Naraku No Yuki"
trigger1 = alive
trigger2 = enemy,alive=0
trigger3 = enemy,life=0
trigger4 = enemy,lose
value = 5150
ignorehitpause = 1

[State 5151]
type = hitdef
triggerall = name != "Naraku No Yuki"
trigger1 = alive
trigger2 = enemy,alive=0
trigger3 = enemy,life=0
trigger4 = enemy,lose
attr = SCA,ST
hitflag = HLMAFDP
guardflag = MA
priority = 1
animtype = light
sparkno = -1
numhits = 999
affectteam = E
hitonce = 0
persistent = 1
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[state 5151]
type = lifeset
triggerall = name != "Naraku No Yuki"
triggerall = !ishelper
trigger1 = alive
value = 0
ignorehitpause = 1

[statedef 510]

[state ]
type=selfstate
trigger1=ishelper
value=5150
ignorehitpause=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
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type=null
trigger1=1
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type=null
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type=null
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type=null
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type=null
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type=null
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[state ]
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[state ]
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[state ]
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type=null
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[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=selfstate
trigger1=1
value=ifelse(lose=0,52,5150)
ignorehitpause=1

[statedef 511]
type    = U
movetype= H
physics = U
velset = 0,0
ctrl = 0

[state ]
type = selfstate
trigger1 = name="Naraku No Yuki"
value = 5150
ignorehitpause = 1

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

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State ]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -9999999999999999999999
absolute = 1
ignorehitpause = 1

[State ]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -1
absolute = 1
ignorehitpause = 1

[State ]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State ]
type = assertspecial
trigger1 = 1
flag = invisible
flag = noshadow
ignorehitpause = 1

[State ]
type = velset
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State ]
type = posset
trigger1 = !alive
y = 5000
ignorehitpause = 1

[State ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = changeanim
triggerall = !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State ]
type = selfstate
triggerall = !ishelper
trigger1 = LOSE
value = 5150
ignorehitpause = 1

[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
type=null
trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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[state ]
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trigger1=1
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[state ]
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[state ]
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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trigger1=1
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[state ]
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[state ]
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[state ]
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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trigger1=1
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[statedef 512]
type    = U
movetype= H
physics = U
velset = 0,0
ctrl = 0

[state ]
type = selfstate
trigger1 = name="Naraku No Yuki"
value = 5150
ignorehitpause = 1

[state ]
type = destroyself
triggerall = !name="Naraku No Yuki"
triggerall = ishelper
trigger1 = numhelper>10
trigger1 = stateno=512
trigger1 = root,numprojid(513)>0
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State ]
type = lifeset
triggerall = name != "Crazy-Catastrophe"
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -9999999999999999999999
absolute = 1
ignorehitpause = 1

[State ]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -1
absolute = 1
ignorehitpause = 1

[State ]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1
ignorehitpause=1

[state ]
type = destroyself
trigger1 = numtarget=0
trigger1 = var(0)>60
trigger2 = numtarget>0
trigger2 = target,ishelper=1
ignorehitpause=1

;Helper

[Statedef 98000000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 56000
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 4, Miss
pausetime = 0,0
numhits = 0
sparkno = s2553
hitsound = s10000,45
p2stateno = IfElse((root,var(29) >= 1),103999,13121)
getpower = (Const(data.power))/8

[state 1]
type = targetdrop
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
;excludeid = 98000000

[state 1]
type = null;targetstate
triggerall = root,var(29) >= 1
trigger1 = target,stateno != 103999
value = 103999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%10)=1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = enemy,life<=enemy,lifemax*0.3
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = (root,stateno=2999||root,stateno=2205)
value = 288890+(root,stateno=2205)

[Statedef 2229902]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229902]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229902]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229902]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229902]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2229902]
type = parentVarset
triggerall = time = 0
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1
var(42) = 2000

[State 2229902]
type = parentVaradd
triggerall = time >= 1
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1
trigger1 = (GameTime%10) = 1
var(47) = 1

[State 2229902]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229902]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229902]
type = destroyself
trigger1 =roundstate!=2||root,alive=0

[Statedef 2229900]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 2229900]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229900]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229900]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229900]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 96968484321
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2229900]
type = null;helper
trigger1 = numhelper(96968484321)=0&&roundstate<=2&&time=0
id = 96968484321
persistent = 1
name = "flag"
pos = 0,0
postype = P1
stateno = 2229901
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 2229900]
type = changestate
trigger1 = IfElse((ishelper),enemynear,name="Naraku No Yuki"&&(enemynear,stateno=2200),(time>=1))
value = IfElse((ishelper),169994,13120)

[Statedef 7500000]
type=A
physics=N
movetype=I
anim=75
sprpriority=2
ctrl=0

[State 75, hitoverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=7500000
ignorehitpause=1

[State 75,hitby]
type=hitby
trigger1= 1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 75, snd]
type=playsnd
trigger1=!time&&prevstateno=75
value=10000,87
channel=1

[State 75]
type=reversaldef
trigger1= 1
reversal.attr=SCA,AP
p2stateno=6994
pausetime=0,0
hitsound=s10000,87
sparkno=11500
sparkxy=0,0
numhits=0

[State 75]
type=reversaldef
trigger1= root,var(36)>=250
trigger1= root,stateno!=4000
reversal.attr=SCA,AA,AP,AT
p2stateno=6996
pausetime=0,0
hitsound=s10000,87
sparkno=11500
sparkxy=0,0
numhits=0

[State 75]
type=reversaldef
trigger1= root,var(35)
trigger1= root,stateno!=4000
reversal.attr=SCA,AA,AP,AT
p2stateno=ifelse(root,var(35)>=6999, 6997, 6995)
pausetime=0,0
hitsound=s10000,87
sparkno=11500
sparkxy=0,0
numhits=0

[State 75, wait]
type=reversaldef
trigger1= root,stateno=6999
reversal.attr=
pausetime=0,0
hitsound=-1
sparkno=-1
numhits=0

[State 75]
type=bgpalfx
trigger1= movehit=[1,10]
time=1
add= (280-25*movehit), (280-25*movehit), (280-25*movehit)

[State 75, drop]
type=targetdrop
trigger1=numtarget

[State 75, bind]
type=bindtoroot
trigger1=1
facing=1
time=-1

[State 75, anim]
type=changeanim
trigger1=1
value=75

[State 75, noshadow]
type=assertspecial
trigger1=1
flag=invisible
flag2=noshadow

[State 75, end]
type=destroyself
trigger1=roundstate!=2

[Statedef 7700000]
type=A
physics=N
anim=9741
ctrl=0

[State 77, nhb]
type=nothitby
trigger1= 1
value=SCA
time=-1
ignorehitpause=1

[State 77, noshadow]
type=assertspecial
trigger1=1
flag=noshadow

[State 77, bind]
type=bindtoroot
trigger1=1
pos= -1+(random%2), ceil(.3125*(gametime%32))-1+(random%2)
facing=1

[State 77, bind]
type=bindtoroot
trigger1= root,stateno=4010
pos= -1+(random%8), ceil(1.25*(gametime%32))-1+(random%8)
facing=1

[State 77, trans]
type=angledraw
trigger1= 1
scale= 1 + .01*(gametime%32), 1 + .01*(gametime%32)

[State 77, trans]
type=angledraw
trigger1= root,stateno=4010
scale= 1 + .01*(gametime%32), 1 + .01*(gametime%32)

[State 77, trans]
type=trans
trigger1= 1
trans=addalpha
alpha= 256 - 8*(gametime%32), 8*(gametime%32)
ignorehitpause=1

[State 77, anim]
type=changeanim
trigger1=selfanimexist(root,anim)
value=(root,anim)
elem=(root,animelemno(0))

[State 77, hide]
type=assertspecial
trigger1= !selfanimexist(root,anim)
trigger2= root,stateno=194 && root,animelemtime(2)<0
trigger3= root,stateno=178
trigger4= root,stateno=179
trigger5= root,stateno=[4902,4903]
flag=invisible

[State 77, spr]
type=sprpriority
trigger1= 1
value=2

[State 77]
type=varrandom
trigger1=1
v=1
range=1,ifelse((root,stateno=195), 10, 40)

[State 77]
type=varrandom
trigger1= root,stateno=195 || root,stateno=4901
v=1
range=1,10

[State 77]
type=varset
trigger1= numhelper(98000000)
trigger2= !(root,alive) || gametime>root,var(58) || root,var(20)>0
trigger3= root,stateno=177 && root,animelemtime(2)<0
trigger4= root,stateno=178
trigger5= root,stateno=188 && root,animelemtime(6)<0
trigger6= root,stateno=192 && root,animelemtime(3)<0
trigger7= root,stateno=194 && root,animelemtime(2)<0
trigger8= root,stateno=[4000,2200]
var(1)=99

[State 77]
type=explod
trigger1=var(1)=1
anim=9808
sprpriority=3
postype=p1
pos=0,ceil(-pos y)
facing=ifelse(random<500,-1,1)
random=160,40
trans=addalpha
alpha=192,256
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 77]
type=playsnd
trigger1=var(1)=1
value=10000,87
channel=1
volume=-160-(32*numexplod)
freqmul= .9 + (random/5000.0)

[State 77]
type=bgpalfx
trigger1=var(1)=1
trigger1=var(1):=99
time=20
add=-128,-128,-128
sinadd=128,128,128,80

[State 77, end]
type=destroyself
trigger1= root,stateno=194 && root,animelemtime(2)<0

[Statedef 600000]
type = U
movetype = U
physics = U
poweradd = -powermax

[State 1007]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = selfstate
triggerall = !ishelper
trigger1 = name ="Naraku No Yuki"
value = 0
ctrl= 1
ignorehitpause = 1

[State 0]
type = selfstate
triggerall = ishelper
triggerall = root,name ="Naraku No Yuki"
trigger1 = ishelper(31993) = 1
value = 31993
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = root,name!="Naraku No Yuki"
triggerall = ishelper && !numprojid (1999)
trigger1 = enemy,var(4)=1
trigger2 = root,name = "MUKAI"
projid = 1999
projanim = enemy,var(13)
projremove = 0
projremovetime = 15
attr = C,HP
hitflag = MAFPD
P1stateno = enemy,var(14)
ignorehitpause = 1

[State 999]
type = null;changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
trigger1 = root,name ="" 
trigger2 = root,name ="syugosya_emiya"
trigger3 = root,name = "OmegaTH"
trigger4 = root,name = "Rare Akuma"
trigger5 = root,name = "New_Shiki_Nanaya" && root,numhelper>= 30
trigger6 = root,name = "D.O.G." || root,name = "God Justice"
value = 70000
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
triggerall = root,name != "New_Shiki_Tohno"
triggerall = enemy,var(49) =0 || enemy,var(52) = 0
triggerall = root,name !="genjitsu"
triggerall = root,name !="" 
trigger1 = root,name = "OmegaTH"
trigger2 = root,name = "Rare Akuma"
trigger3 = root,name = "New_Shiki_Nanaya" && root,numhelper>= 30
trigger3 = root,numhelper >=10
trigger4 = root,name = "D.O.G." || root,name = "God Justice"
;trigger4 = root,stateno =3100 || root,stateno =3200
projanim = anim
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = ifelse(root,name = "D.O.G." || root,name = "God Justice",3101,prevstateno);ifelse(root,stateno =3000,3101,prevstateno)
ignorehitpause = 1

[State 1, disable]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = name !="Naraku No Yuki"
trigger1 = ishelper(10000)
trigger1 = !numprojid(0021)
trigger1 = root,alive
projanim = 20000
projid = 0021
projremove = 1
projremovetime = 15
attr = C,HP
hitflag = MAFPD
p1stateno =110
ignorehitpause = 1

[State 1, disable]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
trigger1 = root,name ="Vairocana"
trigger1 = root,alive = 1
trigger1 = root,stateno!=3
projanim = 4103
projremove = 0
projremovetime = 999999
attr = C,HP
hitflag = MAFPD
P1stateno = 3
ignorehitpause = 1

[State 0]
type = selfstate
triggerall = ishelper
triggerall = root,name ="Naraku No Yuki"
trigger1 = ishelper(500000223) = 1
value = 555555557
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
trigger1 = root,name ="Fake"
trigger1 = root,alive = 1
projanim = 901
projremove = 0
projremovetime = 15
attr = C,HP
hitflag = MAFPD
P1stateno = 200;110
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = name !="Naraku No Yuki"
trigger1 = enemy,var(13)>=1 && enemy,var(14)>=1
projanim = enemy,var(13)
projremove = 0
projremovetime = 20
attr = C,HP
hitflag = MAFPD
p1stateno =enemy,var(14)
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
trigger1 = root,name ="syugosya_emiya"
trigger1 = root,alive = 1
projanim = 1357
projremove = 0
projremovetime = 15
attr = C,HP
hitflag = MAFPD
P1stateno = 3994
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
triggerall = enemy,var(4) = 0
trigger1 = root,name ="genjitsu"
projanim = 3
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 1
projremovetime = 99999999999
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 5150
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = root,stateno !=80000
trigger1 = root,name ="Chu-goku"
ID = 999999
projanim = 9772
projremove = 0
projremovetime = 15
affectteam = B
attr = C,AP
hitflag = MAFPD
P1stateno = 80000
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = !numprojid(999999)
trigger1 = enemy,var(14)>=1 && enemy,var(13)>=1
trigger1 = random>=500
ID = 999999
projanim = enemy,var(13)
projremove = 0
projremovetime = 12
;affectteam = B
attr = C,HP
hitflag = MAFPD
P1stateno = enemy,var(14)
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Naraku No Yuki"
trigger1 = root,name = "New_Shiki_Nanaya"
trigger1 = !numprojID(9)
projanim = 7837
projhits = 1
projid = 9
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 999999999999999
attr = C,HP
hitflag = MAFPD
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 6789
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
trigger1 = root,name ="Fake"
trigger1 = root,alive = 1
trigger1 = root,stateno!=110
projanim = 901
projremovetime=2411
projremove = 0
attr = C,HP
hitflag = MAFPD
P1stateno = 110
p1getp2stateno = 1
ignorehitpause = 1

[state a ,killer]
type = VarRangeSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
value = gametime+1
ignorehitpause = 1
[state a ,killer]
type = VarRangeSet
triggerall = root,name != "Efreet"
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = gametime+1
ignorehitpause = 1
First = 0
Last = 41
[state a ,killer]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = gametime+1
ignorehitpause = 1
First = 45
Last = 59
[state a ,killer]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name !="Naraku No Yuki"
fvalue = gametime+1
IgnoreHitPause = 1
[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = gametime+1
IgnoreHitPause = 1
[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = gametime+1
IgnoreHitPause = 1
[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = gametime+1
IgnoreHitPause = 1
[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = gametime+1
IgnoreHitPause = 1

[state 13, 1]
type = varset
trigger1 = time = 0
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(42) = random%2
ignorehitpause = 1

[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(0) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
triggerall = root,name != "Efreet"
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(1) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(2) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(3) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(4) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(5) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(6) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(7) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(8) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(9) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(10) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(11) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(12) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(13) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(14) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(15) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(16) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(17) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(18) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(19) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(20) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(21) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(22) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(23) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(24) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(25) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(26) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(27) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(28) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(29) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(30) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(31) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(32) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(33) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(34) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(35) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(36) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(37) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(38) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(39) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(40) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(41) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(42) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(43) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(44) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(45) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(46) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(47) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(48) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(49) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(50) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(51) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(52) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(53) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(54) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(55) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(56) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(57) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(58) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(59) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(0) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(1) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(2) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(3) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(4) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(5) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(6) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(7) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(8) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(9) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(10) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(11) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(12) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(13) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(14) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(15) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(16) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(17) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(18) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(19) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(20) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(21) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(22) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(23) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(24) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(25) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(26) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(27) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(28) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(29) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(30) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(31) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(32) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(33) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(34) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(35) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(36) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(37) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(38) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(39) = gametime+1
ignorehitpause = 1

[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(0) = gametime*ifelse((gametime-parent,var(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
triggerall = root,name != "Efreet"
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(1) = gametime*ifelse((gametime-parent,var(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(2) = gametime*ifelse((gametime-parent,var(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(3) = gametime*ifelse((gametime-parent,var(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(4) = gametime*ifelse((gametime-parent,var(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(5) = gametime*ifelse((gametime-parent,var(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(6) = gametime*ifelse((gametime-parent,var(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(7) = gametime*ifelse((gametime-parent,var(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(8) = gametime*ifelse((gametime-parent,var(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(9) = gametime*ifelse((gametime-parent,var(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(10) = gametime*ifelse((gametime-parent,var(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(11) = gametime*ifelse((gametime-parent,var(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(12) = gametime*ifelse((gametime-parent,var(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(13) = gametime*ifelse((gametime-parent,var(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(14) = gametime*ifelse((gametime-parent,var(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(15) = gametime*ifelse((gametime-parent,var(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(16) = gametime*ifelse((gametime-parent,var(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(17) = gametime*ifelse((gametime-parent,var(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(18) = gametime*ifelse((gametime-parent,var(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(19) = gametime*ifelse((gametime-parent,var(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(20) = gametime*ifelse((gametime-parent,var(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(21) = gametime*ifelse((gametime-parent,var(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(22) = gametime*ifelse((gametime-parent,var(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(7) = gametime*ifelse((gametime-parent,var(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(24) = gametime*ifelse((gametime-parent,var(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(25) = gametime*ifelse((gametime-parent,var(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(26) = gametime*ifelse((gametime-parent,var(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(27) = gametime*ifelse((gametime-parent,var(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(28) = gametime*ifelse((gametime-parent,var(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(29) = gametime*ifelse((gametime-parent,var(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(30) = gametime*ifelse((gametime-parent,var(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(31) = gametime*ifelse((gametime-parent,var(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(32) = gametime*ifelse((gametime-parent,var(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(33) = gametime*ifelse((gametime-parent,var(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(34) = gametime*ifelse((gametime-parent,var(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(35) = gametime*ifelse((gametime-parent,var(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(36) = gametime*ifelse((gametime-parent,var(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(37) = gametime*ifelse((gametime-parent,var(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(38) = gametime*ifelse((gametime-parent,var(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(39) = gametime*ifelse((gametime-parent,var(39)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(40) = gametime*ifelse((gametime-parent,var(40)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(41) = gametime*ifelse((gametime-parent,var(41)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(42) = gametime*ifelse((gametime-parent,var(42)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(43) = gametime*ifelse((gametime-parent,var(43)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(44) = gametime*ifelse((gametime-parent,var(44)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(45) = gametime*ifelse((gametime-parent,var(45)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(46) = gametime*ifelse((gametime-parent,var(46)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(47) = gametime*ifelse((gametime-parent,var(47)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(48) = gametime*ifelse((gametime-parent,var(48)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(49) = gametime*ifelse((gametime-parent,var(49)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(50) = gametime*ifelse((gametime-parent,var(50)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(51) = gametime*ifelse((gametime-parent,var(51)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(52) = gametime*ifelse((gametime-parent,var(52)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(53) = gametime*ifelse((gametime-parent,var(53)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(54) = gametime*ifelse((gametime-parent,var(54)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(55) = gametime*ifelse((gametime-parent,var(55)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(56) = gametime*ifelse((gametime-parent,var(56)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(57) = gametime*ifelse((gametime-parent,var(57)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(58) = gametime*ifelse((gametime-parent,var(58)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(59) = gametime*ifelse((gametime-parent,var(59)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(0) = gametime*ifelse((gametime-parent,fvar(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(1) = gametime*ifelse((gametime-parent,fvar(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(2) = gametime*ifelse((gametime-parent,fvar(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(3) = gametime*ifelse((gametime-parent,fvar(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(4) = gametime*ifelse((gametime-parent,fvar(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(5) = gametime*ifelse((gametime-parent,fvar(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(6) = gametime*ifelse((gametime-parent,fvar(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(7) = gametime*ifelse((gametime-parent,fvar(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(8) = gametime*ifelse((gametime-parent,fvar(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(9) = gametime*ifelse((gametime-parent,fvar(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(10) = gametime*ifelse((gametime-parent,fvar(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(11) = gametime*ifelse((gametime-parent,fvar(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(12) = gametime*ifelse((gametime-parent,fvar(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(13) = gametime*ifelse((gametime-parent,fvar(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(14) = gametime*ifelse((gametime-parent,fvar(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(15) = gametime*ifelse((gametime-parent,fvar(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(16) = gametime*ifelse((gametime-parent,fvar(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(17) = gametime*ifelse((gametime-parent,fvar(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(18) = gametime*ifelse((gametime-parent,fvar(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(19) = gametime*ifelse((gametime-parent,fvar(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(20) = gametime*ifelse((gametime-parent,fvar(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(21) = gametime*ifelse((gametime-parent,fvar(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(22) = gametime*ifelse((gametime-parent,fvar(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(7) = gametime*ifelse((gametime-parent,fvar(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(24) = gametime*ifelse((gametime-parent,fvar(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(25) = gametime*ifelse((gametime-parent,fvar(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(26) = gametime*ifelse((gametime-parent,fvar(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(27) = gametime*ifelse((gametime-parent,fvar(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(28) = gametime*ifelse((gametime-parent,fvar(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(29) = gametime*ifelse((gametime-parent,fvar(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(30) = gametime*ifelse((gametime-parent,fvar(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(31) = gametime*ifelse((gametime-parent,fvar(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(32) = gametime*ifelse((gametime-parent,fvar(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(33) = gametime*ifelse((gametime-parent,fvar(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(34) = gametime*ifelse((gametime-parent,fvar(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(35) = gametime*ifelse((gametime-parent,fvar(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(36) = gametime*ifelse((gametime-parent,fvar(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(37) = gametime*ifelse((gametime-parent,fvar(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(38) = gametime*ifelse((gametime-parent,fvar(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(39) = gametime*ifelse((gametime-parent,fvar(39)=[-60,60]),1,-1)+1
ignorehitpause = 1

[State 0]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 1300]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0]
type = statetypeset
trigger1 = name !="Naraku No Yuki"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[State -2]
type = HitBy
trigger1 = name != "Naraku No Yuki" && enemy,palno !=11
trigger2 = root,stateno = 6789
value = C,AP,HP
time = 1
ignorehitpause = 1

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
triggerall = root,name != "Naraku No Yuki"
trigger1 = 1;root,name = ""
value = 70000
ignorehitpause = 1

[State 40]
type = posset
trigger1 = root,name != "Naraku No Yuki"
trigger1 = ishelper
y = 1299999999999999999
ignorehitpause = 1

[State proj]
type =null;Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name !=""
triggerall = root,name != "Efreet"
triggerall = root,name != "Ayu Tukimiya"
trigger1 = root,name !="Chu-goku"
trigger1 = root,name !="G-SAKUYA"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = root,name != "UNKNOWN"
;trigger1 = time >=18
projanim =ifelse(enemy,var(51)>=1,enemy,var(51),anim)
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 50
ignorehitpause = 1

[State proj]
type =Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
trigger1 = root,name = "G Magaki"
;trigger1 = time >=18
projanim =ifelse(enemy,var(51)>=1,enemy,var(51),anim)
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 30
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = prevstateno
ignorehitpause = 1


[State 1]
type = Projectile
triggerall = root,name !="Naraku No Yuki"
trigger1 = root,name ="" ||root,name = "MUAHAHAHAHAHAHAHAHA" || root,name = "Shutdown"
projanim = 2
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 944
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="G-SAKUYA"
triggerall = root,name !="Naraku No Yuki"
triggerall = root,name != "Efreet"
trigger1 = root,name ="genjitsu"
projanim = 3
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = ifelse(random>=500,5150,5)
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="G-SAKUYA"
triggerall = root,name !="Naraku No Yuki"
triggerall = root,name != "Ayu Tukimiya"
triggerall = root,name != "Efreet"
triggerall = root,name !=""
triggerall = enemy,var(4) = 0
trigger1 = p2name ="Kyuketsuki"
trigger2 = root,name ="Kyuketsuki"
projanim = 9977
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = enemynear,var(11)
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="G-SAKUYA"
triggerall = root,name !="Naraku No Yuki"
triggerall = root,name !="Ayu Tukimiya"
triggerall = enemy,var(4) = 0
triggerall = root,name !=""
triggerall = root,name != "Efreet"
trigger1 = p2name ="Kyuketsuki"
trigger2 = root,name ="Kyuketsuki"
projanim = 9977
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = enemynear,var(11)
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name != "Efreet"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = root,name ="Mizuchi"
projanim =anim
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 2636
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name != "Efreet"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = root,name ="genjitsu"
projanim = 2
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name != "Efreet"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = name !="Naraku No Yuki"
trigger1 = root,name = "Matsugami"
projanim = 20000
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 20001
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name != "Efreet"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = name !="Naraku No Yuki"
trigger1 = root,name = "F1"
projanim = anim
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 9997
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name != "Efreet"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = root,name ="tenrou"
projanim =99999
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 72003
ignorehitpause = 1

[State 1]
type =null; Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name != "Efreet"
triggerall = root,name != "Ayu Tukimiya"
triggerall = root,name !=""
trigger1 = root,name !="Chu-goku"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = root,name !="Kyuketsuki"
trigger1 = random = [0,300]
projanim = anim
projremove = 1
projremovetime = 15
;affectteam = F
attr = C,HP
hitflag = MAFPD
P1stateno = ifelse(time<=5,prevstateno,50)
ignorehitpause = 1

[State proj]
type =Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name !=""
triggerall = root,name != "Efreet"
triggerall = root,name != "Ayu Tukimiya"
trigger1 = root,name !="Chu-goku"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = random = [0,200]
trigger1 = time<=18
trigger1 = root,name != "UNKNOWN"
projanim =ifelse(enemy,var(51)>=1,enemy,var(51),anim)
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
;affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = ifelse(root,stateno=600000,50,enemy,var(56))
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name !=""
triggerall = root,name != "Efreet"
triggerall = root,name != "Ayu Tukimiya"
trigger1 = root,name !="Chu-goku"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = enemy,var(52) >=1
trigger1 = root,stateno !=enemy,var(52)
trigger1 = random = [300,600]
trigger1 = root,name != "UNKNOWN"
trigger1 = time<=18
projanim = anim
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
;affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = enemy,var(52)
ignorehitpause = 1

[State proj]
type = Projectile
triggerall = ishelper
triggerall = enemy,var(4) = 0
triggerall = root,name !=""
triggerall = root,name != "Efreet"
triggerall = root,name != "Ayu Tukimiya"
trigger1 = root,name !="Chu-goku"
trigger1 = root,name !="Naraku No Yuki"
trigger1 = enemy,var(49) >=1
trigger1 = root,stateno !=enemy,var(49)
trigger1 = root,name != "UNKNOWN"
trigger1 = random = [600,900]
trigger1 = time<=18
projanim = anim
projhits = 999
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
;affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = enemy,var(49)
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
trigger1 = random>=960
trigger1 = root,name !=""
projanim = ifelse(enemy,var(54)>=1,enemy,var(54),ifelse(enemy,var(51)>=1,enemy,var(51),anim))
projhits = 777
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 60+50
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Naraku No Yuki"
trigger1 = !root,alive
projanim = ifelse(enemy,var(54)>=1,enemy,var(54),ifelse(enemy,var(51)>=1,enemy,var(51),anim))
projhits = 777
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
projremove = 0
projremovetime = 15
attr = C,AP
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 180
ignorehitpause = 1

[State 0]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 0]
type =null; Helper
triggerall = enemy,var(4) = 0
triggerall = root,name != "Ayu Tukimiya"
triggerall = root,name != "Efreet"
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = numhelper(0) <=2
postype = p1
pos = 0,0
ID = 0
stateno = stateno
keyctrl = 0
ownpal = 0
facing = 0
helpertype = player
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[state 0]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 0]
type = ctrlset
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 0]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 0]
type = LifeSET
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 0]
type = changeState
triggerall = name !="Naraku No Yuki" && enemy,var(4)=1 
trigger1 = time >=3
value = 89024
ignorehitpause = 1

[State 0]
type = SelfState
trigger1 = name ="Naraku No Yuki"
value = 0
ignorehitpause = 1
ctrl = 1

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
triggerall = enemy,var(4) = 0
trigger1 = ishelper
value = 70000
ignorehitpause = 1

[state 0] 
type = destroyself 
triggerall = ishelper
triggerall = root,name !=""
triggerall = enemy,var(4) = 0
triggerall = root,name != "Ayu Tukimiya"
triggerall = root,name !="Efreet"
trigger1 = time >= 20
trigger2 = roundstate>=3
ignorehitpause = 1

[State 0]
type = selfstate
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
trigger1 = name = "Gogeta" 
value = 5150
ignorehitpause = 1

[State 0]
type = changeState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = name != "Gogeta" 
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 600001]

[State 1000, 0]
type = RemoveExplod
trigger1 = 1
id = -1

[State 0]
type = changeState
triggerall = name ="Naraku No Yuki"
trigger1 = !ishelper
value = 0
ctrl = 1
ignorehitpause = 1

[state 0] 
type = destroyself 
trigger1 = root,name ="Naraku No Yuki"
ignorehitpause = 1

[state 0] 
type = destroyself 
trigger1 = root,name ="Naraku No Yuki"
ignorehitpause = 1

[state 0] 
type = destroyself 
trigger1 = root,name ="Naraku No Yuki"
ignorehitpause = 1

[State 0]
type = null;changeState
triggerall = name !="Naraku No Yuki"
triggerall = ishelper
trigger1 = enemy,time <=250 && roundno = 1 && enemy,var(11) = 0
value = 600005
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = ishelper
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[State 1000, 0]
type = PowerSet
trigger1 = 1
value = 0

[State 0]
type = posset
trigger1 = ishelper
x = 0
y = 1299999999999999999
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = root,name!="Naraku No Yuki"
trigger1 = ishelper && !root,numprojid (1999)
trigger1 = enemy,var(4)=1 && root,name != "Fake"
projid = 1999
projanim = enemy,var(13)
projremove = 1
projremovetime = 1
attr = C,HP
hitflag = MAFPD
priority = 7,hit
postype = p1
offset = 0,0
hitsound = -1
sparkno = -1
P1stateno = enemy,var(14)
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = root,name!="Naraku No Yuki"
trigger1 = ishelper
trigger1 = enemy,var(4)=1 && !root,alive
projid = 1999
projanim = enemy,var(13)
projremove = 1
projremovetime = 1
attr = C,HP
hitflag = MAFPD
priority = 7,hit
postype = p1
offset = 0,0
hitsound = -1
sparkno = -1
P1stateno = 180
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = root,name!="Naraku No Yuki"
trigger1 = ishelper && !root,numprojid (1999)
trigger1 = enemy,var(4)=1 && root,name = "Fake" && root,stateno !=110
projid = 1999
projanim = enemy,var(13)
projremove = 1
projremovetime = 1
attr = C,HP
hitflag = MAFPD
priority = 7,hit
postype = p1
offset = 0,0
hitsound = -1
sparkno = -1
p1stateno = enemy,var(14)

[state 0] 
type = destroyself 
triggerall = name !="Naraku No Yuki" && root,alive &&root,name !="Fake"
triggerall = ishelper && root,name !="ore_no_ane" &&root,name!= "New_Shiki_Nanaya" 
trigger1 = time>=20 && root,name !="Efreet" &&roundstate >=1
trigger1 = root,name != "Phantom Mizuchi Elisir" 
trigger1 = root,name != "Phantom Mizuchi JP"
trigger2 = roundstate >=3
ignorehitpause = 1

[State 0]
type = changeState
triggerall = name !="Naraku No Yuki" && root,alive 
triggerall = ishelper && root,name !="ore_no_ane"&&root,name !="Fake"
trigger1 = time>=3 && enemy,palno = 11 && root,name !="Efreet"
trigger2 = time>=3 && root,name = "Phantom Mizuchi Elisir" 
trigger3 = time>=1 && root,name = "Phantom Mizuchi JP"
value = 600000
ignorehitpause = 1

[state a]
type = lifeset
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki" 
value = 0

[State 1]
type = VarSet
trigger1 = name!="Naraku No Yuki"&&root,name !="Fake"
sysvar(0) = -1
IgnoreHitPause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 0]
type = changeanim2
triggerall = name !="Naraku No Yuki"
triggerall = ishelper && enemy,var(13) = 3101
trigger1 = 1
value =70000
ignorehitpause = 1

[State -2]
type = HitBy
triggerall = name !="Naraku No Yuki"
trigger1=enemy,var(13) = 3101
value = C,HP
time = 1
ignorehitpause =1

[state 1]
type = ParentVarSet
trigger1 =ishelper
trigger1 =root,name!="Naraku No Yuki" &&root,name !="Fake"
v =17
value = gametime
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = VarSet
trigger1 =ishelper
trigger1 =root,name!="Naraku No Yuki"&&root,name !="Fake"
v =17
value = gametime
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
trigger1 =ishelper
trigger1 =root,name!="Naraku No Yuki"&&root,name !="Fake"
v = 56
value = 35*gametime
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = VarSet
trigger1 =ishelper
trigger1 =root,name!="Naraku No Yuki"&&root,name !="Fake"
v = 56
value = 35*gametime
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;�¡

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
trigger1 =root,name!="Naraku No Yuki"
v = 0
value =ifelse((enemy,var(8)=0),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!= "Phantom Mizuchi Elisir"
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
trigger1 =root,name!="Naraku No Yuki"
v = 1
value =ifelse((enemy,var(7)=1),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 2
value =ifelse((enemy,var(7)=2),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 3
value =ifelse((enemy,var(7)=3),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 4
value =ifelse((enemy,var(7)=4),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 5
value =ifelse((enemy,var(7)=5),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 6
value =ifelse((enemy,var(7)=6),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 7
value =ifelse((enemy,var(7)=7),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 8
value =ifelse((enemy,var(7)=8),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 9
value =ifelse((enemy,var(7)=9),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 10
value =ifelse((enemy,var(7)=10),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 11
value =ifelse((enemy,var(7)=11),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 12
value =ifelse((enemy,var(7)=12),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 13
value =ifelse((enemy,var(7)=13),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 14
value =ifelse((enemy,var(7)=14),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 15
value =ifelse((enemy,var(7)=15),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 16
value =ifelse((enemy,var(7)=16),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 17
value =ifelse((enemy,var(7)=17),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 18
value =ifelse((enemy,var(7)=18),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 19
value =ifelse((enemy,var(7)=19),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
trigger1 =ishelper
v = 20
value = ifelse(enemy,var(13)=3101,gametime+1001,ifelse((enemy,var(7)=20),gametime-enemy,var(7),enemy,var(9)))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
trigger1 =ishelper
v = 21
value =ifelse((enemy,var(7)=21),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 22
value =ifelse(enemy,var(13)=3101,0,ifelse((enemy,var(7)=22),gametime-enemy,var(7),enemy,var(9)))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
trigger1 =ishelper
v = 23
value =ifelse(enemy,var(13)=3101,0,ifelse((enemy,var(7)=23),gametime-enemy,var(7),enemy,var(9)))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 24
value =ifelse((enemy,var(7)=24),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 25
value =ifelse((enemy,var(7)=25),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 26
value =ifelse((enemy,var(7)=26),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 27
value =ifelse((enemy,var(7)=27),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 28
value =ifelse((enemy,var(7)=28),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 29
value =ifelse((enemy,var(7)=29),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 30
value =ifelse((enemy,var(7)=30),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 31
value =ifelse((enemy,var(7)=31),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 32
value =ifelse((enemy,var(7)=32),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 33
value =ifelse((enemy,var(7)=33),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 34
value =ifelse((enemy,var(7)=34),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 35
value =ifelse((enemy,var(7)=35),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 36
value =ifelse((enemy,var(7)=36),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 37
value =ifelse((enemy,var(7)=37),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 38
value =ifelse((enemy,var(7)=38),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 39
value =ifelse((enemy,var(7)=39),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 40
value =ifelse((enemy,var(7)=40),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 41
value =ifelse((enemy,var(7)=41),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 42
value =ifelse((enemy,var(7)=42),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 43
value =ifelse((enemy,var(7)=43),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 44
value =ifelse((enemy,var(7)=44),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 45
value =ifelse((enemy,var(7)=45),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 46
value =ifelse((enemy,var(7)=46),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 47
value =ifelse((enemy,var(7)=47),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 48
value =ifelse((enemy,var(7)=48),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 49
value =ifelse((enemy,var(7)=49),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 50
value =ifelse((enemy,var(7)=50),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 51
value =ifelse((enemy,var(7)=51),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 52
value =ifelse((enemy,var(7)=52),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 53
value =ifelse((enemy,var(7)=53),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 54
value =ifelse((enemy,var(7)=54),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 55
value =ifelse((enemy,var(7)=55),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 56
value =ifelse((enemy,var(7)=56),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 57
value =ifelse((enemy,var(7)=57),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 58
value =ifelse((enemy,var(7)=58),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
v = 59
value =ifelse((enemy,var(7)=59),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 0
value =ifelse((enemy,var(6)=0),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 1
value =ifelse((enemy,var(6)=1),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 2
value =ifelse((enemy,var(6)=2),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 3
value =ifelse((enemy,var(6)=3),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 4
value =ifelse((enemy,var(6)=4),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 5
value =ifelse((enemy,var(6)=5),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 6
value =ifelse((enemy,var(6)=6),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 7
value =ifelse((enemy,var(6)=7),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 8
value =ifelse((enemy,var(6)=8),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 9
value =ifelse((enemy,var(6)=9),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 10
value =ifelse((enemy,var(6)=10),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 11
value =ifelse((enemy,var(6)=11),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 12
value =ifelse((enemy,var(6)=12),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 13
value =ifelse((enemy,var(6)=13),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 14
value =ifelse((enemy,var(6)=14),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 15
value =ifelse((enemy,var(6)=15),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 16
value =ifelse((enemy,var(6)=16),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 17
value =ifelse((enemy,var(6)=17),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 18
value =ifelse((enemy,var(6)=18),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 19
value =ifelse((enemy,var(6)=19),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 20
value =ifelse((enemy,var(6)=20),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 21
value =ifelse((enemy,var(6)=21),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 22
value =ifelse((enemy,var(6)=22),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 23
value =ifelse((enemy,var(6)=23),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
trigger1 =root,name!="Tenma"
fv = 24
value =ifelse((enemy,var(6)=24),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 25
value =ifelse((enemy,var(6)=25),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 26
value =ifelse((enemy,var(6)=26),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 27
value =ifelse((enemy,var(6)=27),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 28
value =ifelse((enemy,var(6)=28),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 29
value =ifelse((enemy,var(6)=29),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 30
value =ifelse((enemy,var(6)=30),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 31
value =ifelse((enemy,var(6)=31),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 32
value =ifelse((enemy,var(6)=32),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 33
value =ifelse((enemy,var(6)=33),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 34
value =ifelse((enemy,var(6)=34),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 35
value =ifelse((enemy,var(6)=35),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 36
value =ifelse((enemy,var(6)=36),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 37
value =ifelse((enemy,var(6)=37),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 38
value =ifelse((enemy,var(6)=38),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 3876]
type = ParentVarSet
triggerall = root,name!="Fake"
triggerall = root,name!="Goddess Reiko"
triggerall = root,name!="Phantom Mizuchi Elisir"
triggerall = root,name!="Naraku No Yuki"
triggerall = root,name!="G-SAKUYA"
triggerall = root,name!="G Mizuchi"
triggerall = root,name!="ore_no_ane"
trigger1 =ishelper
fv = 39
value =ifelse((enemy,var(6)=39),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2= root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 0
value = ifelse((enemy,var(7)=0),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 1
value = ifelse((enemy,var(7)=1),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 2
value = ifelse((enemy,var(7)=2),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 3
value = ifelse((enemy,var(7)=3),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 4
value = ifelse((enemy,var(7)=4),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 5
value = ifelse((enemy,var(7)=5),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 6
value = ifelse((enemy,var(7)=6),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 7
value = ifelse((enemy,var(7)=7),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 8
value = ifelse((enemy,var(7)=8),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 9
value = ifelse((enemy,var(7)=9),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 10
value = ifelse((enemy,var(7)=10),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 11
value = ifelse((enemy,var(7)=11),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 12
value = ifelse((enemy,var(7)=12),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 13
value = ifelse((enemy,var(7)=13),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 14
value = ifelse((enemy,var(7)=14),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 15
value = ifelse((enemy,var(7)=15),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 16
value = ifelse((enemy,var(7)=16),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 17
value = ifelse((enemy,var(7)=17),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 18
value = ifelse((enemy,var(7)=18),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 19
value = ifelse((enemy,var(7)=19),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 20
value = ifelse((enemy,var(7)=20),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 21
value = ifelse((enemy,var(7)=21),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 22
value = ifelse((enemy,var(7)=22),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 23
value = ifelse((enemy,var(7)=23),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 24
value = ifelse((enemy,var(7)=24),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 25
value = ifelse((enemy,var(7)=25),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 26
value = ifelse((enemy,var(7)=26),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 27
value = ifelse((enemy,var(7)=27),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 28
value = ifelse((enemy,var(7)=28),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 29
value = ifelse((enemy,var(7)=29),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 30
value = ifelse((enemy,var(7)=30),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 31
value = ifelse((enemy,var(7)=31),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 32
value = ifelse((enemy,var(7)=32),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 33
value = ifelse((enemy,var(7)=33),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 34
value = ifelse((enemy,var(7)=34),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 35
value = ifelse((enemy,var(7)=35),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 36
value = ifelse((enemy,var(7)=36),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 37
value = ifelse((enemy,var(7)=37),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 38
value = ifelse((enemy,var(7)=38),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 39
value = ifelse((enemy,var(7)=39),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 40
value = ifelse((enemy,var(7)=40),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 41
value = ifelse((enemy,var(7)=41),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 42
value = ifelse((enemy,var(7)=42),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 43
value = ifelse((enemy,var(7)=43),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 44
value = ifelse((enemy,var(7)=44),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 45
value = ifelse((enemy,var(7)=45),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 46
value = ifelse((enemy,var(7)=46),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 47
value = ifelse((enemy,var(7)=47),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 48
value = ifelse((enemy,var(7)=48),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 49
value = ifelse((enemy,var(7)=49),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 50
value = ifelse((enemy,var(7)=50),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 51
value = ifelse((enemy,var(7)=51),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 52
value = ifelse((enemy,var(7)=52),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 53
value = ifelse((enemy,var(7)=53),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 54
value = ifelse((enemy,var(7)=54),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 55
value = ifelse((enemy,var(7)=55),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 56
value = ifelse((enemy,var(7)=56),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 57
value = ifelse((enemy,var(7)=57),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 58
value = ifelse((enemy,var(7)=58),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
v = 59
value = ifelse((enemy,var(7)=59),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 0
value = ifelse((enemy,var(6)=0),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 1
value = ifelse((enemy,var(6)=1),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 2
value = ifelse((enemy,var(6)=2),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 3
value = ifelse((enemy,var(6)=3),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 4
value = ifelse((enemy,var(6)=4),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 5
value = ifelse((enemy,var(6)=5),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 6
value = ifelse((enemy,var(6)=6),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 7
value = ifelse((enemy,var(6)=7),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 8
value = ifelse((enemy,var(6)=8),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 9
value = ifelse((enemy,var(6)=9),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 10
value = ifelse((enemy,var(6)=10),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 11
value = ifelse((enemy,var(6)=11),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 12
value = ifelse((enemy,var(6)=12),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 13
value = ifelse((enemy,var(6)=13),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 14
value = ifelse((enemy,var(6)=14),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 15
value = ifelse((enemy,var(6)=15),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 16
value = ifelse((enemy,var(6)=16),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 17
value = ifelse((enemy,var(6)=17),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 18
value = ifelse((enemy,var(6)=18),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 19
value = ifelse((enemy,var(6)=19),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 20
value = ifelse((enemy,var(6)=20),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 21
value = ifelse((enemy,var(6)=21),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 22
value = ifelse((enemy,var(6)=22),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 23
value = ifelse((enemy,var(6)=23),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 24
value = ifelse((enemy,var(6)=24),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 25
value = ifelse((enemy,var(6)=25),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 26
value = ifelse((enemy,var(6)=26),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 27
value = ifelse((enemy,var(6)=27),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 28
value = ifelse((enemy,var(6)=28),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 29
value = ifelse((enemy,var(6)=29),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 30
value = ifelse((enemy,var(6)=30),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 31
value = ifelse((enemy,var(6)=31),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 32
value = ifelse((enemy,var(6)=32),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 33
value = ifelse((enemy,var(6)=33),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 34
value = ifelse((enemy,var(6)=34),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 35
value = ifelse((enemy,var(6)=35),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 36
value = ifelse((enemy,var(6)=36),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Ayu Tukimiya"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 37
value = ifelse((enemy,var(6)=37),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 38
value = ifelse((enemy,var(6)=38),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3876]
type = VarSet
trigger1 = name!="Fake"
trigger1 = name!="Goddess Reiko"
trigger1 = name!="Phantom Mizuchi Elisir"
trigger1 = name!="G-SAKUYA"
trigger1 = name!="G Mizuchi"
trigger1 = name!="ore_no_ane"
trigger1 = name!="Naraku No Yuki"
trigger1 = !ishelper
trigger2 = root,name!="Fake"
trigger2 = root,name!="Goddess Reiko"
trigger2 = root,name!="Phantom Mizuchi Elisir"
trigger2 = root,name!="G-SAKUYA"
trigger2 = root,name!="G Mizuchi"
trigger2 = root,name!="ore_no_ane"
trigger2 = root,name!="Naraku No Yuki"
trigger2 =ishelper
fv = 39
value = ifelse((enemy,var(6)=39),gametime-enemy,var(7),enemy,var(9))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[StateDef 600005]

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 0]
type = statetypeset
trigger1 = ishelper
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[State 1000, 0]
type = PowerSet
trigger1 = 1
value = 0

[State 1]
type = posset
trigger1 = 1
x = 0
y = 10000
ignorehitpause = 1

[State 0]
type = changeState
trigger1 = enemy,stateno = 36527 && enemy,time >= 251
value = 600001
ignorehitpause = 1

[Statedef 103999]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -2,-6

[State 1]
type = lifeadd
triggerall = prevstateno != [19000,19035]
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State -2]
type = SelfState
trigger1 = time >= 200
value = 0
ctrl = 1

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 104000

[Statedef 104000]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 104002

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 104001

[Statedef 104001]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 104002

[Statedef 104002]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30
value = 104004

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

[Statedef 288890]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 1]
type = varset
trigger1 = numtarget&&target,ishelper=0||root,fvar(20)!=0
v = 10
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = root,fvar(38)=2
trigger1 = root,time<150&&enemy,movereversed
trigger2 = root,time>=150
v = 11
value = (root,time<150)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22138
hitsound = s10000,22
p2stateno = 169995

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%(1+((root,time<150)*3)))=1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = root,stateno=22050&&root,time>=150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = var(11)!=0&&root,fvar(38)=2
trigger1 = enemy,alive&&root,time<150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
trigger1 = root,stateno=22050&&(root,time=[30,170])&&var(10)!=0
trigger1 = (GameTime%6)=1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
guardflag = 
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = !(root,stateno=2200||root,stateno=2999)
value = 98000000

[Statedef 288891]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s2553
hitsound = s2300,3
p2stateno = 2636

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[state 1]
type = targetdrop
triggerall = numtarget
trigger1 = target,ishelper

[State 1]
type = targetpowerAdd
triggerall = numtarget
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
triggerall = numtarget
trigger1 = root,stateno=2205&&(root,time=[20,220])
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = numtarget
trigger1 = root,stateno=2205&&(root,time=[20,220])&&(GameTime%3) = 1
value = 2636
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 0]
type = lifeadd
trigger1 = 1
value = lifemax
kill = 0
ignorehitpause = 1

[State 1]
type = ChangeState
trigger1 = root,stateno != 2205
value = 98000000

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[state 169994]
type = null;varset
trigger1 = ishelper&&root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 4
value = root,stateno

[state 169994]
type = null;varset
triggerall = ishelper&&time<14
trigger1 = root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 5
value = 1

[State 169994]
type = Projectile
trigger1 = time<=1&&enemynear,name="Naraku No Yuki"&&enemynear,fvar(38)!=0&&ishelper
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 = time>=30&&enemynear,name="Naraku No Yuki"&&enemynear,fvar(38)=1&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 =enemynear,time>=146&&enemynear,name="Naraku No Yuki"&&enemynear,fvar(38)=2&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
trigger1 =numprojid(169994)=0
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = (enemynear,time>=148)*40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = null;Projectile
trigger1 = ishelper&&roundstate<=2&&time<=10
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = var(4)
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 169994]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="Naraku No Yuki"&&enemynear,stateno!=2200&&enemynear,fvar(38)=2
trigger2 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(38)=1&&time>=30

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 2
value = prevstateno

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 3
value = anim

[State 169995]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),169994,0)

[Statedef 213100]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = name = "Naraku No Yuki"
trigger2 = name != "Naraku No Yuki"
trigger2 = ishelper
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = name = "Naraku No Yuki"
trigger2 = name != "Naraku No Yuki"
trigger2 = ishelper
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeAnim
trigger1 = name != "Naraku No Yuki"
trigger1 = ishelper = 0
value = 5050
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = SelfState
trigger1 = name != "Naraku No Yuki"
trigger1 = ishelper = 0
trigger1 = time > 0
value = 5050
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "Naraku No Yuki"
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = HitOverride
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
attr = SCA, AA, AT, AP
stateno = 0
ignorehitpause = 1

[State 20000]
type = VarSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
var(1) = anim
ignorehitpause = 1

[State 20000]
type = VarSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
var(2) = (1000*random)+random
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
projanim = var(1)
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
projid = var(2)
attr = C,ST
hitflag = MAFPD
affectteam = E
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time > 0
trigger1 = root,numprojid(var(2)) <= 0
projanim = var(1)
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,ST
hitflag = MAFPD
affectteam = E
sparkno = -1
numhits = 0
;p1stateno = 50
persistent = 0
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time > 0
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1

[Statedef 213101]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeAnim2
trigger1 = 1
value = 99999
ignorehitpause = 1

[State 20000]
type = HitDef
trigger1 = time > 0
attr = A,AA
hitflag = MAFPD
guardflag = MA
sparkno = -1
ignorehitpause = 1


[Statedef 313102]
anim = 40020

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 2000];palno 12
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = s2553
hitsound = s10000,45
p2stateno = 213100
pausetime = 0,2
ignorehitpause = 1

[State 10000]
type = targetlifeadd
trigger1 = time <= 190
value = -999999999999999999999999999999999999999999999;
absolute = 1
ignorehitpause = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[State 10000]
type = targetstate
trigger1 = win
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = numtarget <= 0
trigger1 = time > 190
ignorehitpause = 1

[state -2]
type = targetlifeadd
trigger1 = roundstate > 2
trigger1 = !loseko
;trigger2 = 1
value = -999999999999999999999999999999999999999999999999999999999;-9999999999
absolute = 1

[state -2]
type = targetstate
trigger1 = roundstate > 2
trigger1 = !loseko
trigger1 = !winko
value = 5150

[state -2]
type = TargetVelSet
trigger1 = roundstate > 2
trigger1 = !loseko
x = 0
y = 99999

[State 2250, 9]
type = ChangeState
trigger1 = animTime = 0
value = 313102


[Statedef 213400]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
value = s11,0
freqmul = 0.5
volume = 255

[State 20000]
type = ChangeAnim2
triggerall = ishelper = 0
trigger1 = 1
value = 20000
ignorehitpause = 1

[State 2000]
type = Turn
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = ishelper = 0
trigger1 = enemy,name = "Naraku No Yuki"
trigger1 = enemy,stateno = 13401
trigger1 = enemy,time > 165
x = 0
y = 9
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = ishelper = 0
trigger1 = enemy,name != "Naraku No Yuki"
x = -6
y = 1
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = ishelper = 0
trigger1 = 1
y = -50
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = SelfState
triggerall = ishelper = 0
trigger1 = enemy,name = "Naraku No Yuki"
trigger1 = enemy,stateno = 13401
trigger1 = enemy,time > 165
trigger2 = enemy,name != "Naraku No Yuki"
value = 5050
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
type = Null
trigger1 = 1
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[state 1000 nulls]
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trigger1 = 1
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[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
trigger1 = 1
ignorehitpause = 1

[Statedef 213112]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "Naraku No Yuki"&&palno = 12
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "Naraku No Yuki"&&root,palno = 12
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
triggerall = ishelper
trigger1 = root,numprojid(18446744073709551616) <= 0
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
triggerall = ishelper
trigger1 = root,numprojid(18446744073709551616) <= 0
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = 50
persistent = 0
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&root,palno != 12
triggerall = ishelper
trigger1 = root,numprojid(18446744073709551616) <= 0
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "Naraku No Yuki"||name = "Naraku No Yuki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[Statedef 750000]
physics=N
velset=0,0
anim=9741

[State 7500]
type=assertspecial
trigger1= root,stateno=[4900,4902]
flag=nomusic

[State 7500, Lv1]
type=bgpalfx
trigger1= time<=10 && root,var(10)=5
time=1
add=256-ceil(25.6*time),256-ceil(25.6*time),256-ceil(25.6*time)
mul=256-floor(25.6*time),256-floor(25.6*time),256
color=256-floor(25.6*time)

[State 7500, Lv1]
type=bgpalfx
trigger1= (time=[11,39])  && root,var(10)=5
time=1
mul=0,0,256
color=0

[State 7500, Lv1]
type=bgpalfx
trigger1= time>=40 && root,var(10)=5
time=1
mul=ceil(51.2*(time-40)),ceil(51.2*(time-40)),256
color=floor(51.2*(time-40))

[State 7500, Lv2]
type=bgpalfx
trigger1= time<=15 && root,var(10)=6
time=1
add=256-ceil(17.07*time),256-ceil(17.07*time),256-ceil(17.07*time)
mul=256-floor(17.07*time),256-floor(17.07*time),256
color=256-floor(17.07*time)

[State 7500, Lv2]
type=bgpalfx
trigger1= (time=[16,47]) && root,var(10)=6
time=1
mul=0,0,256
color=0

[State 7500, Lv2]
type=bgpalfx
trigger1= time>=48 && root,var(10)=6
time=1
mul=ceil(51.2*(time-48)),ceil(51.2*(time-48)),256
color=floor(51.2*(time-48))

[State 7500, Lv3]
type=bgpalfx
trigger1= time<=20 && root,var(10)=7
time=1
add=256-ceil(12.8*time),256-ceil(12.8*time),256-ceil(12.8*time)
mul=256-floor(12.8*time),256-floor(12.8*time),256-floor(12.8*time)
color=256-floor(12.8*time)

[State 7500, Lv3]
type=bgpalfx
trigger1= (time=[21,54])  && root,var(10)=7
time=1
mul=0,0,0
color=0

[State 7500, Lv3]
type=bgpalfx
trigger1= time>=55 && root,var(10)=7
time=1
mul=ceil(51.2*(time-55)),ceil(51.2*(time-55)),ceil(51.2*(time-55))
color=floor(51.2*(time-55))

[State 7500, Main]
type=explod
trigger1= !time
anim=22107
ID=7500
sprpriority=5
postype=p1
removetime=-1
pausemovetime=-1
supermovetime=-1

[State 7500, Large Circle]
type=explod
trigger1= !time
anim=1151
ID=7501
sprpriority=5
postype=p1
pausemovetime=-1
supermovetime=-1

[State 7500, Portrait]
type=explod
trigger1= time=1 && root,var(10)=7
anim=75100
ID=7510
postype=back
pos=160,120
under=1
bindtime=-1
pausemovetime=-1
supermovetime=-1

[State 7500, Circle]
type=explod
trigger1= !time
anim=11500
ID=75021
sprpriority=5
postype=p1
pausemovetime=-1
supermovetime=-1

[State 7500, Circle]
type=explod
trigger1= time=7
anim=11500
ID=75022
sprpriority=5
postype=p1
pausemovetime=-1
supermovetime=-1

[State 7500, Circle]
type=explod
trigger1= time=14
anim=11500
ID=75023
sprpriority=5
postype=p1
pausemovetime=-1
supermovetime=-1

[State 7500, Circle]
type=explod
trigger1= time=21
anim=11500
ID=75024
sprpriority=5
postype=p1
pausemovetime=-1
supermovetime=-1

[State 7500, Circle]
type=explod
trigger1= time=28
anim=11500
ID=75025
sprpriority=5
postype=p1
pausemovetime=-1
supermovetime=-1

[State 7500, scale]
type=modifyexplod
trigger1= root,var(10)=5
ID=7500
scale=1.5-(.0333*time),1.5-(.0333*time)

[State 7500, scale]
type=modifyexplod
trigger1= root,var(10)=6
ID=7500
scale=1.5-(.0283*time),1.5-(.0283*time)

[State 7500, scale]
type=modifyexplod
trigger1= root,var(10)=7
ID=7500
scale=1.5-(.025*time),1.5-(.025*time)

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(7501)
ID=7501
scale=.25+(.075*time),.25+(.075*time)
trans=addalpha
alpha=ceil(256-6.4*time),256

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(7510) && time<8
ID=7510
postype=back
pos=16,120
scale=.5,.5
trans=addalpha
alpha=(32*time),256

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(7510) && (time=[8,50])
ID=7510
postype=back
pos=160,120
scale=.5,.5
trans=addalpha
alpha=256,256

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(7510) && time>=50
ID=7510
postype=back
pos=160,120+(8*(time-50))
scale=.5+(.25*(time-50)),.5+(.25*(time-50))
trans=addalpha
alpha=256-ceil(25.6*(time-50)),256

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(75021)
ID=75021
scale=.25+(.0375*time),.25+(.0375*time)

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(75022)
ID=75022
scale=.25+(.0375*(time-7)),.25+(.0375*(time-7))

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(75023)
ID=75023
scale=.25+(.0375*(time-14)),.25+(.0375*(time-14))

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(75024)
ID=75024
scale=.25+(.0375*(time-21)),.25+(.0375*(time-21))

[State 7500, scale]
type=modifyexplod
trigger1= numexplod(75025)
ID=75025
scale=.25+(.0375*(time-28)),.25+(.0375*(time-28))

[State 7500, Safety]
type=assertspecial
trigger1= 1
flag=noshadow
flag2=invisible

[State 7500, No bars]
type=assertspecial
trigger1= root,var(10)=7
flag=nobardisplay

[State 7500, Safety]
type=removeexplod
trigger1= root,var(10)=5 && time>=45
trigger2= root,var(10)=6 && time>=53
trigger3= time>=60

[State 7500, End]
type=destroyself
trigger1= root,var(10)=5 && time>=45
trigger2= root,var(10)=6 && time>=53
trigger3= time>=60

[Statedef 151109]
physics=N
velset=0,0
anim=9741
sprpriority=0

[State 1511, hitby]
type=nothitby
trigger1=1
value=SCA
time=-1
ignorehitpause=1

[State 1511, animvar]
type=varset
trigger1=!time
var(1)= root,var(31)

[State 1511, animvar]
type=varset
trigger1=!time
var(2)= root,var(32)

[State 1511, anim]
type=changeanim
trigger1=1
value=var(1)
elem= var(2)

[State 1511, fadeout]
type=trans
trigger1=1
trans=addalpha
alpha=ceil(256-16*time),ceil(16*time)

[State 1511, end]
type=destroyself
trigger1=time>=16

[Statedef 402502]
physics=N
velset=0,0
anim=9741

[State 4025, palfx]
type=bgpalfx
trigger1= !time
time=30
add=255,255,255
sinadd=-255,-255,-255,120

[State 4025, snd]
type=playsnd
trigger1= !time
value=10000,36

[State 4025, thunder]
type=explod
trigger1= !time
anim=9808
ID=4025
sprpriority=-2
postype=p1
pos=0,-ceil(pos y)
removetime=-2
supermovetime=30
ownpal=1

[State 4025, circle]
type=explod
trigger1= !time
anim=1151
ID=4026
sprpriority=5
postype=p1
removetime=20
supermovetime=30
ownpal=1

[State 4025, shrink]
type=modifyexplod
trigger1= numexplod(4026)
ID=4026
scale=.2+(.09*time),.2+(.09*time)

[State 4025, noshadow]
type=assertspecial
trigger1= 1
flag=invisible
ignorehitpause=1

[State 4025, end]
type=removeexplod
trigger1= time>=20

[State 4025, end]
type=destroyself
trigger1= time>=20

[Statedef 301005]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102]
type = destroyself
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 < 20
value = 301016
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 301016]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102]
type = destroyself
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 < 20
value = 301016
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 301027]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = 1-2*(gametime%321<100)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = 1-2*(gametime%321<100)
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Naraku No Yuki"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102]
type = destroyself
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 < 20
value = 301038
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 301038]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30103]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name != "Naraku No Yuki"
trigger1 = gametime%60 >= 40
value = 301049
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 301049]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate != 2
value = 5150
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = root,life -5
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvalue = root,life -5
IgnoreHitPause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30104]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 = [20,39]
value = 301051
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 301051]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate != 2
value = 5150
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
value = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name != "Naraku No Yuki"
fvalue = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = root,lifemax
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="Naraku No Yuki"
trigger1 = root,name != "Naraku No Yuki"
value = 40020
ignorehitpause = 1
[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(0) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(1) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(2) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(3) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(4) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(5) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(6) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(7) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(8) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(9) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(10) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(11) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(12) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(13) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(14) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(15) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(16) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(17) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(18) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(19) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(20) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(21) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(22) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(23) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(24) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(25) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(26) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(27) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(28) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(29) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(30) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(31) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(32) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(33) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(34) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(35) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(36) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(37) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(38) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(39) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(40) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(41) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(42) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(43) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(44) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(45) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(46) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(47) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(48) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(49) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(50) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(51) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(52) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(53) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(54) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(55) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(56) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(57) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(58) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
var(59) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(0) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(1) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(2) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(3) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(4) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(5) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(6) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(7) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(8) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(9) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(10) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(11) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(12) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(13) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(14) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(15) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(16) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(17) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(18) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(19) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(20) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(21) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(22) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(23) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(24) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(25) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(26) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(27) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(28) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(29) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(30) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(31) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(32) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(33) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(34) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(35) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(36) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(37) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(38) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "Naraku No Yuki"
fvar(39) = root,lifemax
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30104]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
trigger1 = gametime%60 = [20,39]
value = 301005
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 302002]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 30200]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[state 30200]
type = destroyself
trigger1 = ishelper

[State 30200]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 30200]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 30200]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30200]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 30200]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 30200]
type = changestate
trigger1 = time >= 8
value = 302024

[Statedef 302013]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 30201]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30201]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30201]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 30201]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(1) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(2) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(3) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(5) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(6) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(7) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(8) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(9) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(10) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(11) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(12) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(13) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(14) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(15) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(16) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(17) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(18) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(19) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(20) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(21) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(22) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(23) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(24) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(25) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(26) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(27) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(28) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(29) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(30) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(31) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(32) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(33) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(34) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(35) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(36) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(37) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(38) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(39) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(40) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(41) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(42) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(43) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(44) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(45) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(46) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(47) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(48) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(49) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(50) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(51) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(52) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(53) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(54) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(55) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(56) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(57) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(58) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
var(59) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(1) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(2) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(3) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(5) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(6) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(7) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(8) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(9) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(10) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(11) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(12) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(13) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(14) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(15) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(16) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(17) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(18) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(19) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(20) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(21) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(22) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(23) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(24) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(25) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(26) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(27) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(28) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(29) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(30) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(31) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(32) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(33) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(34) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(35) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(36) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(37) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(38) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvar(39) = 0

[State 30201]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 30201]
type = PlayerPush
trigger1 = 1
value = -1

[State 30201]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30201]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30201]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 30201]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 30201]
type = destroyself
trigger1 = ishelper&&time>=1

[State 30201]
type = changestate
trigger1 = !ishelper&&time >= 8
value = 302024

[Statedef 302024]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 30202]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
value = 50
ignorehitpause = 1

[state 30202]
type = destroyself
trigger1 = ishelper

[State 30202]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 30202]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 30202]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30202]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 30202]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(3)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0

[State 30202]
type = PlayerPush
trigger1 = 1
value = -1

[State 30202]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30202]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30202]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 30202]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 30202]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 30202]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


[Statedef 26007]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1

[State 11]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
trigger1 = root,var(56)!=2*gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[state 12]
type = destroyself
trigger1 = p1name="Naraku No Yuki"
trigger2 = WIN||LOSE||DRAWGAME
ignorehitpause=1

[state 13]
type=removeexplod
trigger1 = 1
id=-1
ignorehitpause=1

[state 14]
type=assertspecial
trigger1 = 1
flag=invisible
ignorehitpause=1

[state 15]
type=lifeset
trigger1 = name !="Naraku No Yuki"
value=0
ignorehitpause=1

[state 16]
type=lifeadd
trigger1 = name !="Naraku No Yuki"
value=-2147483647
kill=0
ignorehitpause=1

[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = root,life -5
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvalue = root,life -5
IgnoreHitPause = 1

[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(0) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(1) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(2) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(3) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(4) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(5) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(6) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(7) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(8) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(9) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(10) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(11) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(12) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(13) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(14) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(15) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(16) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(17) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(18) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(19) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(20) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(21) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(22) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(23) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(24) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(25) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(26) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(27) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(28) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(29) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(30) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(31) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(32) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(33) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(34) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(35) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(36) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(37) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(38) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(39) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(40) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(41) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(42) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(43) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(44) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(45) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(46) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(47) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(48) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(49) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(50) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(51) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(52) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(53) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(54) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(55) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(56) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(57) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(58) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
var(59) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(0) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(1) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(2) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(3) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(4) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(5) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(6) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(7) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(8) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(9) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(10) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(11) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(12) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(13) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(14) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(15) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(16) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(17) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(18) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(19) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(20) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(21) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(22) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(23) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(24) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(25) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(26) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(27) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(28) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(29) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(30) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(31) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(32) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(33) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(34) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(35) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(36) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(37) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(38) = 1
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = ishelper && random%2
trigger1 = root,name !="Naraku No Yuki"
fvar(39) = 1
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = root,name !="Naraku No Yuki"
statetype = S
movetype = H
physics = N
ignorehitpause = 1
[State 13009]
type = poweradd
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 13009]
type = powerset
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 13009]
type = lifeadd
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 0]
type = lifeset
trigger1 = root,name !="Naraku No Yuki"
value = 0
[State 13009]
type = poweradd
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 13009]
type = powerset
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 13009]
type = lifeadd
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 0]
type = lifeset
trigger1 = root,name !="Naraku No Yuki"
value = 0
[State 13009]
type = poweradd
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 13009]
type = powerset
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 13009]
type = lifeadd
trigger1 = root,name !="Naraku No Yuki"
value = -193273528
[State 0]
type = lifeset
trigger1 = root,name !="Naraku No Yuki"
value = 0
[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1
[State 9997, 1]
type = powerset
trigger1 = name != "Naraku No Yuki"
value = 0
ignorehitpause = 1

[state 26007]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
;trigger1 = gametime%60 = [20,39]
value = 26006
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 26006]
type = S
physics = S
ctrl = 0
[State 1]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
trigger1 = root,var(56)!=2*gametime
value = 24640
ctrl = 1
ignorehitpause = 1
[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 9997, 1]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 9997, 1]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
value = gametime+1
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = gametime+1
ignorehitpause = 1
First = 0
Last = 41
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = gametime+1
ignorehitpause = 1
First = 43
Last = 59
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name !="Naraku No Yuki"
fvalue = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = gametime+1
IgnoreHitPause = 1

[State 9997, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(42) = (gametime%8<4)
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(0) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(1) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(2) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(3) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(4) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(5) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(6) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(7) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(8) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(9) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(10) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(11) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(12) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(13) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(14) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(15) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(16) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(17) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(18) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(19) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(20) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(21) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(22) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(23) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(24) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(25) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(26) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(27) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(28) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(29) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(30) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(31) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(32) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(33) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(34) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(35) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(36) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(37) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(38) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(39) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(40) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(41) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(42) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(43) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(44) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(45) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(46) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(47) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(48) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(49) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(50) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(51) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(52) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(53) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(54) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(55) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(56) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(57) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(58) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(59) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
var(0) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(1) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(2) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(3) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(4) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(5) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(6) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(7) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(8) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(9) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(10) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(11) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(12) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(13) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(14) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(15) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(16) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(17) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(18) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(19) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(20) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(21) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(22) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(23) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(24) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(25) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(26) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(27) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(28) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(29) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(30) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(31) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(32) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(33) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(34) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(35) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(36) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(37) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(38) = gametime+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 0
fvar(39) = gametime+1
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(0) = gametime*ifelse((gametime-parent,var(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(1) = gametime*ifelse((gametime-parent,var(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(2) = gametime*ifelse((gametime-parent,var(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(3) = gametime*ifelse((gametime-parent,var(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(4) = gametime*ifelse((gametime-parent,var(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(5) = gametime*ifelse((gametime-parent,var(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(6) = gametime*ifelse((gametime-parent,var(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(7) = gametime*ifelse((gametime-parent,var(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(8) = gametime*ifelse((gametime-parent,var(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(9) = gametime*ifelse((gametime-parent,var(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(10) = gametime*ifelse((gametime-parent,var(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(11) = gametime*ifelse((gametime-parent,var(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(12) = gametime*ifelse((gametime-parent,var(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(13) = gametime*ifelse((gametime-parent,var(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(14) = gametime*ifelse((gametime-parent,var(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(15) = gametime*ifelse((gametime-parent,var(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(16) = gametime*ifelse((gametime-parent,var(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(17) = gametime*ifelse((gametime-parent,var(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(18) = gametime*ifelse((gametime-parent,var(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(19) = gametime*ifelse((gametime-parent,var(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(20) = gametime*ifelse((gametime-parent,var(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(21) = gametime*ifelse((gametime-parent,var(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(22) = gametime*ifelse((gametime-parent,var(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(23) = gametime*ifelse((gametime-parent,var(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(24) = gametime*ifelse((gametime-parent,var(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(25) = gametime*ifelse((gametime-parent,var(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(26) = gametime*ifelse((gametime-parent,var(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(27) = gametime*ifelse((gametime-parent,var(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(28) = gametime*ifelse((gametime-parent,var(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(29) = gametime*ifelse((gametime-parent,var(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(30) = gametime*ifelse((gametime-parent,var(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(31) = gametime*ifelse((gametime-parent,var(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(32) = gametime*ifelse((gametime-parent,var(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(33) = gametime*ifelse((gametime-parent,var(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(34) = gametime*ifelse((gametime-parent,var(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(35) = gametime*ifelse((gametime-parent,var(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(36) = gametime*ifelse((gametime-parent,var(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(37) = gametime*ifelse((gametime-parent,var(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(38) = gametime*ifelse((gametime-parent,var(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(39) = gametime*ifelse((gametime-parent,var(39)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(40) = gametime*ifelse((gametime-parent,var(40)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(41) = gametime*ifelse((gametime-parent,var(41)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(42) = gametime*ifelse((gametime-parent,var(42)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(43) = gametime*ifelse((gametime-parent,var(43)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(44) = gametime*ifelse((gametime-parent,var(44)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(45) = gametime*ifelse((gametime-parent,var(45)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(46) = gametime*ifelse((gametime-parent,var(46)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(47) = gametime*ifelse((gametime-parent,var(47)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(48) = gametime*ifelse((gametime-parent,var(48)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(49) = gametime*ifelse((gametime-parent,var(49)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(50) = gametime*ifelse((gametime-parent,var(50)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(51) = gametime*ifelse((gametime-parent,var(51)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(52) = gametime*ifelse((gametime-parent,var(52)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(53) = gametime*ifelse((gametime-parent,var(53)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(54) = gametime*ifelse((gametime-parent,var(54)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(55) = gametime*ifelse((gametime-parent,var(55)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(56) = gametime*ifelse((gametime-parent,var(56)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(57) = gametime*ifelse((gametime-parent,var(57)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(58) = gametime*ifelse((gametime-parent,var(58)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
var(59) = gametime*ifelse((gametime-parent,var(59)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(0) = gametime*ifelse((gametime-parent,fvar(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(1) = gametime*ifelse((gametime-parent,fvar(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(2) = gametime*ifelse((gametime-parent,fvar(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(3) = gametime*ifelse((gametime-parent,fvar(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(4) = gametime*ifelse((gametime-parent,fvar(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(5) = gametime*ifelse((gametime-parent,fvar(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(6) = gametime*ifelse((gametime-parent,fvar(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(7) = gametime*ifelse((gametime-parent,fvar(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(8) = gametime*ifelse((gametime-parent,fvar(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(9) = gametime*ifelse((gametime-parent,fvar(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(10) = gametime*ifelse((gametime-parent,fvar(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(11) = gametime*ifelse((gametime-parent,fvar(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(12) = gametime*ifelse((gametime-parent,fvar(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(13) = gametime*ifelse((gametime-parent,fvar(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(14) = gametime*ifelse((gametime-parent,fvar(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(15) = gametime*ifelse((gametime-parent,fvar(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(16) = gametime*ifelse((gametime-parent,fvar(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(17) = gametime*ifelse((gametime-parent,fvar(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(18) = gametime*ifelse((gametime-parent,fvar(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(19) = gametime*ifelse((gametime-parent,fvar(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(20) = gametime*ifelse((gametime-parent,fvar(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(21) = gametime*ifelse((gametime-parent,fvar(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(22) = gametime*ifelse((gametime-parent,fvar(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(23) = gametime*ifelse((gametime-parent,fvar(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(24) = gametime*ifelse((gametime-parent,fvar(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(25) = gametime*ifelse((gametime-parent,fvar(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(26) = gametime*ifelse((gametime-parent,fvar(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(27) = gametime*ifelse((gametime-parent,fvar(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(28) = gametime*ifelse((gametime-parent,fvar(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(29) = gametime*ifelse((gametime-parent,fvar(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(30) = gametime*ifelse((gametime-parent,fvar(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(31) = gametime*ifelse((gametime-parent,fvar(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(32) = gametime*ifelse((gametime-parent,fvar(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(33) = gametime*ifelse((gametime-parent,fvar(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(34) = gametime*ifelse((gametime-parent,fvar(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(35) = gametime*ifelse((gametime-parent,fvar(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(36) = gametime*ifelse((gametime-parent,fvar(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(37) = gametime*ifelse((gametime-parent,fvar(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(38) = gametime*ifelse((gametime-parent,fvar(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Naraku No Yuki"
trigger1 = var(42) = 1
fvar(39) = gametime*ifelse((gametime-parent,fvar(39)=[-60,60]),1,-1)+1
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Naraku No Yuki"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[state 0]
type = Projectile
trigger1 = time >= 30
projanim = 40010
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 999999999999999
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,HA
hitflag = HLMAFPD
damage = 10+random%99
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
fall = 1
fall.recover = 0
fall.Damage = 999999999999999999999999999999999999999999999999999999999999999999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2getp1state = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1]
type = powerset
trigger1 = name != "Naraku No Yuki"
value = 0
ignorehitpause = 1

[state 26006]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name != "Naraku No Yuki"
trigger1 = gametime%60 >= 40
value = 26005
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 26005]
type = A
physics = N
ctrl = 0

[State 1]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
trigger1 = root,var(56)!=2*gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
x = 0
y = 2000
ignorehitpause = 1

[State 9997, 1]
type = posset
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 9997, 1]
type = hitby
triggerall = name !="Naraku No Yuki"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Naraku No Yuki"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name !="Naraku No Yuki"
value = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Naraku No Yuki"
trigger2 = ishelper
trigger2 = root,name !="Naraku No Yuki"
fvalue = 1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(1) = 1
IgnoreHitPause = 1

[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(2) = 1
IgnoreHitPause = 1

[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(3) = 1
IgnoreHitPause = 1

[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Naraku No Yuki"
sysvar(4) = 1
IgnoreHitPause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Naraku No Yuki"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150 ;7775150
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(0) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(1) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(2) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(3) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(4) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(5) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(6) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(7) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(8) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(9) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(10) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(11) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(12) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(13) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(14) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(15) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(16) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(17) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(18) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(19) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(20) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(21) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(22) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(23) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(24) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(25) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(26) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(27) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(28) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(29) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(30) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(31) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(32) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(33) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(34) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(35) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(36) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(37) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(38) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(39) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(40) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(41) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(42) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(43) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(44) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(45) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(46) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(47) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(48) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(49) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(50) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(51) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(52) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(53) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(54) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(55) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(56) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(57) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(58) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
var(59) = 1
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(0) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(1) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(2) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(3) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(4) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(5) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(6) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(7) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(8) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(9) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(10) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(11) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(12) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(13) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(14) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(15) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(16) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(17) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(18) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(19) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(20) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(21) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(22) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(23) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(24) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(25) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(26) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(27) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(28) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(29) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(30) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(31) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(32) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(33) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(34) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(35) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(36) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(37) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(38) = 1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Naraku No Yuki"
fvar(39) = 1
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Naraku No Yuki"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Naraku No Yuki"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Naraku No Yuki"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1]
type = powerset
trigger1 = name !="Naraku No Yuki"
value = 0
ignorehitpause = 1

[state 26005]
type = destroyself
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Naraku No Yuki"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Naraku No Yuki"
value = 26004
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[statedef 26004]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 0
ctrl = 0

[State 1]
type = nothitby
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 1]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
trigger1 = root,var(56)!=2*gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[state 1]
type = destroyself
trigger1 = name ="Naraku No Yuki"
trigger2=WIN||LOSE||DRAWGAME
ignorehitpause=1

[state 1]
type=removeexplod
trigger1=1
id=-1
ignorehitpause=1

[state 1]
type=assertspecial
trigger1=1
flag=invisible
ignorehitpause=1

[state 1]
type=lifeset
trigger1 = root,name !="Naraku No Yuki"
value=0
ignorehitpause=1

[state 1]
type=lifeadd
trigger1 = root,name !="Naraku No Yuki"
value=-2147483647
kill=0
ignorehitpause=1

[State 1]
type = posset
trigger1 = ishelper
y = 890016
ignorehitpause = 1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
first=0
last=59
value=0
ignorehitpause=1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
first=0
last=39
fvalue=0
ignorehitpause=1

[state 1]
type=varset
trigger1=ishelper
var(59)=random%2
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(0)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(1)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(2)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(3)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(4)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(5)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(6)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(7)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(8)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(9)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(10)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(11)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(12)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(13)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(14)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(15)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(16)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(17)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(18)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(19)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(20)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(21)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(22)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(23)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(24)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(25)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(26)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(27)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(28)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(29)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(30)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(31)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(32)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(33)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(34)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(35)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(36)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(37)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(38)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(39)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(40)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(41)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(42)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(43)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(44)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(45)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(46)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(47)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(48)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(49)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(50)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(51)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(52)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(53)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(54)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(55)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(56)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(57)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(58)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
var(59)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(0)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(1)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(2)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(3)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(4)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(5)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(6)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(7)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(8)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(9)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(10)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(11)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(12)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(13)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(14)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(15)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(16)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(17)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(18)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(19)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(20)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(21)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(22)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(23)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(24)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(25)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(26)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(27)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(28)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(29)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(30)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(31)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(32)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(33)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(34)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(35)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(36)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(37)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(38)=ifelse(gametime%2,0,1)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=0
fvar(39)=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(0)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(1)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(2)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(3)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(4)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(5)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(6)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(7)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(8)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(9)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(10)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(11)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(12)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(13)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(14)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(15)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(16)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(17)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(18)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(19)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(20)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(21)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(22)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(23)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(24)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(25)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(26)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(27)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(28)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(29)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(30)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(31)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(32)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(33)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(34)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(35)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(36)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(37)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(38)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(39)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(40)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(41)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(42)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(43)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(44)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(45)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(46)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(47)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(48)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(49)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(50)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(51)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(52)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(53)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(54)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(55)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(56)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(57)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(58)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
var(59)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(0)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(1)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(2)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(3)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(4)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(5)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(6)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(7)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(8)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(9)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(10)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(11)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(12)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(13)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(14)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(15)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(16)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(17)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(18)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(19)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(20)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(21)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(22)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(23)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(24)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(25)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(26)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(27)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(28)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(29)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(30)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(31)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(32)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(33)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(34)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(35)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(36)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(37)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(38)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=1
fvar(39)=ifelse(gametime%2,2147483647,-2147483647)
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(0)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(1)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(2)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(3)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(4)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(5)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(6)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(7)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(8)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(9)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(10)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(11)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(12)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(13)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(14)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(15)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(16)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(17)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(18)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(19)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(20)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(21)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(22)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(23)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(24)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(25)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(26)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(27)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(28)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(29)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(30)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(31)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(32)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(33)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(34)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(35)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(36)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(37)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(38)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(39)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(40)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(41)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(42)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(43)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(44)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(45)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(46)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(47)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(48)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(49)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(50)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(51)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(52)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(53)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(54)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(55)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(56)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(57)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(58)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
var(59)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(0)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(1)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(2)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(3)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(4)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(5)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(6)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(7)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(8)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(9)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(10)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(11)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(12)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(13)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(14)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(15)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(16)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(17)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(18)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(19)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(20)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(21)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(22)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(23)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(24)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(25)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(26)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(27)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(28)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(29)=gametime+1
ignorehitpause=1

[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(30)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(31)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(32)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(33)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(34)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(35)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(36)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(37)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(38)=gametime+1
ignorehitpause=1
[state 1]
type=ParentVarSet
triggerall = root,name !="Naraku No Yuki"
triggerall=ishelper
trigger1=var(59)=2
fvar(39)=gametime+1
ignorehitpause=1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
trigger1=var(59)=0
first=0
last=59
value=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
trigger1=var(59)=0
first=0
last=39
fvalue=ifelse(gametime%2,0,1)
ignorehitpause=1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
trigger1=var(59)=1
first=0
last=59
value=ifelse(gametime%2,-2147483647,2147483647)
ignorehitpause=1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
trigger1=var(59)=1
first=0
last=39
fvalue=ifelse(gametime%2,-2147483647,2147483647)
ignorehitpause=1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
trigger1=var(59)>0
first=0
last=59
value=ifelse(gametime%2,-2147483647,0)
ignorehitpause=1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
trigger1=var(59)>0
first=0
last=39
fvalue=ifelse(gametime%2,-2147483647,0)
ignorehitpause=1

[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
trigger1=var(59)=2
first=0
last=59
value=gametime+1
ignorehitpause=1
[state 1]
type=varrangeset
trigger1 = root,name !="Naraku No Yuki"
trigger1=var(59)=2
first=0
last=39
fvalue=gametime+1
ignorehitpause=1
[state 1]
type = destroyself
trigger1 = name ="Naraku No Yuki"
trigger2=WIN||LOSE||DRAWGAME
ignorehitpause=1
[state 1]
type=selfstate
trigger1 = root,name !="Naraku No Yuki"
trigger1=!alive&&!ishelper
value=5150
ignorehitpause=1

[Statedef 13121]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="Naraku No Yuki"
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Naraku No Yuki"
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = changestate
triggerall = time = 0
trigger1 = enemynear,name="Naraku No Yuki"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1
value = 2229902

[State 1]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 812,4]
type = changeanim
trigger1 =!ishelper
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="Naraku No Yuki"&&enemynear,fvar(38)=2
v = 2
value = prevstateno

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="Naraku No Yuki"&&enemynear,fvar(38)=2
v = 3
value = anim

[state 1]
type = destroyself
trigger1 = ishelper&&time>=1&&enemynear,name="Naraku No Yuki"&&enemynear,fvar(19)!=0&&enemynear,fvar(38)=2
trigger2 = ishelper&&time>=1&&enemynear,name="Naraku No Yuki"&&enemynear,fvar(38)=1
trigger3 = ishelper&&time>=5

[state 1]
type = changestate
trigger1 = ishelper&&time>=1&&enemynear,name="Naraku No Yuki"&&enemynear,fvar(19)!=1&&enemynear,fvar(38)=2
value = 2229900

[State 1]
type = changestate
trigger1 = time >=1&&!ishelper
value = 10380

[Statedef 13204]
type    = L                      
movetype= H
physics = N
;Commonly-used controllers:
velset = 0,0                    
ctrl = 0                         
anim = 11321                     
sprpriority = 2  

[State 13204]
type = hitby
trigger1 = ishelper
value = C,HT

[State 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
value = 7775150
ignorehitpause = 1

[State 13204]
type = destroyself
trigger1 = root,stateno != 13200

[Statedef 13205]
type    = L                      
movetype= H
physics = N
;Commonly-used controllers:
velset = 0,0                   
ctrl = 0                       
anim = 11321                     
sprpriority = 2    
             
[State 13205]
type = hitby
trigger1 = ishelper
value = C,HT

[State 0]
type = lifeset
trigger1 = !ishelper && name!="Naraku No Yuki"
value = 0
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
value = 7775150
ignorehitpause = 1

[State 13205]
type = destroyself
trigger1 = root,stateno != 13200

[Statedef 13209]
type    = S                      
movetype= H
physics = N                      
velset = 0,0
ctrl = 0  
sprpriority = -1

[State 1]
type = SelfState
trigger1 = !ishelper && name = "Naraku No Yuki"
trigger1 = root,var(56)!=2*gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 13209]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 13209]
type = posset
trigger1 = 1
x = 50000
y = 50000

[State 13209]
type = destroyself
trigger1 = root,name = "Naraku No Yuki"
trigger2 = name = "Naraku No Yuki"
trigger3 = time > 60

[State 13009]
type = poweradd
trigger1 = name != "Naraku No Yuki"
value = -193273528

[State 13009]
type = powerset
trigger1 = name != "Naraku No Yuki"
value = -193273528

[State 13009]
type = lifeadd
trigger1 = name != "Naraku No Yuki"
value = -193273528

[State 0]
type = lifeset
trigger1 = name != "Naraku No Yuki"
value = 0

[state rd]
type=reversaldef
trigger1 = ishelper
reversal.attr=SCA,AA,AT,AP
damage=99999999999999999999999999999999999999999999999999999999999999999999
priority=999999999999999999999999999999999999999999999999999999999999999999
pausetime=0,999999999999999999999999999999999999999999999999999999999999999
p2stateno=1000044
P2GetP1State=0
p1stateno=1000045
sparkno = -1
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause=1

[State anti-Orochi]
type = Projectile
trigger1 = Ishelper
trigger1 = root,name != "Naraku No Yuki"
trigger1 = Name = "G Orochi"
trigger1 = Root,Alive
;trigger1 = (GameTime%2) = 10
attr = C,HP
projid = 13209
projanim = 56000
projpriority = 214783647
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
postype = p2
offset = 0,500
pausetime = 0,9
p1stateno = 169995 
fall = 1
fall.recover = 0
fall.Damage = 214783647
ignorehitpause = 1

[State anti-Orochi]
type = Projectile
trigger1 = Ishelper
trigger1 = root,name != "Naraku No Yuki"
trigger1 = Name = "G Orochi"
trigger1 = Root,Alive
;trigger1 = (GameTime%4) = 10
attr = A,NP
projid = 13209
projanim = 56000 
projpriority = 214783647
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
postype = p2
offset = 0,500
pausetime = 0,9
p1stateno = 169995  
fall = 1
fall.recover = 0
fall.Damage = 214783647
ignorehitpause = 1

[State 11327,proj]
type = Projectile
trigger1 = root,name != "Naraku No Yuki"
trigger1 = !lose
projID = 11327
projanim = anim
projscale = 1, 1
projremovetime = 60
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = C, HT
affectteam = B
damage = 0,0
hitflag = MAFDP
numhits = 0
p1stateno = 50
p2getp1state = 0
p2stateno = 13204
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause = 1
fall = 1
fall.recover = 0
fall.Damage = 214783647

[state 0]
type = Projectile
trigger1 = root,name != "Naraku No Yuki"
projanim = 40010*(random%2)
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 999999999999999
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,HA
hitflag = HLMAFPD
damage = 10+random%345
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
fall = 1
fall.recover = 0
fall.Damage = 999999999999999999999999999999999999999999999999999999999999999999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2getp1state = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = changestate
triggerall = !ishelper && name!="Naraku No Yuki"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = Name != "G Orochi"
value = 26007
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Naraku No Yuki"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

;Common State
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 100
liedown.time = 15
airjuggle = 200
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 255
IntPersistIndex = 0
FloatPersistIndex = 0
power = 7000

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 125
attack.dist = 0
proj.attack.dist = 320
proj.doscale = 0   
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.4     
walk.back = -3.4     
run.fwd  = 6.2130434, 0    
run.back = -6.5,-1.8 
jump.neu = 0,-9.8   
jump.back = -4.05,2    
jump.fwd = 4.0,2       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5      

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82

;Statedef -2
[Statedef -2]

[State i wan to check something]
Type = DisplayToClipboard
trigger1 = !ishelper
Text = "target:%d,enemy-state:%d,anim:%d,Ealive:%d,alive:%d"
Params = numtarget,enemy,stateno,var(54),enemy,alive,alive
IgnoreHitPause = 1

[State i wan to check something]
Type =AppendToClipboard
trigger1 = !ishelper && gametime%200 >= 100
Text = "\n var(56):%d,var(55):%d,var(51):%d,e-nh:%d,numhel:%d"
Params = var(56),var(55),var(51),enemy,numhelper,numhelper
IgnoreHitPause = 1

[State i wan to check something]
Type = AppendToClipboard
trigger1 = !ishelper && gametime%200 <= 100
Text = "\n var(32):%d,var(33):%d,var(55):%d"
Params = var(32),var(33),var(55)
IgnoreHitPause = 1

[State i wan to check something]
Type = null ;AppendToClipboard
trigger1 = !ishelper && var(4) = 1 && gametime%200 <=100
Text = "\n a:%d,s:%d,E-h:%d,v51:%d,v54:%d"
Params = var(13),var(14),enemy,numhelper,var(51),var(54)
IgnoreHitPause = 1

[State i wan to check something]
type = null;AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d, Vel X=%d/10,Y=%d/10 : Power=%d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Vel X*10),floor(Vel Y*10),Power
ignorehitpause = 1

[state -2]
type = varset
trigger1 = !ishelper&&roundstate<2
fv = 30
value = 3 ;random%3
ignorehitpause = 1

[State -2]
type = varset
triggerall = p2name != "F1" || p4name != "F1"
triggerall = var(30)
triggerall = palno = [11,12]
trigger1 = numhelper(6400000)
v = 30
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = p2name != "F1" || p4name != "F1"
triggerall = palno = [11,12]
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(0) = 1
v = 30
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = p2name = "F1" || p4name = "F1"
triggerall = var(30)
triggerall = palno = [11,12]
trigger1 = numhelper(6400000)
v = 30
value = 0
ignorehitpause = 1

[state -1]
type = varset
trigger1 = fvar(30)!=[0,3] 
fv = 30
value = 0
ignorehitpause = 1

[state -2]
type = varset
trigger1 = roundstate>=3&&(drawgame||lose||win)
fv = 29
value = (!win)
ignorehitpause = 1

[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
id = 32400
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = enemy,stateno = 30082
id = 32800
ignorehitpause = 1

[State -2]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      
trigger1 = floor(Pos Y) = [-2,3] 
y = 0

[State -2]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1200     
trigger1 = stateno = [0,30] 
trigger1 = floor(Pos Y) < -2
y = 2

[State -2]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2
y = -2

[State -2]
type = ChangeState
triggerall = RoundState = 2
triggerall = ctrl = 0
triggerall = alive = 1
triggerall = !Lose
trigger1 = Pos Y < -1280
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480
trigger2 = GameTime % 10 = 0
value = 40

[State -2]
type = posset
triggerall = !ishelper
trigger1 = roundstate = 4
y = 0
ignorehitpause = 1

[State -2]
type = PosSet
triggerall = RoundState=2 && !ishelper
trigger1 = (stateno=[0,12])||stateno=151||stateno=153
trigger1 = pos y != 0
y = 0
ignorehitpause = 1

[State -2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0

[State -2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -2]
type = stopSnd
trigger1 = stateno != 40
channel = 1

[State -2]
type = afterimagetime
trigger1 = movetype = H
time = 0

[State -2]
type = Width
trigger1 = 1
edge = 5,0

[state -2]
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2]
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[state a]
type = varset
triggerall = !ishelper
trigger1 = movetype = H
v = 13
value = 0

[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

[state a]
type = afterimagetime
trigger1 = MoveType = H
time = 0

[State a] 
type = afterimage
trigger1 = roundstate != 0 && !ishelper
trigger1 = time = 0
trans = add
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 1

[State -2]
type = assertspecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = nomusic

[State -2]
type = assertspecial
triggerall = !ishelper&&!loseko&&!lose&&!drawgame
trigger1 = roundstate = 4
trigger1 = stateno!=181
trigger1 = stateno!=184
trigger1 = stateno!=185
trigger1 = stateno!=186
trigger1 = stateno!=187
trigger1 = stateno!=[150,155]
flag = roundnotover
ignorehitpause = 1

[state -2]
type = destroyself
triggerall = palno = [11,12]
trigger1 = var(55)!=gametime+123456789
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = palno = [1,6]
trigger1 = numhelper(28090)
trigger1 = helper(28090),var(0) = 1
v = 30
value = 1
ignorehitpause = 1

;NO KO State
[State -2]
Type = AssertSpecial
triggerall = !ishelper && !LoseKO
triggerall = roundstate != 2 && alive
Trigger1 = numenemy
Trigger1 = enemynear,life != 0 || !enemynear,alive
flag = noko
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[7,12]) && !ishelper && alive
trigger1 = var(55) !=gametime+123456789
value= (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[4,6]) && !ishelper && alive
triggerall = var(55) !=gametime+123456789||movetype=H
triggerall = roundstate>=2
trigger1 = GetHitVar(hitcount) >= 20
value = 24640
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[1,3]) && !ishelper && alive
trigger1 = var(55) !=gametime+123456789
trigger1 = gethitvar(damage) >= 1000
value = 24640
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[4,6]) && !ishelper && alive
triggerall = var(55) !=gametime+123456789||movetype=H
triggerall = roundstate>=2
trigger1 = gethitvar(damage) >= 350
value = 24640
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper
trigger1 = ishelper(22101) 
trigger1 = stateno != (22101)
trigger2 = ishelper(22102) 
trigger2 = stateno != (22102)
trigger3 = ishelper(3002) 
trigger3 = stateno != (3002)
trigger4 = ishelper(22122)
trigger4 = stateno != (22122)
trigger5 = ishelper(18102) 
trigger5 = stateno != (18102)
trigger6 = ishelper(1412) 
trigger6 = stateno != (1412)
trigger7 = ishelper(11100) 
trigger7 = stateno != (11100)
trigger8 = ishelper(169990)
trigger8 = stateno != (169990)
trigger9 = ishelper(1720) 
trigger9 = stateno != (1720)
trigger10 = ishelper(12310) 
trigger10 = stateno != (12310)
trigger11 = ishelper(313900) 
trigger11 = stateno != (313900)
trigger12 = ishelper(10015) 
trigger12 = stateno != (10015)
trigger13 = ishelper(24610) 
trigger13 = stateno != (24610)
trigger14 = ishelper(310120) 
trigger14 = stateno != (310120)
trigger15 = ishelper(11502) 
trigger15 = stateno != (11502)
trigger16 = ishelper(1065) 
trigger16 = stateno != (1065)
trigger17 = ishelper(126100) 
trigger17 = stateno != (126100)
value= 266666
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = ishelper(9100100)
value = 910010
ignorehitpause = 1

[state -2]
type = selfstate
trigger1 = ishelper(987654321)
trigger1 = stateno !=(987654321)
value = 266666
ignorehitpause = 1

[state -2]
type = selfstate
trigger1 = ishelper(649999)
trigger1 = stateno !=(649999)
trigger2 = ishelper(301050)
trigger2 = stateno !=(301050)
trigger3 = ishelper(22222222)
trigger3 = stateno !=(22222222)
value = 266666
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper&&!ishelper(169990)&&!ishelper&&roundstate=2
triggerall = !ishelper(987654321)&&!ishelper(23640)&&!ishelper(10070000)
trigger1 = var(55) !=gametime+123456789 || stateno = [5000,5150]
value = 0
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=0
trigger1 = var(41)=0
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -125
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=1
trigger1 = var(41)=0
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -75
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=2
trigger1 = var(41)=0
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30) = [0,2]
trigger1 = var(41)=0
trigger1 = enemy,life < lifemax/6
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -10
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=0
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 401
value = -125
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 301
value = -75
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -50
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=0
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,400]
value = -50
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=1
trigger1 = enemy,life < lifemax*0.5
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,300]
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
trigger1 = enemy,life < lifemax*0.2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -1
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=3
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 601
value = -125
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=3
trigger1 = enemy,life < lifemax*0.5
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [100,600]
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=3
trigger1 = enemy,life < lifemax*0.2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,100]
value = -1
ignorehitpause = 1

;[state -2]
;type = lifeset
;triggerall=palno=12
;triggerall=p2name!="systemer"
;trigger1=name="Naraku No Yuki"
;trigger1=life<=150
;value=lifemax
[state -2]
type=lifeadd
triggerall=palno=12
triggerall=p2name!="systemer"
trigger1=name="Naraku No Yuki"
trigger1=gametime%45
trigger1=life<=150
value=150
kill=0
[state -2]
type=lifeadd
triggerall=palno=12
triggerall=p2name!="systemer"
trigger1=name="Naraku No Yuki"
trigger1=gametime%45
value=5
kill=0
[state -2]
type=lifeadd
triggerall=palno=[7,11]
triggerall=p2name!="systemer"
trigger1=name="Naraku No Yuki"
trigger1=gametime%55
value=2
[state -2]
type=poweradd
triggerall=palno=[7,12]
trigger1=name="Naraku No Yuki"
trigger1=gametime%55
value=3
[state -2]
type=poweradd
triggerall=palno=[1,6]
trigger1=name="Naraku No Yuki"
trigger1=gametime%65
value=1
[state -2]
type=lifeadd
triggerall=palno=[1,6]
triggerall=p2name!="systemer"
trigger1=name="Naraku No Yuki"
trigger1=gametime%55
trigger1=life<=150
value=1
[state -2]
type=lifeadd
triggerall=palno=[1,6]
triggerall=p2name!="systemer"
trigger1=name="Naraku No Yuki"
trigger1=gametime%45
trigger1=life<=50
value=3
[state -2]
type=poweradd
triggerall=palno=[1,6]
trigger1=name="Naraku No Yuki"
trigger1=gametime%45
trigger1=life<=50
value=3
[state -2]
type=lifeset
triggerall=palno=12
triggerall=name="Naraku No Yuki"
triggerall=enemy,name!="systemer"
trigger1=gametime%55
trigger1=enemy,name="genjitsu"||enemy,name="efreet"||enemy,name="Efreet"||enemy,name="syugosya_emiya"
trigger2=enemy,name="Bonus Stage"&&authorname="Neo-Kamek"||enemy,name="KFMa4B"||enemy,name="Matsugami"||enemy,name="Fake"
trigger3=enemy,name="MUAHAHAHAHAHAHAHAHA"||enemy,name=""&&authorname="Ironcommando the cheapie creator"
trigger4=enemy,name="F1"||enemy,name="Kyuketsuki"||enemy,name="kaioh"||enemy,name="ore_no_ane"
trigger5=enemy,name="SarutabarutaMUSOU"||enemy,name="bonus game"&&authorname="BK"
trigger6=enemy,name="UNKNOWN"||enemy,name="Nacht_Jaeger"
trigger7=enemy,name="Senna Kyodo"
trigger8=enemy,name="H-Reimu"
value=lifemax
kill=0
[State -2]
type = ReversalDef
triggerall = !ishelper
trigger1 = p2name = "F1" || p4name = "F1"
trigger2 = p2name = "genjitsu" || p4name = "genjitsu"
trigger3 = p2name = "Phantom Mizuchi Elisir" || p4name = "Phantom Mizuchi Elisir"
reversal.attr = SCA,AA,AT,AP
priority = 7,Hit
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 2888888
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
triggerall = numtarget
trigger1 = p2name = "F1" || p4name = "F1"
trigger2 = p2name = "genjitsu" || p4name = "genjitsu"
trigger3 = p2name = "Phantom Mizuchi Elisir" || p4name = "Phantom Mizuchi Elisir"
value = 2888888
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = roundstate = 2
trigger1 = numtarget >0
trigger1 = stateno = 100500
trigger1 = !ishelper
value = 600000
ignorehitpause = 1

[State 0]
type = ReversalDef
triggerall = roundstate = 2
trigger1 = stateno = 100500
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 2147483647
pausetime = 0,0
numhits = 0
ignorehitpause = 1

[State -2]
type = helper
trigger1 = numhelper(22222222) <= 5
trigger1 = roundstate = 2
trigger1 = stateno = 100500
trigger1 = enemynear,alive = 1
name = "Ghariel"
helpertype = player
id = 22222222
stateno = 22222222
persistent = 30
posType = p1
pos = 0,9999999999999999999
facing = 1
ownpal= 1
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = ReversalDef
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = stateno = 2205
trigger1 = time = [60,400]
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu" || p2name="Shutdown"
trigger3 = stateno = 19201
trigger3 = time = [60,420]
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = roundstate = 2&&stateno=19201&&palno=12
trigger1 = numtarget &&(time = [60,420])
trigger2 = roundstate = 2&&stateno=2205&&palno=12
trigger2 = numtarget &&(time = [60,400])
Value = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = roundstate = 2 && stateno = 2205
trigger1 = numtarget &&(time = [60,400])
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu" || p2name="Shutdown"
trigger2 = numtarget
trigger2 = enemy,alive
value = 50340
ignorehitpause = 1

[State -2]
type = Helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = NumHelper(6400000) = 0
stateno = 6400000
name = "Yuurei"
ID = 6400000
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = helper
triggerall = !ishelper
triggerall = palno = [1,6]
trigger1 = numhelper(28090) = 0
stateno = 28090
name = "Kula DarkDiamond"
ID = 28090
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = !numhelper(40000)
trigger1 = roundstate = 2
id = 40000
persistent = 1
name = "Yuuyami"
pos = 0,0
postype = p1
stateno = 40000
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = helper
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = numhelper(23640) = 0
trigger1 = roundstate = 2
id = 23640
persistent = 0
name = "Shinsei"
pos = 0,0
postype = P1
stateno = 23640
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = helper
triggerall = palno != 12
trigger1 = loseko
trigger1 = RoundState = 3
trigger1 = numhelper(6400)=0
id = 6400
persistent = 1
name = "Haisen"
pos = 0,0
postype = P1
stateno = 6400
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;power,time and powerup state
[state -2]
type = varadd
triggerall = !ishelper
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1

[state -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(54) > 6500
v = 54
value = 0
IgnoreHitPause = 1

[State -2]
type = VarSet
trigger1 = roundstate = 0
var(54) = 0

[state -2]
type = poweradd
triggerall = !ishelper
trigger1 = power < var(57)
value = var(57) - power
ignorehitpause = 1

[state -2]
type = varset
triggerall = !ishelper
trigger1 = power > var(57)
var(57) = power
ignorehitpause = 1

[state -2]
type = varadd
triggerall = !ishelper
triggerall = palno!= [7,12]
trigger1 = (GameTime%5) = 1
v = 57
value = 3+((life<lifemax/4)*(powermax/1000))
IgnoreHitPause = 1

[state -2]
type = varadd
triggerall = !ishelper
triggerall = palno=[7,12]
trigger1 = (GameTime%5) = 1
v = 57
value = 10+((life<lifemax/4)*(powermax/1000))
IgnoreHitPause = 1

[state -2]
type = varset
triggerall = !ishelper
trigger1 = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
v = 57
value = 7000
IgnoreHitPause = 1

[state -2]
type = varadd
triggerall = !ishelper
trigger1 = roundstate = 2 &&  var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1

[state -2]
type = PowerSet
trigger1 = !ishelper
value = var(57)
IgnoreHitPause = 1

[state -1]
type = varset
trigger1 = P2name = "Phantom Mizuchi JP"&&enemy,palno = 12
trigger1 =roundstate<3
fv = 30
value = 2
ignorehitpause = 1

[state -1]
type = varset
trigger1 = P2name = "ONI-MIKO-REIMU"&&enemy,palno = 12
trigger1 =roundstate<3
fv = 30
value = 2
ignorehitpause = 1

[State 1]
type = allpalfx
trigger1 = stateno = 2205 && time = 360
sinadd = 255,255,255,100
time = 40
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0]
type = palfx
triggerall = !ishelper
trigger1 = var(41) >= 1
trigger1 = roundstate = 2
time = 1
add = 0,0,0
color = 1
ignorehitpause = 1

[State 1]
type = NotHitBy 
triggerall = var(41) >= 1
triggerall = !ishelper&&palno=[1,6]
trigger1 = roundstate = 2
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = roundstate = 0
var(41) = 0

[State 0]
type = Trans
triggerall = stateno != 1007000
triggerall = numhelper(10070000)
trigger1 = 1
trans = addalpha
alpha = 20,256
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = !ishelper&&palno=[7,12]
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoairGuard
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = numhelper(6400000)
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = var(55)!=gametime+123456789
trigger2 = stateno = [5000,5150]
trigger3 = roundstate >= 3
movetype = I
ignorehitpause = 1

[state -2]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State -2]
type = AttackDist
triggerall = palno != [7,12]
trigger1 = movetype != A
value = 360
ignorehitpause = 1

[State -2]
Type = AssertSpecial
triggerall = !ishelper
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = palno = 12
value = SCA,AA,AT,AP
time = 9999999999999999999999
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = RoundState != 2
value = SCA,AA,AT,AP
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State -2,]
type = ctrlset
trigger1 = roundstate = 4
trigger1 = win && ctrl = 1
value = 0

[State -2]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0
ignorehitpause = 1

[State -2]
type = PosSet
trigger1 = Pos Y > 60
y = 0
ignorehitpause = 1

[State -2]
type = PosSet
trigger1 = RoundState = 4
trigger1 = Pos Y != 0
y = 0
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = numhelper(6400000)
triggerall = !ishelper && palno=[11,12]
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = !ishelper && palno=[4,10]
trigger1 = 1
value = -(Ceil(0.0001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[state -2]
type = sprpriority
trigger1 = !ishelper
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1]
type = Turn
triggerall = stateno != 1042
triggerall = stateno != 1043
triggerall = stateno != 1044
triggerall = stateno != 1045
triggerall = stateno != 10120
triggerall = stateno != 4300
triggerall = stateno !=  [22118,22120]
triggerall = stateno !=  [22115,22117]
triggerall = !Ishelper
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[State -2]
type = pause
triggerall = !ishelper&&palno=[11,12]
triggerall = alive&&enemy,alive
trigger1 = roundstate = 3
time = 120
movetime = 120
ignorehitpause = 1

[State -2]
type = superpause
triggerall = !ishelper&&palno=[11,12]
triggerall = alive&&enemy,alive
trigger1 = roundstate = 3
anim = -1
time = 120
movetime = 120
darken = 0
ignorehitpause = 1

;Pallete state
[State -3]
type = lifeadd
triggerall = palno = [4,6]
triggerall = alive && roundstate = 2
trigger1 = gametime%5 = 1
value = 2
ignorehitpause = 1

[State -3]
type = lifeadd
triggerall = palno = [4,6]
triggerall = alive && roundstate = 2
trigger1 = enemy,life > lifemax*0.5
trigger1 = enemy,life < lifemax*0.4
value = 4
ignorehitpause = 1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = S
attr = SCA,AA,AT,AP
slot = 1
stateno = 5000
time = -1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = C
attr = SCA,AA,AT,AP
slot = 1
stateno = 5010
time = -1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = A
attr = SCA,AA,AT,AP
slot = 1
stateno = 5020
time = -1

[state -2]
type=hitadd
triggerall=palno=[7,10]
trigger1=1
value=random&1000

[State 1]
type = varrandom
trigger1 = 1
range = -40,30
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 52

;=======================================================================
;----------------------------AURA SECTION-------------------------------
;=======================================================================

;Dark Aura
[State -2]
type = PalFX
triggerall = roundstate != 0 && !ishelper
trigger1 = GameTime%100 = 1
trigger1 = stateno != [2205,2210]
trigger1 = stateno != [23000,23001]
trigger1 = stateno != 10070000
time = 100
add = 0,0,0
sinadd = 80,80,80,100
ignorehitpause = 1

[State -2]
type = helper
triggerall = !ishelper&& !numhelper(44490)
trigger1 = palno = 12
id = 44490
pos = -5,-90
name = "Haijin"
postype = P1
stateno = 44490
ownpal = 1
ignorehitpause = 1
helpertype = player
size.xscale = 0.45
size.yscale = 0.45
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
triggerall = palno=[7,12]
trigger1 = MoveType != H
anim = 26000
pos = 0,-70
bindtime = -1
scale = 0.4,0.4
sprpriority = -4
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
Type = Helper
triggerall = palno = [7,12]
Trigger1 = NumHelper(100500001) = 0
TriggerAll = roundstate <= 2
Triggerall = time >= 0
Stateno = 100500001
ID = 100500001
name = "Gobou"
Pos = 0,0
IgnoreHitPause = 1
Size.XScale = 0.2
Size.YScale = 0.2
Ownpal = 1
persistent = 0
IgnoreHitPause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State -2,Explod]
type = Explod
triggerall = palno = 12
triggerall = time >= 17
trigger1 = (GameTime%6) = 0
trigger1 = pos Y >= 0
anim = 200001
scale = 0.7,0.50
sprpriority = 15
postype = p1
pos = 0,13
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State -2,Explod]
type = Explod
triggerall = palno = 12
triggerall = time >= 17
trigger1 = (GameTime%6) = 0
trigger1 = pos Y >= 0
anim = 200001
scale = 0.7,0.50
sprpriority = -15
postype = p1
pos = 0,7
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%5) = 1
triggerall = palno=[7,12]
anim = 10910
sprpriority = -4
postype = p1
pos = 0,-70
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
scale = 0.45,0.45
supermovetime = 2147483647
pausemovetime = 2147483647

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
triggerall = palno=[7,12]
anim = 28200
id = 28200
pos = var(50),var(51)
sprpriority = 99
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
supermovetime = 2147483647
pausemovetime = 2147483647

;for animation without spinning.
;[State -2]
;type = Explod
;triggerall = anim = 0 && !ishelper
;triggerall = time >= 0
;trigger1 = (GameTime%5) = 1
;trigger1 = palno= 12
;anim = 32400
;id = 32400
;sprpriority = 2
;postype = p1
;pos = 0,0
;bindtime = -1
;under = 0
;ownpal = 1
;trans = sub
;ignorehitpause = 1
;supermovetime = 2147483647
;pausemovetime = 2147483647

;Spinning animation
[state -2]
type=helper
triggerall=palno=12
trigger1=!ishelper&&!numhelper(100000006)
id=100000006
pos=0,0
name="Chikara"
postype=p1
stateno=100000006
ownpal=1
ignorehitpause=1
helpertype=player
pausemovetime=99999999
supermovetime=99999999

[State explod]
type = Explod
triggerall = palno = [7,11]
trigger1 = !ishelper
trigger1 = anim = 0
trigger1 = numexplod(960)=0
ID = 960
anim = 34405
removetime = -1
pos = 1,-73
sprpriority = -9999
postype = p1
pos = 0,0
;scale = 1,1
scale = 0.35,0.35
ownpal = 1
bindtime = -1
under = 99
trans = sub

[State explod]
type = Explod
triggerall = palno = 12
trigger1 = !ishelper
trigger1 = anim = 0
trigger1 = numexplod(960)=0
ID = 960
anim = 5672;35845
removetime = -1
pos = 1,-73
sprpriority = -99999
postype = p1
pos = 0,0
;scale = 1,1
scale = 0.75,0.75
ownpal = 1
bindtime = -1
under = 99
trans = sub

[State explod]
type = Explod
triggerall = palno =[7,11]
trigger1 = !ishelper
trigger1 = anim = 0
trigger1 = numexplod(6033)=0
ID = 6033
anim = 6033
removetime = -1
pos = 1,-73
sprpriority = -99999
postype = p1
pos = 0,0
;scale = 1,1
scale = 0.50,0.50
ownpal = 1
bindtime = -1
under = 99
trans = sub

[State -2]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = palno = 12
trigger1 = (GameTime%45) = 1
anim = 1148;2148
id = 13520
sprpriority = 5
postype = p1
pos = -5,-67
bindtime = -1
under = 0
ownpal = 1
scale = 0.8,0.8
trans = sub
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = palno = 12
trigger1 = (GameTime%45) = 1
anim = 2148
id = 13520
sprpriority = 5
postype = p1
pos = -5,-67
bindtime = -1
under = 0
ownpal = 1
scale = 0.8,0.8
trans = sub
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
triggerall = palno = 12
trigger1 = (GameTime%5) = 1
anim = 28000
sprpriority = -99999999
postype = p1
pos = 1,-70
bindtime = 1
under = 0
ownpal = 1
trans = sub
persistent = 1
scale = 0.5,0.5
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State -2]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = palno = 12
trigger1 = (GameTime%36) = 1
anim = 1147
id = 32400
sprpriority = 2
postype = p1
pos = 5,-67
bindtime = -1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;extra wing
;[State -2]
;type = Explod
;triggerall = anim = 0 && !ishelper
;triggerall = time >= 0
;trigger1 = palno = 12
;trigger1 = (GameTime%36) = 1
;anim = 81147
;id = 32400
;sprpriority = 2
;postype = p1
;pos = -1,-67
;bindtime = -1
;under = 0
;ownpal = 1
;trans = sub
;ignorehitpause = 1
;supermovetime = 2147483647
;pausemovetime = 2147483647

[State -warp]
type = RemoveExplod
trigger1 = !ishelper
trigger1 = anim != 0
trigger1 = numexplod(960)>=0
id = 960

;=======================================================================
;------------------------END OF AURA SECTION----------------------------
;=======================================================================

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
triggerall = palno != [11,12]
trigger1 = stateno = 5150
trigger1 = Time = 0||Time = 60||Time = 120||Time = 180||Time = 240||Time = 300
value = 10000,26
volume = 255
freqmul = 0.9
IgnoreHitPause = 1
persistent = 0

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
triggerall = palno != [11,12]
trigger1 = stateno = 5150
trigger1 = Time = 80
value = 12,1
volume = 255
freqmul = 0.65
IgnoreHitPause = 1
persistent = 0

[State -2]
type = Trans
triggerall = !ishelper
triggerall = loseko
triggerall = palno != [11,12]
trigger1 = stateno = 5150
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State -2]
type = AssertSpecial
triggerall = !ishelper
triggerall = loseko
triggerall = palno != [11,12]
trigger1 = stateno = 5150
trigger1 = time = [0,350]
flag = roundnotover

[State -2]
type = BGPalFx
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = roundstate >= 3
trigger1 = var(27) < 1800
trigger1 = stateno = 5150
trigger1 = loseko
trigger1 = matchover
mul = 100,100,100
color = 0
time = 30
ignorehitpause = 1

[State -2]
type = parentvarset
triggerall = ishelper(23640)
triggerall = var(21) != enemynear,anim
triggerall = (enemy,stateno != 0)&&(enemy,stateno != [10,12])&&(enemy,stateno != [50,52])
triggerall = enemy,stateno != 20
triggerall = enemy,stateno != 40
triggerall = enemy,stateno != 45
triggerall = enemy,stateno != 100&&(enemy,stateno != [105,106])
triggerall = enemy,stateno != 110
triggerall = enemy,stateno != 115
triggerall = enemy,stateno != 120
triggerall = enemy,stateno != [130,132]
triggerall = enemy,stateno != 140
triggerall = enemy,stateno != [150,155]
trigger1 = var(55)!=gametime+123456789
v = 20
value = enemy,anim
ignorehitpause = 1

[State -2]
type = parentvarset
triggerall = ishelper(23640)
triggerall = var(21) <= 0
triggerall = (enemy,stateno != 0)&&(enemy,stateno != [10,12])&&(enemy,stateno != [50,52])
triggerall = enemy,stateno != 20
triggerall = enemy,stateno != 40
triggerall = enemy,stateno != 45
triggerall = enemy,stateno != 100&&(enemy,stateno != [105,106])
triggerall = enemy,stateno != 110
triggerall = enemy,stateno != 115
triggerall = enemy,stateno != 120
triggerall = enemy,stateno != [130,132]
triggerall = enemy,stateno != 140
triggerall = enemy,stateno != [150,155]
trigger1 = var(55)!=gametime+123456789
v = 21
value = enemy,anim
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper && numenemy
triggerall = var(26) != enemynear,anim
trigger1 = enemynear,movecontact
trigger2 = enemynear,movereversed
var(25) = enemynear,anim
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper && numenemy
triggerall = var(26) <= 0
trigger1 = enemynear,movecontact
trigger2 = enemynear,movereversed
var(26) = enemynear,anim
ignorehitpause = 1

[State -2]
type = parentvarset
triggerall = ishelper(23640)
triggerall = root,var(19) = 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 19
value = stateno
ignorehitpause = (movereversed = 0)

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 19
value = 0
ignorehitpause = 1

[State -2]
type = parentvarset
triggerall = ishelper(23640)
triggerall = root,var(22) = 0
triggerall = root,var(19) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 22
value = stateno
ignorehitpause = (movereversed = 0)

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(22)
v = 22
value = 0
ignorehitpause = 1

[State -2]
type = parentvarset
triggerall = ishelper(23640)
triggerall = root,var(23) = 0
triggerall = root,var(19) != 0
triggerall = root,var(22) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 23
value = stateno
ignorehitpause = (movereversed = 0)

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 23
value = 0
ignorehitpause = 1

[State -2]
type = parentvarset
triggerall = ishelper(23640)
triggerall = root,var(24) = 0
triggerall = root,var(19) != 0
triggerall = root,var(22) != 0
triggerall = root,var(23) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 24
value = stateno
ignorehitpause = (movereversed = 0)

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 24
value = 0
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = ishelper(23640)
trigger1 = var(55)!=gametime+123456789
value = 23640
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = ishelper(10070000)
trigger1 = var(55)!=gametime+123456789
value = 10070000
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = ishelper(40000)
trigger1 = var(55)!=gametime+123456789
value = 40000
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = ishelper(6400000)
trigger1 = var(55)!=gametime+123456789
value = 6400000
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = ishelper(44490)
trigger1 = var(55)!=gametime+123456789
value = 44490
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Alsiel Mizuchi"
v = 19
value = 1040100
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Alsiel Mizuchi"
v = 22
value = 1040100
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Alsiel Mizuchi"
v = 23
value = 1040100
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Alsiel Mizuchi"
v = 24
value = 1040100
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Chu-goku" || p2name ="Crazy-Catastrophe"
v = 19
value = 80000
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Chu-goku" || p2name ="Crazy-Catastrophe"
v = 20
value = 9771
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki" && enemy,palno = 11
v = 19
value = 200
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki" && enemy,palno = 11
v = 20
value = 200
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "syugosya_emiya"
v = 19
value = 3994
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "syugosya_emiya"
v = 20
value = 39001
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="Shutdown"
v = 19
value = 944
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "UNKNOWN"
v = 19
value = 882
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "UNKNOWN"
v = 20
value = 8001
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "F1"
v = 19
value = 9997
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "F1"
v = 20
value = 1000
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "D-Morrigan"
v = 19
value = 490000
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "D-Morrigan"
v = 20
value = 30000
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = roundstate = 2
var(31) = 1

[State -2]
type = VarSet
trigger1 = roundstate = 0
var(31) = 0

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2
trigger2 = projcontact = 1
trigger2 = numtarget
trigger2 = target,ishelper = 0
v = 37
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = projcontact = 1
trigger1 = !numtarget
v = 37
value = 1
ignorehitpause = 1

[State -2]
type = helper
triggerall = palno = 12
triggerall = name="Naraku No Yuki"
triggerall= enemy,name != "AxAyAzSSS"
triggerall= enemy,name != "<> ( O) <>[080719]"
triggerall= enemy,name != "D-Morrigan"
triggerall= enemy,name != "D-Athena"
triggerall= enemy,name != "G Mizuchi"
triggerall= enemy,name != "ONI-MIKO-REIMU"
triggerall= enemy,name != "G Mizuka"
triggerall= enemy,name != "G Igniz"
triggerall= enemy,name != "Senna Kyodo"
triggerall= enemy,name != "G MUKAI"
triggerall= enemy,name != "S-Tomy"
triggerall= enemy,name != "Hyper IGNIZ"
triggerall= enemy,name != "Mizuchi"
triggerall= enemy,name != "ChaOni"
triggerall= enemy,name != "Phantom Mizuchi Elisir"
triggerall= enemy,name != "Phantom Mizuchi JP"
triggerall= enemy,name != "Phantom Mizuchi"
triggerall= enemy,name != "G OROCHI"
triggerall= enemy,name != "Gundam WING O/S-102%"
trigger1 = numhelper(288887) = 0
trigger1=stateno!=2200
id = 288887
persistent = 0
name = "Ikatsui"
pos = 0,0
postype = P1
stateno = 98000000
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = palno = 12
triggerall = name="Naraku No Yuki"&&var(29) <= 1
triggerall= enemy,name != "Naraku No Yuki"
trigger1 = numhelper(288887) = 0
id = 288887
persistent = 0
name = "Megami"
pos = 0,0
postype = P1
stateno = 313102
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;[State -2]
;type=helper
;triggerall=enemy,authorname="Lunatic"
;triggerall=name="Naraku No Yuki"&&var(29)<=1
;triggerall=enemy,name!="Naraku No Yuki"
;trigger1=numhelper(95150)=0
;id=95150
;persistent=0
;name="Shinigami"
;pos=0,0
;postype=p1
;stateno=95150
;helpertype=normal
;keyctrl=0
;ownpal=1
;superMoveTime=9999999
;pauseMoveTime=9999999

[State -2]
type = helper
triggerall = enemy,authorname="Lunatic"
triggerall = palno = [7,11]
trigger1 = !numhelper(7500000)
helpertype = normal
stateno = 7500000
ID = 7500000
name = "Garasu"
postype = p1
pausemovetime = 65535
supermovetime = 65535

[State -2]
type = helper
triggerall=enemy,authorname="Lunatic"
triggerall = palno = [7,11]
trigger1 = !numhelper(7700000)
helpertype = normal
stateno = 7700000
ID = 7700000
name = "Kagami"
postype = p1
pausemovetime = 65535
supermovetime = 65535

[State -2]
type = AssertSpecial
trigger1 = palno = 12
ignorehitpause = 1
persistent = 1
flag = nomusic

[State -2]
type = LifeSet
triggerall = name="Naraku No Yuki"
triggerall = life < 1234
triggerall = alive
triggerall = p2life>=enemy,lifemax*0.9
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = lifemax

[state -2]
type = lifeset
triggerall = name="Naraku No Yuki"
triggerall = life = 0
trigger1 = 1
value = life > 300;lifemax
ignorehitpause = 1

;Statedef -3
[Statedef -3]

[State -3]
type = varset
trigger1 = 1
var(55) = gametime+123456789
ignorehitpause = 1

[State -3]
type = varset
triggerall = !ishelper
trigger1 = numenemy
fv = 1
value = abs(pos x-enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
ignorehitpause = 1

[State -3]
type = assertspecial
triggerall = !ishelper
trigger1 = fvar(1) > 0
flag = noautoturn
ignorehitpause = 1

[State -3]
type = Varset
triggerall = !var(30)
trigger1 = command = "AI_1" || command = "AI_2" || command = "AI_3" || command = "AI_4" || command = "AI_5"
trigger2 = command = "AI_6" || command = "AI_7" || command = "AI_8" || command = "AI_9" || command = "AI_10"
trigger3 = command = "AI_11" || command = "AI_12" || command = "AI_13" || command = "AI_14" || command = "AI_15"
trigger4 = command = "AI_16" || command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20"
trigger5 = command = "AI_21" || command = "AI_22" || command = "AI_23" || command = "AI_24" || command = "AI_25"
trigger6 = command = "AI_26" || command = "AI_27" || command = "AI_28" || command = "AI_29" || command = "AI_30"
trigger7 = command = "AI_31" || command = "AI_32" || command = "AI_33" || command = "AI_34" || command = "AI_35"
trigger8 = command = "AI_36" || command = "AI_37" || command = "AI_38" || command = "AI_39" || command = "AI_40"
trigger9 = command = "AI_41" || command = "AI_42" || command = "AI_43" || command = "AI_44" || command = "AI_45"
trigger10 = command = "AI_46" || command = "AI_47" || command = "AI_48" || command = "AI_49" || command = "AI_50"
var(30) = 1

[state -3]
type = varset
trigger1 = roundstate >= 3
var(30) = 0
ignorehitpause = 1

;[state -3]
;type = lifeadd
;triggerall = palno = 12
;trigger1 = name = "Naraku No Yuki"
;trigger1 = GameTime%5
;value = 25

;[state -3]
;type = lifeadd
;triggerall = alive = 1
;triggerall = roundstate = 2
;triggerall = palno = 12
;trigger1 = name = "Naraku No Yuki"
;trigger1 = life <= 350
;value = 30

;[state -3]
;type = lifeadd
;triggerall = alive = 1
;triggerall = roundstate = 2
;triggerall = palno = 12
;trigger1 = name = "Naraku No Yuki"
;trigger1 = life <= 5
;value = 10000

;[state -3]
;type = targetpoweradd
;triggerall = alive = 1
;triggerall = roundstate = 2
;triggerall = palno = 12
;trigger1 = name = "Naraku No Yuki"
;value = -10000

[state -3]
type = lifeset
triggerall = !ishelper
trigger1 = 1
trigger1 = roundstate > 2
trigger1 = (life/lifemax) <= (enemy,life/enemy,lifemax)
value = ((enemy,life/enemy,lifemax)*1000)+1
ignorehitpause = 1

[State -3]
type = VarRandom
triggerall = !ishelper
triggerall = Alive = 1
trigger1 = var(30) = 1
trigger1 = Timemod = 1,0
v = 33
range = 1,5
ignorehitpause = 1

[State -1]
type = ChangeState
value = 2200
triggerall = var(30)
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1= ctrl
trigger1= p2name = "F1" || p4name = "F1"
trigger2 = power >= 4000
trigger2= ctrl
trigger2= p2name = "UNKNOWN" || p4name = "UNKNOWN" || p2name = "BALAM" || p4name = "BALAM"
trigger3 = ctrl
trigger3 = p2name = "Chu-goku"
trigger3 = random < 999
trigger4 = ctrl
trigger4 = p2name = "Matsugami"
trigger4 = random < 999
trigger5 = power >= 3000
trigger5= ctrl
trigger5= p2name = "Alsiel Mizuchi" || p4name = "Alsiel Mizuchi" || p2name ="Crazy-Catastrophe" || p4name = "Crazy-Catastrophe"

[State -1]
type = ChangeState
value = 2200
triggerall = palno = [11,12]
triggerall = var(30) = 1
triggerall = power >= 7000
triggerall = roundstate = 2
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger1 = p2name != "Death Star" || p4name != "Death Star"
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4

[State -1]
type = ChangeState
value = 2200
triggerall = palno = [11,12]
triggerall = var(30) = 1
triggerall = power >= 7000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
triggerall = enemynear,name != "rise7"
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger1 = p2name != "Death Star" || p4name != "Death Star"
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = Ctrl = 1

[State -1]
type = ChangeState
value = 19200
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "G Igniz"
trigger1 = power >= 1000
trigger1 = ctrl
trigger1 = p2name="tenrou"&&enemy,palno=12 || p2name="tenrou"&&enemy,palno=12
trigger2 = power >= 1000
trigger2 = ctrl
trigger2 = p2name="Poltergeist"&&enemy,palno=12 || p2name="Poltergeist"&&enemy,palno=12 || p2name ="Crazy-Catastrophe"&&enemy,palno=12 || p4name = "Crazy-Catastrophe"&&enemy,palno=12

[State -1]
type = ChangeState
value = 19202
triggerall = var(30)
triggerall = palno = [7,10]
triggerall = palno !=[11,12]
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = power >= 1000
trigger1 = ctrl
trigger1 = p2name="tenrou"&&enemy,palno=12 || p2name="tenrou"&&enemy,palno=12
trigger2 = power >= 1000
trigger2 = ctrl
trigger2 = p2name="Poltergeist"&&enemy,palno=12 || p2name="Poltergeist"&&enemy,palno=12
trigger3 = ctrl
trigger3 = p2name="efreet"|| p2name="efreet"
trigger4 = random <= 50
trigger4 = ctrl
trigger4 = p2name="EXERION"|| p2name="EXERION"
trigger5 = power >= 5000
trigger5 = random <= 50
trigger5 = ctrl
trigger5 = p2name="Mephistopheles"|| p2name="Mephistopheles"
trigger6 = power >= 5000
trigger6 = random <= 50
trigger6 = ctrl
trigger6 = p2name="ALSIEL"|| p2name="ALSIEL"
trigger7 = power >= 3000
trigger7 = random <= 50
trigger7 = ctrl
trigger7 = p2name="ONI-MIKO-REIMU"|| p2name="ONI-MIKO-REIMU"
trigger8 = power >= 3000
trigger8 = random <= 50
trigger8 = ctrl
trigger8 = p2name="Exousia"|| p2name="Exousia"
trigger9 = random <= 50
trigger9 = power >= 5000
trigger9 = ctrl
trigger9 = p2name="Sariel"|| p2name="Sariel"
trigger10 = random <= 50
trigger10 = power >= 3000
trigger10 = ctrl
trigger10 = p2name="Apollo Mizuchi"|| p2name="Apollo Mizuchi"
trigger11 = random <= 50
trigger11 = power >= 3000
trigger11 = ctrl
trigger11 = p2name="Fake"|| p2name="Fake"
trigger12 = random <= 50
trigger12 = power >= 3000
trigger12 = ctrl
trigger12 = p2name="GGGGG"|| p2name="GGGGG"
trigger13 = random <= 50
trigger13 = power >= 3000
trigger13 = ctrl
trigger13 = p2name="G Mizuka"|| p2name="G Mizuka"
trigger14 = random <= 50
trigger14 = power >= 3000
trigger14 = ctrl
trigger14 = p2name="Kanna Binomikoto"|| p2name="Kanna Binomikoto"
trigger15 = random <= 50
trigger15 = power >= 3000
trigger15 = ctrl
trigger15 = p2name="G-Sakuya"|| p2name="G-Sakuya"
trigger16 = random <= 50
trigger16 = power >= 3000
trigger16 = ctrl
trigger16 = p2name="7L|]{(L2!"|| p2name="7L|]{(L2!"
trigger17 = random <= 50
trigger17 = power >= 3000
trigger17 = ctrl
trigger17 = p2name="ss-iku"|| p2name="ss-iku"
trigger18 = random <= 50
trigger18 = power >= 3000
trigger18 = ctrl
trigger18 = p2name="G Mizuchi"|| p2name="G Mizuchi"
trigger19 = random <= 50
trigger19 = power >= 3000
trigger19 = ctrl
trigger19 = p2name="S-Tomy"|| p2name="S-Tomy"
trigger20 = random <= 50
trigger20 = power >= 3000
trigger20 = ctrl
trigger20 = p2name="S-Kishima"|| p2name="S-Kishima"
trigger21 = random <= 50
trigger21 = power >= 3000
trigger21 = ctrl
trigger21 = p2name="RSP"|| p2name="RSP"
trigger22 = random <= 50
trigger22 = power >= 3000
trigger22 = ctrl
trigger22 = p2name="Kouryou"|| p2name="Kouryou"
trigger23 = random <= 50
trigger23 = power >= 3000
trigger23 = ctrl
trigger23 = p2name="Hades"|| p2name="Hades"
trigger24 = random <= 50
trigger24 = power >= 3000
trigger24 = ctrl
trigger24 = p2name="OrorinrinLand"|| p2name="OrorinrinLand"
trigger25 = random <= 50
trigger25 = power >= 3000
trigger25 = ctrl
trigger25 = p2name="MUKAI"|| p2name="MUKAI"
trigger26 = random <= 50
trigger26 = power >= 3000
trigger26 = ctrl
trigger26 = p2name="Devils eye"|| p2name="Devils eye"
trigger27 = random <= 50
trigger27 = power >= 3000
trigger27 = ctrl
trigger27 = p2name="AxAyAzSSX"|| p2name="AxAyAzSSX"
trigger28 = random <= 50
trigger28 = power >= 3000
trigger28 = ctrl
trigger28 = p2name="AlmaOrochi"|| p2name="AlmaOrochi"
trigger29 = random <= 50
trigger29 = power >= 3000
trigger29 = ctrl
trigger29 = p2name="G-REMILIA"|| p2name="G-REMILIA"
trigger30 = random <= 50
trigger30 = power >= 3000
trigger30 = ctrl
trigger30 = p2name="Amabomb"|| p2name="Amabomb"
trigger31 = random <= 50
trigger31 = power >= 3000
trigger31 = ctrl
trigger31 = p2name="D-Athena"|| p2name="D-Athena"

[State -1]
type = ChangeState
value = 13200
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1= ctrl
trigger1= p2name = "F1" || p4name = "F1"
trigger2 = power >= 4000
trigger2= ctrl
trigger2= p2name = "UNKNOWN" || p4name = "UNKNOWN" || p2name = "BALAM" || p4name = "BALAM"
trigger3 = ctrl
trigger3 = p2name = "Chu-goku"
trigger3 = random < 999
trigger4 = ctrl
trigger4 = p2name = "Matsugami"
trigger4 = random < 999
trigger5 = power >= 3000
trigger5= ctrl
trigger5= p2name = "Alsiel Mizuchi" || p4name = "Alsiel Mizuchi" || p2name ="Crazy-Catastrophe" || p4name = "Crazy-Catastrophe"

[State -1]
type = ChangeState
value = 13200
triggerall = palno = 12
triggerall = var(30) = 1
triggerall = power >= 7000
triggerall = roundstate = 2
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger1 = p2name != "Death Star" || p4name != "Death Star"
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4

[State -1]
type = ChangeState
value = 13200
triggerall = palno = 12
triggerall = var(30) = 1
triggerall = power >= 7000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
triggerall = enemynear,name != "rise7"
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger1 = p2name != "Death Star" || p4name != "Death Star"
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = Ctrl = 1

[State -1]
type = ChangeState
value = 2300
triggerall = palno = [7,10]
triggerall = var(30) = 1
triggerall = power >= 7000
triggerall = roundstate = 2
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1 = p2name = "G-Sakuya" || p2name ="Crazy-Catastrophe"&&enemy,palno=12 || p4name = "Crazy-Catastrophe"&&enemy,palno=12
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = life >= 101
trigger1 = Var(33) = 3
trigger2 = ctrl
trigger2 = random <= 200
trigger2 = life >= 101
trigger2 = Var(33) = 4

[State -1]
type = ChangeState
value = 14000
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 6000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = p2name !=  "Phantom Mizuchi JP"
trigger1 = ctrl
trigger1 = var(31) > 4200
trigger1 = life >= 100
trigger1 = enemy,life>=enemy,lifemax*0.8
trigger1 = random <= 150

[State -1]
type = ChangeState
value = 4501
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 6000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = p2name !=  "Phantom Mizuchi JP"
trigger1 = ctrl
trigger1 = var(31) > 4200
trigger1 = life >= 100
trigger1 = enemy,life>=enemy,lifemax*0.8
trigger1 = random <= 150

[State -1]
type = ChangeState
value = 14000
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 6000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = p2name !=  "Phantom Mizuchi JP"
trigger1 = Var(33) = 1
trigger2 = Var(33) = 2
trigger3 = Var(33) = 3
trigger4 = Var(33) = 4

[State -1]
type = ChangeState
value = 19150
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 6000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemy,life != 0
trigger1 = ctrl
trigger1 = var(31) > 4200
trigger1 = life >= 100
trigger1 = enemy,life>=enemy,lifemax*0.8
trigger1 = random <= 150

value=4000
triggerall= palno!=[7,12]
triggerall= palno=[1,6]

[State -1]
type = ChangeState
value = 4000
triggerall = var(30)
triggerall = palno!=[7,12]
triggerall = palno=[1,6]
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = numhelper(6400000)
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 3000
trigger1 = power <= 2999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 3000
trigger3 = var(31) <= 1200
trigger3 = random <= 200

[State -1]
type = ChangeState
value = 19150
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 6000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
triggerall = numhelper(6400000)
triggerall = enemy,life != 0
trigger1 = Var(33) = 1
trigger2 = Var(33) = 2
trigger3 = Var(33) = 3
trigger4 = Var(33) = 4

[State -1]
type = ChangeState
value = 2300
triggerall = palno = 12
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(169990) = 0
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = enemy,life != 0
trigger1 = enemy,life = enemy,lifemax
trigger1 = ctrl
trigger1 = power >= 1000
trigger1 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"
trigger1 = random <= 500
trigger1 = helper(6400000),var(1) < 4
trigger2 = ctrl
trigger2 = p2name = ""|| p2name = "MUAHAHAHAHAHAHAHAHA"|| p2name = "Shutdown"|| p4name = ""|| p4name = "MUAHAHAHAHAHAHAHAHA"|| p4name = "Shutdown" 
trigger2 = enemy,stateno = 944
trigger2 = random <= 999

[State -1,]
type = ChangeState
value = 2300
triggerall = var(30)
triggerall = palno = 12
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = enemy,life != 0
trigger1 = ctrl
trigger1 = life <= lifemax/2
trigger1 = life >= 100
trigger1 = enemy,life >=lifemax*0.8
trigger1 = var(31) > 4500
trigger1 = random <= 180
trigger2 = ctrl
trigger2 = var(31) = [650,1600]
trigger2 = enemy,life >= enemy,lifemax
trigger2 = random <= 400
trigger3 = ctrl
trigger3 = enemy,life>=enemy,lifemax*0.8
trigger3 = random = [501,600]

[State -1]
type = ChangeState
value = 4400
triggerall = palno = [7,12]
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 5000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 200
triggerall = RoundState = 2
triggerall = numhelper(6400000)
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
trigger1 = ctrl
trigger1 = Var(33) = 5

[State -1]
type = ChangeState
value = 4400
triggerall = palno = [7,12]
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = life >= 101
trigger1 = Var(33) = 3
trigger2 = ctrl
trigger2 = random <= 200
trigger2 = life >= 101
trigger2 = Var(33) = 4

[State -3]
type = ChangeState
value = 33500
triggerall = palno = [11,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = Random <= 300
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = numhelper(6400000)
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4
trigger3 = Var(33) = 5

[State -3]
type = ChangeState
value = 1007000
triggerall = palno = [11,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 4000
triggerall = statetype != A
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = numhelper(10070000) = 0
triggerall = numhelper(6400000)
triggerall = p2name !=  "Phantom Mizuchi JP"
trigger1 = fvar(30) = 0
trigger1 = life < lifemax*0.5
trigger2 = fvar(30) = 1
trigger2 = life < lifemax*0.35
trigger2 = random < 100
trigger3 = fvar(30) = 2
trigger3 = life < lifemax*0.2
trigger3 = random < 150
trigger4 = fvar(30) = 3
trigger4 = life < lifemax*0.2
trigger4 = random < 150

[State -3]
type = ChangeState
value = 1007000
triggerall = var(30) = 1
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = power >= 4000
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = numhelper(10070000) = 0
triggerall = p2name !=  "Phantom Mizuchi JP"
triggerall = life <= lifemax/3
trigger1 = ctrl
trigger1 = var(31) <= 3500 
trigger1 = random <= 420
trigger2 = var(31) >=3501 
trigger2 = ctrl
trigger2 = random <= 700

[State -1]
type = ChangeState
value = 11220 ;33100
triggerall = var(30)
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = numhelper(6400000)
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 2000
trigger1 = power <= 3999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 6000
trigger3 = var(31) <= 1200
trigger3 = random <= 200

[State -1]
type = ChangeState
value = 33100 ;92450
triggerall = var(30)
triggerall = roundstate = 2
triggerall = palno != 12
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = numhelper(6400000)
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 2000
trigger1 = power <= 3999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 6000
trigger3 = var(31) <= 1200
trigger3 = random <= 200

[State -1]
type = ChangeState
value = 92450
triggerall = var(30)
triggerall = roundstate = 2
triggerall = palno != 12
triggerall = power >= 2000
triggerall = statetype = A
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = numhelper(6400000)
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 2000
trigger1 = power <= 3999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 6000
trigger3 = var(31) <= 1200
trigger3 = random <= 200

[State -1]
type = ChangeState
value = 1111111200
triggerall = var(30)
triggerall = palno = [7,11]
triggerall = palno != 12
triggerall = roundstate = 2
triggerall = power >= 6000
triggerall = statetype != A
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = numhelper(6400000)
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 6000
trigger1 = power <= 5999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 6000
trigger3 = var(31) <= 1200
trigger3 = random <= 200

[State -1]
type = ChangeState
value = 11000
triggerall = var(30)
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "Tenma"
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 2000
trigger1 = power <= 3999
trigger1 = var(31) > 4500
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 6000
trigger3 = var(31) <= 1200
trigger3 = random <= 200

[State -1]
type = ChangeState
value = 30080
triggerall = palno = [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = power >= 4000
triggerall = numhelper(6400000)
triggerall = helper(6400000),var(1) < 3
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random <= 450
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 19500
triggerall = var(30)
triggerall = palno = [7,11]
triggerall = palno != 12
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(3) > 0
trigger1 = ctrl
trigger1 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"

[State -1]
type = ChangeState
value = 19500
triggerall = var(30)
triggerall = palno = [7,11]
triggerall = palno != 12
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(3) > 0
trigger1 = p2name != "New_Shiki_Nanaya" || p4name != "New_Shiki_Nanaya"
trigger1 = enemynear,name != "Ayu Tukimiya"
trigger1 = power >= 3000
trigger1 = ctrl
trigger1 = p2bodydist X = [-120,120]
trigger1 = random <= 150
trigger2 = ctrl
trigger2 = var(31) > 400
trigger2 = helper(6400000),var(3) > 0
trigger2 = power >= 3000
trigger2 = random <= 999
trigger2 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"

[State -1]
type = ChangeState
value = 10120
triggerall = var(30) = 1
triggerall = palno = 7
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemy,life != lifemax
triggerall = enemy,life != 0
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 300

[State -1]
type = ChangeState
value = 10120
triggerall = var(30) = 1
triggerall = palno = 7
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = statetype != A
triggerall = p2movetype != H
triggerall = ctrl
triggerall = enemy,life != lifemax
triggerall = enemy,life != 0
trigger1 = life >= lifemax/2
trigger1 = P2bodydist X = [60,200]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 300
trigger2 = life >= lifemax/2
trigger2 = P2bodydist X = [-200,-60]
trigger2 = p2movetype != A
trigger2 = ctrl
trigger2 = random <= 300

[State -1]
type = ChangeState
value = 4300
triggerall = var(30) = 1
triggerall = palno = 12
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = statetype != A
triggerall = p2movetype != H
triggerall = ctrl
triggerall = enemy,life != lifemax
triggerall = enemy,life != 0
trigger1 = life >= lifemax/2
trigger1 = P2bodydist X = [60,200]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 300
trigger2 = life >= lifemax/2
trigger2 = P2bodydist X = [-200,-60]
trigger2 = p2movetype != A
trigger2 = ctrl
trigger2 = random <= 300

[State -1]
type = ChangeState
value = 34300
triggerall = var(30) = 1
triggerall = palno = 11
triggerall = palno != 12
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = statetype != A
triggerall = p2movetype != H
triggerall = ctrl
triggerall = enemy,life != lifemax
triggerall = enemy,life != 0
trigger1 = life >= lifemax/2
trigger1 = P2bodydist X = [60,200]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 300
trigger2 = life >= lifemax/2
trigger2 = P2bodydist X = [-200,-60]
trigger2 = p2movetype != A
trigger2 = ctrl
trigger2 = random <= 300

[State -3]
type = ChangeState
value = 3250
triggerall = palno = [1,10]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 4000
triggerall = statetype != A
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = var(41) != 0
trigger1 = fvar(30) = 0
trigger1 = life <= lifemax*0.4
trigger1 = random < 400
trigger2 = fvar(30) = 1
trigger2 = life <= lifemax*0.35
trigger2 = random < 300
trigger3 = fvar(30) = 2
trigger3 = life <= lifemax*0.3
trigger3 = random < 250

[State -3]
type = ChangeState
value = 3250
triggerall = var(30) = 1
triggerall = palno = [1,10]
triggerall = roundstate = 2
triggerall = power >= 4000
triggerall = statetype != A
triggerall = var(41) != 0
trigger1 = ctrl
trigger1 = life <= lifemax/2
trigger1 = random <= 420
trigger2 = ctrl
trigger2 = random <= 700
trigger3 = ctrl
trigger3 = life <= lifemax/2
trigger3 = random <= 999

[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 840

[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 860

[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType = A
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 840

[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType = A
triggerall = p2statetype != A
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 860

[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 240

[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = backEdgeDist <= 90
trigger1 = Ctrl = 1
trigger1 = Random <= 290


[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType = A
triggerall = p2movetype != A
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 240

[State -3]
Type = ChangeState
Value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType = A
triggerall = backEdgeDist <= 90
trigger1 = Ctrl = 1
trigger1 = Random <= 290

[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
triggerall = numhelper(6400000)
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=20
triggerall = Ctrl = 1
triggerall = numhelper(6400000)
trigger1 = Random <= (50+(p2bodydist X >= 180)*120)
trigger2 = Random <= 50

[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A && EnemyNear,time >= 12
triggerall = numhelper(6400000)
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -3]
type = ChangeState
value = 32600
triggerall = var(30)
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X  >= 50
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = var(37) = 1
trigger1 = random < 100
trigger2 = ctrl
trigger2 = var(37) != 1
trigger2 = random < 30

[State -1]
type = ChangeState
value = 1050
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(1050) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= 150

[State -1]
type = ChangeState
value = 11610
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X  >= 50
triggerall = numhelper(6400000)
trigger1 = random <= 300

[State -1]
type = ChangeState
value = 3001
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = numhelper(6400000)
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -1]
Type = ChangeState
Value = 3001
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = P2StateType != C
triggerall = numhelper(6400000)
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = EnemyNear,MoveType = A
trigger1 = InGuardDist
trigger1 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
trigger1 = P2MoveType = A
trigger1 = Random <= 640

[State -3]
type = ChangeState
value = 30530
triggerall = var(30)
triggerall = palno = 12
triggerall = var(37) != 1
triggerall = numhelper(6400000)
triggerall = statetype != A
trigger1 = ctrl
trigger1 = helper(6400000),var(4) < 100

[State -3]
type = ChangeState
value = IfElse((Random < 600),1700,11050)
triggerall = palno=[7,12]
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = p2bodydist X = [-50,30]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = random <= 500

[State -1]
type = ChangeState
value = 1700
triggerall = p2name != "Hades" || p4name != "Hades"
triggerall = enemynear,name != "Hades"
triggerall = numHelper(1720) <= 0
triggerall = numhelper(6400000)
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 150

[State -1]
type = ChangeState
value = 11600
triggerall = numhelper(1720) <= 0
triggerall = var(30)
triggerall = random <= 200
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L
triggerall = P2BodyDist X > 100
triggerall = P2BodyDist Y > -150
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno < 1080

[State -1]
type = ChangeState
value = 1100
triggerall = var(30)
triggerall = random <= 200
triggerall = statetype != A
triggerall = P2BodyDist X > 50
triggerall = P2BodyDist X <= 120
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno < 1080

[State -1]
type = ChangeState
value = 1800
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X   >= 80
trigger1 = ctrl
trigger1 = random <= 150

[State -1]
type = ChangeState
value = 1810
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X   >= 100
trigger1 = ctrl
trigger1 = random <= 200

[State -1]
type = ChangeState
value = 11101
triggerall = var(30)
triggerall = numhelper(11100) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X >= 50
triggerall = numhelper(6400000)
trigger1 = random <= 300
trigger2 = stateno = 220 && animelemtime(4) > 0
trigger3 = stateno = 240 && animelemtime(10) > 0
trigger4 = stateno = 410 && animelemtime(7) > 0

[State -1]
type = ChangeState
value = 11500
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
triggerall = numhelper(6400000)
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

[State -3]
type = ChangeState
value = 12300
triggerall = numhelper(12310) = 0
triggerall = Alive   = 1
triggerall = roundstate = 2
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = Random<=990-((enemynear,statetype=C)*950)
triggerall = numhelper(6400000)
trigger1   = Ctrl = 1
trigger1 = Random <= 300

[State -3]
type = ChangeState
value = 12300
triggerall = numhelper(12310) = 0
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = enemy,alive
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*950)
triggerall = numhelper(6400000)
trigger1 = Random<= 100

[State -1]
type = ChangeState
value = 18100
triggerall = palno = [7,12]
triggerall = numhelper(18102) = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power >= 0
triggerall = numhelper(6400000)
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

[State -1]
type = ChangeState
value = 1080
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = p2bodydist X   >= 50
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

[State -1]
type = ChangeState
value = 1450
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = p2bodydist X > 100-40
trigger1 = random <= 220
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 220
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 220
trigger4 = ctrl
trigger4 = p2bodydist X > 100-40
trigger4 = random <= 250

[State -3]
type = ChangeState
value = 1250
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,240]
triggerall = p2movetype = H
trigger1 = Ctrl = 0
trigger1 = stateno = 1260 && animelem = 4,>=0
trigger1 = Random <= 500

[State -3]
type = ChangeState
value = 1260
triggerall = Alive   = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,190]
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

[State -3]
type = ChangeState
value = 1260
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,190]
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*850)
trigger1 = Random <= 105

[State -3]
type = ChangeState
value = 25555
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 25555
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= 800

[State -3]
Type = ChangeState
Value = 25555
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = Random <= 990

[State -3]
Type = ChangeState
Value = 701
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = p2BodyDist X = [0,60]
trigger1 = p2BodyDist Y = [-40,0]
trigger1 = Random <= 820

[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2statetype != A && p2StateNo = 5120
triggerall = p2BodyDist X = [-80,80]
trigger1 = Ctrl = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2statetype != A
triggerall = (P2BodyDist X = [0,100])||backEdgeDist <= 60&&(P2BodyDist X = [0,80])
trigger1 = Ctrl = 1
trigger1 = Random <= 150

[State -3]
Type = ChangeState
Value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && enemy,numproj
trigger1 = Random <= 200

;Pallete State
[State -1]
type = null;ChangeState
value = 2300
triggerall = var(30) = 1
triggerall = Alive   = 1
triggerall = palno != [7,12]
triggerall = power >= 6000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Statetype  = S
triggerall = Random <= 300
triggerall = enemy,alive
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = Ctrl = 1
trigger2 = Var(33) = 5

[State -3]
type = ChangeState
value = 33500
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = Statetype  = S
triggerall = Random <= 300
triggerall = Ctrl = 1
triggerall = RoundState = 2
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4

[State -1]
type = ChangeState
value = 7100
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 4000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = random <= 400
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = random <= 400
trigger3 = P2bodydist X = [-30,60]

[State -1]
type = ChangeState
value = 1030
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = random <= 400
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = random <= 400
trigger3 = P2bodydist X = [-30,60]

[State -3]
type = ChangeState
value = 30080
triggerall = palno != [7,11]
triggerall = Alive   = 1
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = power >= 3000
trigger1 = ctrl
trigger1 = p2bodydist X = [-50,30]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = random <= 500
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 300800
triggerall = palno != [1,6]
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = statetype != A
triggerall = Ctrl = 1
triggerall = RoundState = 2
trigger1 = life < lifemax*0.2
trigger2 = life < lifemax*0.1
trigger2 = random < 100
trigger3 = life < lifemax*0.02
trigger3 = random < 50

[State -1]
type = ChangeState
value = 3000
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2bodydist X >= 150
triggerall = p2movetype = A
triggerall = Power >= 2000
triggerall = p2life > 0
trigger1 = Ctrl = 1
trigger1 = Random <= 440

[State -1]
type = ChangeState
value = 3000
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = enemy,life != lifemax
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 200

[State -1]
type = ChangeState
value = 10120
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = life >= lifemax/2
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 200

[State -1]
type = ChangeState
value = 1042
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2movetype != H && p2movetype != I
triggerall = p2statetype != L
triggerall = p2stateno != [150,155]
triggerall = P2BodyDist X = [0,200]
triggerall = Power    >= 1000 
trigger1   = Ctrl        = 1
trigger1 = Random <= 50
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 11800
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2statetype  != A && p2statetype != L
triggerall = P2BodyDist X = [0,65]
triggerall = Power    >= 1000 
trigger1   = Ctrl        = 1
trigger1 = Random <= 50
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = IfElse((Random < 600),11050,2450)
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = p2bodydist X = [-50,30]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = random <= 500

[State -1]
type = ChangeState
value = 1210
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = numhelper(1201) = 0
triggerall = numhelper(1202) = 0
triggerall = numhelper(1203) = 0
triggerall = statetype != A
triggerall = P2StateType = A
triggerall = p2statetype != L
triggerall = P2BodyDist X <= 50
triggerall = enemynear,vel X > 0
trigger1 = ctrl
trigger2 = movecontact
trigger1 = random <= 150

[State -3]
type = ChangeState
value = 22118
triggerall = palno!= [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-80,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

[State -3]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=50
triggerall = Ctrl = 1
trigger1 = Random <= (50+(p2bodydist X >= 180)*120)
trigger2 = Random <= 200

[State -3]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

[State -1]
type = ChangeState
value = 1450
triggerall = var(30) = 1
triggerall = palno != 12
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 100-40
trigger1 = random <= 220
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 220
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 220
trigger4 = ctrl
trigger4 = p2bodydist X > 100-40
trigger4 = random <= 250
trigger4 = Time = 60 || Time = 120 || Time = 180 || Time = 240 || Time = 300 || Time = 360 || Time = 400 || Time = 440

[State -3]
type = ChangeState
value = 200
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -3]
type = ChangeState
value = 210
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

[State -3]
type = ChangeState
value = 230
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-140,-40]
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = Random <= 290

[State -3]
type = ChangeState
value = 240
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2movetype != A
trigger1 = random <= 90
trigger2 = P2bodydist X = [40,80]
trigger2 = p2movetype = H
trigger2 = random < 999
trigger2 = stateno = 430

[State -3]
type = ChangeState
value = 400
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,21]
trigger2 = Random = [480,630]
trigger3 = stateno = 400
trigger3 = p2bodydist X = [-5,21]
trigger3 = Random = [150,350]
trigger4 = stateno = 52

[State -3]
type = ChangeState
value = 430
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-40,40]
trigger1 = P2bodydist Y = 0
trigger1 = p2stateno != [152,153]
trigger1 = Random < 800
trigger2 = P2statetype != A && p2statetype != L
trigger2 = P2bodydist X = [-40,40]
trigger2 = stateno = 430&&movecontact >= 1
trigger2 = p2movetype = H
trigger2 = P2bodydist Y = 0
trigger2 = p2stateno != [152,153]
trigger2 = Random < 800

[State -3]
type = ChangeState
value = 440
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,70]
trigger1 = p2stateno != [150,153]
trigger1 = Random < 120

[State -1,]
type = ChangeState
value = 610
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X = [-5,70]
trigger1 = P2bodydist Y = [-80,0]

[State -1,]
type = ChangeState
value = 640
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]

[State -1]
type = ChangeState
value = 690
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = random < 50

[State -3]
type = ChangeState
value = 800
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2statetype = S
triggerall = P2BodyDist X = [0,20]
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

[State -3]
type = ChangeState
value = 800
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2bodydist X < 8
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2movetype != H
triggerall = p2movetype != A
trigger1 = ctrl&&random < 150
trigger1 = p2stateno != [150,153]
trigger2 = p2stateno != [150,153]
trigger2 = stateno = 700 && animelem = 3,>=0

[State -3]
type = ChangeState
value = 702
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = random < 200
trigger1 = stateno = 5050
trigger1 = pos y >=-40

[State -3]
type = ChangeState
value = 130
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = P2statetype != C
triggerall = EnemyNear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = inguarddist
trigger1 = P2MoveType = A
trigger2 = EnemyNear,MoveType = A
trigger3 = stateno = [100,101]
trigger4 = Enemy,NumProj >= 1
trigger5 = EnemyNear,NumProj >= 1

[State -3]
type = ChangeState
value = 131
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = P2statetype = C
triggerall = EnemyNear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = inguarddist
trigger1 = P2MoveType = A
trigger2 = EnemyNear,MoveType = A
trigger3 = stateno = [100,101]
trigger4 = Enemy,NumProj >= 1
trigger5 = EnemyNear,NumProj >= 1

[State -3]
type = ChangeState
value = 132
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = inguarddist
triggerall = StateType = A
trigger1 = P2MoveType = A
trigger2 = EnemyNear,MoveType = A
trigger3 = stateno = [100,101]
trigger4 = Enemy,NumProj >= 1
trigger5 = EnemyNear,NumProj >= 1

[State -3]
Type = ChangeState
Value = 40
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = StateType != A
triggerall = Ctrl
trigger1 = random < 300
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2bodydist Y < -80
trigger1 = movetype = I
trigger2 = stateno = [100,101]
trigger2 = random < 300
trigger2 = p2bodydist X = [80,120]
trigger2 = p2bodydist Y = 0
trigger2 = movetype = I

[State -3]
Type = ChangeState
Value = 100
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = I
triggerall = StateType != A
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = p2bodydist X < 200
trigger1 = random < 80

[Arcade]
intro.storyboard = 
ending.storyboard = 
; 
[Begin Action 0]
Clsn2Default: 2
  Clsn2[0] = -4, -100, 10, -84
  Clsn2[1] = -8, -84, 14, 1
0,0, 0,0, 6, 
0,1, 0,0, 6, 
0,2, 0,0, 6, 
0,3, 0,0, 6, 
0,4, 0,0, 6, 
0,5, 0,0, 6, 
0,6, 0,0, 6, 
0,7, 0,0, 6, 
0,8, 0,0, 6, 
0,9, 0,0, 6, 
0,10, 0,0, 6, 
0,11, 0,0, 6, 
0,12, 0,0, 6, 
0,13, 0,0, 6, 
0,14, 0,0, 6, 
0,15, 0,0, 13, 
0,16, 0,0, 13, 
0,17, 0,0, 13, 
0,0, 0,0, 6, 
0,1, 0,0, 6, 
0,2, 0,0, 6, 
0,3, 0,0, 6, 
0,4, 0,0, 6, 
0,5, 0,0, 6, 
0,6, 0,0, 6, 
0,7, 0,0, 6, 
0,8, 0,0, 6, 
0,9, 0,0, 6, 
0,10, 0,0, 6, 
0,11, 0,0, 6, 
0,12, 0,0, 6, 
0,13, 0,0, 6, 
0,14, 0,0, 6, 
0,0, 0,0, 6, 
0,1, 0,0, 6, 
0,2, 0,0, 6, 
0,3, 0,0, 6, 
0,4, 0,0, 6, 
0,5, 0,0, 6, 
0,6, 0,0, 6, 
0,7, 0,0, 6, 
0,8, 0,0, 6, 
0,9, 0,0, 6, 
0,10, 0,0, 6, 
0,11, 0,0, 6, 
0,12, 0,0, 6, 
0,13, 0,0, 6, 
0,14, 0,0, 6, 
0,15, 0,0, 13, 
0,16, 0,0, 13, 
0,17, 0,0, 13, 

; 
[Begin Action 1]
Clsn2Default: 2
  Clsn2[0] = -4, -100, 10, -84
  Clsn2[1] = -8, -84, 14, 1
0,0, 0,0, 6, 
0,1, 0,0, 6, 
0,2, 0,0, 6, 
0,3, 0,0, 6, 
0,4, 0,0, 6, 
0,5, 0,0, 6, 
0,6, 0,0, 6, 
0,7, 0,0, 6, 
0,8, 0,0, 6, 
0,9, 0,0, 6, 
0,10, 0,0, 6, 
0,11, 0,0, 6, 
0,12, 0,0, 6, 
0,13, 0,0, 6, 
0,14, 0,0, 6, 
0,15, 0,0, 13, 
0,16, 0,0, 13, 
0,17, 0,0, 13, 
0,0, 0,0, 6, 
0,1, 0,0, 6, 
0,2, 0,0, 6, 
0,3, 0,0, 6, 
0,4, 0,0, 6, 
0,5, 0,0, 6, 
0,6, 0,0, 6, 
0,7, 0,0, 6, 
0,8, 0,0, 6, 
0,9, 0,0, 6, 
0,10, 0,0, 6, 
0,11, 0,0, 6, 
0,12, 0,0, 6, 
0,13, 0,0, 6, 
0,14, 0,0, 6, 
0,0, 0,0, 6, 
0,1, 0,0, 6, 
0,2, 0,0, 6, 
0,3, 0,0, 6, 
0,4, 0,0, 6, 
0,5, 0,0, 6, 
0,6, 0,0, 6, 
0,7, 0,0, 6, 
0,8, 0,0, 6, 
0,9, 0,0, 6, 
0,10, 0,0, 6, 
0,11, 0,0, 6, 
0,12, 0,0, 6, 
0,13, 0,0, 6, 
0,14, 0,0, 6, 
0,15, 0,0, 13, 
0,16, 0,0, 13, 
0,17, 0,0, 13, 

; 
[Begin Action 5]
Clsn2Default: 2
  Clsn2[0] = -13, -84, 12, 1
  Clsn2[1] = -8, -100, 8, -84
5,1, 0,0, 1, H, 
5,2, 0,0, 1, H, 
5,3, 0,0, 1, H, 
5,4, 0,0, 1, H, 
5,5, 0,0, 2, H, 

; 
[Begin Action 10]
Clsn2: 2
  Clsn2[0] = -5, -93, 9, -77
  Clsn2[1] = -23, -77, 9, 0
10,2, 0,0, 1, 
Clsn2: 2
  Clsn2[0] = -28, -61, 10, 0
  Clsn2[1] = -10, -77, 5, -61
10,3, 0,0, 3, 

; 
[Begin Action 11]
Clsn2: 2
  Clsn2[0] = -31, -44, 3, 0
  Clsn2[1] = -13, -57, 2, -44
11,0, 0,0, 10, 
Clsn2Default: 2
  Clsn2[0] = -31, -41, 3, 0
  Clsn2[1] = -12, -55, 3, -41
11,1, 0,0, 10, 
11,2, 0,0, 10, 
Loopstart
11,3, 0,0, 10, 
11,4, 0,0, 10, 
11,5, 0,0, 20, 
11,4, 0,0, 10, 
11,3, 0,0, 25, 
11,4, 0,0, 19, 
11,5, 0,0, 31, 
11,5, 0,0, 10, 
11,5, 0,0, 10, 

; 
[Begin Action 12]
Clsn2: 6
  Clsn2[0] = -19, -64, 7, -33
  Clsn2[1] = -10, -79, 7, -64
  Clsn2[2] = 1, -33, 12, 0
  Clsn2[3] = -19, -33, -8, -17
  Clsn2[4] = -26, -21, -15, -9
  Clsn2[5] = -35, -16, -22, 0
12,0, 0,0, 2, 
Clsn2: 7
  Clsn2[0] = -6, -93, 11, -78
  Clsn2[1] = -18, -78, 11, -45
  Clsn2[2] = 2, -45, 12, 0
  Clsn2[3] = -18, -45, -7, -28
  Clsn2[4] = -22, -34, -12, -20
  Clsn2[5] = -27, -26, -16, -14
  Clsn2[6] = -33, -19, -23, 0
12,1, 0,0, 2, 

; 
[Begin Action 20]
Clsn2Default: 2
  Clsn2[0] = -7, -101, 13, -82
  Clsn2[1] = -11, -82, 13, 1
20,0, 0,0, 5, 
20,1, 0,0, 5, 
20,2, 0,0, 5, 
20,3, 0,0, 5, 
20,4, 0,0, 5, 
20,5, 0,0, 5, 
20,6, 0,0, 5, 
20,7, 0,0, 5, 
20,8, 0,0, 5, 
20,9, 0,0, 5, 

; 
[Begin Action 21]
Clsn2: 11
  Clsn2[0] = -9, -83, 11, -55
  Clsn2[1] = -7, -105, 10, -83
  Clsn2[2] = -16, -55, -7, -37
  Clsn2[3] = -21, -44, -11, -30
  Clsn2[4] = -25, -34, -15, -22
  Clsn2[5] = -30, -27, -20, -16
  Clsn2[6] = -37, -18, -27, -4
  Clsn2[7] = 1, -55, 12, -37
  Clsn2[8] = 4, -37, 12, -19
  Clsn2[9] = 1, -28, 15, -12
  Clsn2[10] = -21, -83, -11, -47
21,1, 0,0, 5, 
Clsn2: 11
  Clsn2[0] = -8, -80, 8, -50
  Clsn2[1] = -8, -98, 8, -80
  Clsn2[2] = 4, -55, 13, -42
  Clsn2[3] = 9, -49, 19, -35
  Clsn2[4] = 14, -39, 23, -1
  Clsn2[5] = -8, -50, 1, -29
  Clsn2[6] = -13, -35, -5, -23
  Clsn2[7] = -19, -29, -9, -17
  Clsn2[8] = -25, -23, -15, -9
  Clsn2[9] = -32, -18, -22, -1
  Clsn2[10] = -19, -77, -9, -38
21,2, 0,0, 6, 
Clsn2: 10
  Clsn2[0] = -13, -78, 8, -46
  Clsn2[1] = -8, -95, 8, -78
  Clsn2[2] = -13, -46, -1, -25
  Clsn2[3] = -13, -28, -3, -15
  Clsn2[4] = -17, -21, -6, -9
  Clsn2[5] = -23, -13, -13, 1
  Clsn2[6] = 4, -46, 15, -32
  Clsn2[7] = 11, -36, 21, -20
  Clsn2[8] = 15, -27, 26, -13
  Clsn2[9] = 21, -19, 41, 1
21,3, 0,0, 6, 
Clsn2: 6
  Clsn2[0] = -12, -87, 9, -55
  Clsn2[1] = -10, -103, 9, -87
  Clsn2[2] = -12, -55, 0, -1
  Clsn2[3] = 0, -55, 14, -42
  Clsn2[4] = 7, -45, 16, -27
  Clsn2[5] = 10, -35, 26, -1
21,4, 0,0, 5, 
Clsn2: 3
  Clsn2[0] = -10, -93, 10, -56
  Clsn2[1] = -7, -109, 9, -93
  Clsn2[2] = -10, -56, 10, -1
21,5, 0,0, 6, 
Clsn2: 6
  Clsn2[0] = -10, -91, 9, -55
  Clsn2[1] = -7, -107, 8, -91
  Clsn2[2] = -1, -55, 9, -1
  Clsn2[3] = -13, -55, -4, -36
  Clsn2[4] = -16, -39, -8, -29
  Clsn2[5] = -22, -32, -12, 0
21,0, 0,0, 5, 

; 
[Begin Action 40]
Clsn2: 6
  Clsn2[0] = -25, -60, -7, -34
  Clsn2[1] = -12, -75, 4, -60
  Clsn2[2] = -7, -39, 9, -25
  Clsn2[3] = 1, -25, 13, 0
  Clsn2[4] = -19, -34, -7, -22
  Clsn2[5] = -32, -22, -7, 0
40,0, 0,0, 4, 

; 
[Begin Action 41]
Clsn2: 6
  Clsn2[0] = -7, -106, 11, -48
  Clsn2[1] = -16, -58, -4, -35
  Clsn2[2] = -23, -44, -10, -18
  Clsn2[3] = -29, -29, -15, 0
  Clsn2[4] = 7, -63, 21, -43
  Clsn2[5] = -40, -105, 35, -90
41,0, 0,0, 3, 
Clsn2: 5
  Clsn2[0] = -6, -73, 26, -48
  Clsn2[1] = -15, -62, -2, -40
  Clsn2[2] = -24, -50, -9, -7
  Clsn2[3] = -30, -72, -7, -56
  Clsn2[4] = 23, -76, 42, -61
41,1, 0,0, 3, 
Clsn2: 6
  Clsn2[0] = -7, -80, 17, -38
  Clsn2[1] = -17, -70, -3, -50
  Clsn2[2] = -26, -62, -13, -42
  Clsn2[3] = -35, -52, -17, -28
  Clsn2[4] = 16, -85, 33, -66
  Clsn2[5] = -27, -83, -9, -63
41,2, 0,0, 3, 
Clsn2: 3
  Clsn2[0] = -11, -84, 21, -43
  Clsn2[1] = -29, -80, -10, -58
  Clsn2[2] = -41, -69, -24, -47
41,3, 0,0, 3, 
Clsn2: 3
  Clsn2[0] = -18, -80, 21, -59
  Clsn2[1] = -3, -129, 16, -79
  Clsn2[2] = -42, -87, 33, -67
41,4, 0,0, 5, 
Clsn2: 5
  Clsn2[0] = -6, -97, 9, -53
  Clsn2[1] = 8, -70, 29, -39
  Clsn2[2] = -13, -55, 7, -15
  Clsn2[3] = -18, -80, -5, -66
  Clsn2[4] = -31, -74, -12, -56
41,6, 0,0, 3, 
Clsn2: 4
  Clsn2[0] = -9, -92, 9, -63
  Clsn2[1] = -17, -66, 0, 2
  Clsn2[2] = 0, -74, 19, -37
  Clsn2[3] = -9, -108, 9, -92
41,7, 0,0, -1, 

; 
[Begin Action 41]
Clsn2: 6
  Clsn2[0] = -7, -106, 11, -48
  Clsn2[1] = -16, -58, -4, -35
  Clsn2[2] = -23, -44, -10, -18
  Clsn2[3] = -29, -29, -15, 0
  Clsn2[4] = 7, -63, 21, -43
  Clsn2[5] = -40, -105, 35, -90
41,0, 0,0, 3, 
Clsn2: 5
  Clsn2[0] = -6, -73, 26, -48
  Clsn2[1] = -15, -62, -2, -40
  Clsn2[2] = -24, -50, -9, -7
  Clsn2[3] = -30, -72, -7, -56
  Clsn2[4] = 23, -76, 42, -61
41,1, 0,0, 3, 
Clsn2: 6
  Clsn2[0] = -7, -80, 17, -38
  Clsn2[1] = -17, -70, -3, -50
  Clsn2[2] = -26, -62, -13, -42
  Clsn2[3] = -35, -52, -17, -28
  Clsn2[4] = 16, -85, 33, -66
  Clsn2[5] = -27, -83, -9, -63
41,2, 0,0, 3, 
Clsn2: 3
  Clsn2[0] = -11, -84, 21, -43
  Clsn2[1] = -29, -80, -10, -58
  Clsn2[2] = -41, -69, -24, -47
41,3, 0,0, 3, 
Clsn2: 3
  Clsn2[0] = -18, -80, 21, -59
  Clsn2[1] = -3, -129, 16, -79
  Clsn2[2] = -42, -87, 33, -67
41,4, 0,0, 5, 
Clsn2: 5
  Clsn2[0] = -6, -97, 9, -53
  Clsn2[1] = 8, -70, 29, -39
  Clsn2[2] = -13, -55, 7, -15
  Clsn2[3] = -18, -80, -5, -66
  Clsn2[4] = -31, -74, -12, -56
41,6, 0,0, 3, 
Clsn2: 4
  Clsn2[0] = -9, -92, 9, -63
  Clsn2[1] = -17, -66, 0, 2
  Clsn2[2] = 0, -74, 19, -37
  Clsn2[3] = -9, -108, 9, -92
41,7, 0,0, -1, 

; 
[Begin Action 42]
Clsn2: 6
  Clsn2[0] = -7, -106, 11, -48
  Clsn2[1] = -16, -58, -4, -35
  Clsn2[2] = -23, -44, -10, -18
  Clsn2[3] = -29, -29, -15, 0
  Clsn2[4] = 7, -63, 21, -43
  Clsn2[5] = -40, -105, 35, -90
41,0, 0,0, 3,
Clsn2: 5
  Clsn2[0] = -6, -73, 26, -48
  Clsn2[1] = -15, -62, -2, -40
  Clsn2[2] = -24, -50, -9, -7
  Clsn2[3] = -30, -72, -7, -56
  Clsn2[4] = 23, -76, 42, -61
41,1, 0,0, 3,
Clsn2: 6
  Clsn2[0] = -7, -80, 17, -38
  Clsn2[1] = -17, -70, -3, -50
  Clsn2[2] = -26, -62, -13, -42
  Clsn2[3] = -35, -52, -17, -28
  Clsn2[4] = 16, -85, 33, -66
  Clsn2[5] = -27, -83, -9, -63
41,2, 0,0, 3,
Clsn2: 3
  Clsn2[0] = -11, -84, 21, -43
  Clsn2[1] = -29, -80, -10, -58
  Clsn2[2] = -41, -69, -24, -47
41,3, 0,0, 3,
Clsn2: 3
  Clsn2[0] = -18, -80, 21, -59
  Clsn2[1] = -3, -129, 16, -79
  Clsn2[2] = -42, -87, 33, -67
41,4, 0,0, 5,
Clsn2: 5
  Clsn2[0] = -6, -97, 9, -53
  Clsn2[1] = 8, -70, 29, -39
  Clsn2[2] = -13, -55, 7, -15
  Clsn2[3] = -18, -80, -5, -66
  Clsn2[4] = -31, -74, -12, -56
41,6, 0,0, 3,
Clsn2: 4
  Clsn2[0] = -9, -92, 9, -63
  Clsn2[1] = -17, -66, 0, 2
  Clsn2[2] = 0, -74, 19, -37
  Clsn2[3] = -9, -108, 9, -92
41,7, 0,0, -1,
; 
[Begin Action 43]
Clsn2: 5
  Clsn2[0] = 3, -97, 18, -81
  Clsn2[1] = -7, -85, 9, -61
  Clsn2[2] = -7, -61, 27, -47
  Clsn2[3] = 1, -50, 14, -16
  Clsn2[4] = 7, -21, 22, -2
43,0, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -1, -95, 21, -48
43,1, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = 1, -92, 23, -48
43,2, 0,0, 13, 
Clsn2: 1
  Clsn2[0] = -6, -98, 19, -49
43,3, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -6, -99, 17, -46
43,4, 0,0, -1, 

; 
[Begin Action 47]
Clsn2: 2
  Clsn2[0] = -24, -56, 11, 0
  Clsn2[1] = -18, -76, 5, -55
40,0, 0,0, 4, 

; 
[Begin Action 75]
Clsn1: 1
  Clsn1[0] = -12, -99, 17, 2
Clsn2: 1
  Clsn2[0] = -12, -99, 17, 2
10,100, 0,0, 1, 

; 
[Begin Action 100]
Clsn2: 2
  Clsn2[0] = 10, -87, 35, -60
  Clsn2[1] = -4, -75, 25, -1
100,0, 0,0, 3, 
Clsn2Default: 2
  Clsn2[0] = -10, 0, 22, -78
  Clsn2[1] = 8, -90, 34, -46
Loopstart
100,1, 0,0, 3, 
100,2, 0,0, 4, 
100,3, 0,0, 4, 
100,4, 0,0, 4, 
100,5, 0,0, 4, 
100,6, 0,0, 4, 
100,7, 0,0, 4, 
100,8, 0,0, 4, 
100,9, 0,0, 4, 
100,0, 0,0, 4, 
100,1, 0,0, 1, 

; 
[Begin Action 101]
Clsn2: 2
  Clsn2[0] = 10, -87, 35, -60
  Clsn2[1] = -4, -75, 25, -1
100,0, 0,0, 3, 

; 
[Begin Action 104]
Clsn2: 2
  Clsn2[0] = -9, -94, 14, -70
  Clsn2[1] = -26, -73, 12, -1
Loopstart
10,2, 0,0, 4, 

; 
[Begin Action 105]
Clsn2: 1
  Clsn2[0] = -22, -86, 3, 1
105,0, 0,0, 3, 

; 
[Begin Action 106]
Clsn2: 1
  Clsn2[0] = -23, -86, -1, -3
105,1, 0,0, 3, 

; 
[Begin Action 107]
Clsn2: 1
  Clsn2[0] = -17, -86, 4, 0
105,0, 0,0, 3, 

; 
[Begin Action 120]
Clsn2: 1
  Clsn2[0] = -18, -100, 8, -2
120,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -24, -99, 0, 0
120,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -29, -99, -3, 4
120,2, 0,0, 5, 

; 
[Begin Action 121]
Clsn2: 1
  Clsn2[0] = -35, -73, 31, -1
Loopstart
121,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -35, -73, 31, -1
121,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -35, -73, 31, -1
121,2, 0,0, 3, 

; 
[Begin Action 122]
Clsn2: 1
  Clsn2[0] = -10, -94, 28, -33
Loopstart
122,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -10, -97, 28, -36
122,1, 0,0, 3, 

; 
[Begin Action 130]
Clsn2: 1
  Clsn2[0] = -31, -126, 25, -1
Loopstart
120,2, 0,0, -1, 

; 
[Begin Action 131]
Clsn2: 1
  Clsn2[0] = -33, -67, 31, 1
Loopstart
121,2, 0,0, -1, 

; 
[Begin Action 132]
Clsn2: 1
  Clsn2[0] = -7, -96, 31, -35
Loopstart
122,1, 0,0, -1, 

; 
[Begin Action 140]
Clsn2: 1
  Clsn2[0] = -25, -128, 20, -3
Loopstart
120,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -25, -128, 20, -3
120,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -25, -128, 20, -3
120,0, 0,0, 4, 

; 
[Begin Action 141]
Clsn2: 1
  Clsn2[0] = -30, -69, 31, -1
Loopstart
121,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -30, -69, 31, -1
121,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -30, -69, 31, -1
121,0, 0,0, 4, 

; 
[Begin Action 142]
Clsn2: 1
  Clsn2[0] = -10, -95, 28, -34
Loopstart
122,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -22, -105, 16, -44
121,1, 0,-43, 3, 
Clsn2: 1
  Clsn2[0] = -22, -105, 16, -44
121,0, 0,-43, -1, 

; 
[Begin Action 150]
Clsn2: 1
  Clsn2[0] = -27, -126, 19, 0
Loopstart
120,2, 0,0, -1, 

; 
[Begin Action 151]
Clsn2: 1
  Clsn2[0] = -38, -69, 34, 4
Loopstart
121,2, 0,0, -1, 

; 
[Begin Action 152]
Clsn2: 1
  Clsn2[0] = -11, -99, 27, -38
Loopstart
122,1, 0,0, -1, 

; 
[Begin Action 170]
Loopstart
5300,0, 0,0, 5, 
5300,1, 0,0, 5, 
5300,2, 0,0, 5, 
5300,3, 0,0, 5, 
5300,4, 0,0, 5, 
5300,5, 0,0, 5, 
5300,3, 0,0, 5, 
5300,4, 0,0, 5, 
5300,5, 0,0, 5, 
5300,3, 0,0, 190, 
5300,5, 0,0, 5, 
5300,6, 0,0, 5, 
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS250D250
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS230D230
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS210D210
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS190D190
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS170D170
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS150D150
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS130D130
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS110D110
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS90D90
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS70D70
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS50D50
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS30D30
-1,0, 0,0, 1, 
5300,6, 0,0, 1, , AS10D10
-1,0, 0,0, -1, 

; 
[Begin Action 171]
Loopstart
5300,8, 0,0, 4, 
5300,9, 0,0, 4, 
5300,11, 0,0, 4, 
5300,12, 0,0, 4, 
5300,13, 0,0, 4, 
5300,14, 0,0, 4, 
5300,15, 0,0, 4, 
5300,16, 0,0, 4, 
5300,17, 0,0, -1, 

; 
[Begin Action 181]
181,10, 0,0, 5, 
181,9, 0,0, 5, 
181,8, 0,0, 5, 
181,7, 0,0, 6, 
181,6, 0,0, 6, 
181,0, 0,0, 6, 
181,4, 0,0, 6, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,1, 0,0, 6, 
181,2, 0,0, 6, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,1, 0,0, 6, 
181,2, 0,0, 6, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,1, 0,0, 6, 
181,2, 0,0, 6, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,1, 0,0, 6, 
181,2, 0,0, 6, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,1, 0,0, 6, 
181,2, 0,0, 6, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,1, 0,0, 6, 
181,2, 0,0, 6, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,1, 0,0, 6, 
181,2, 0,0, 6, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,1, 0,0, 6, 
181,2, 0,0, 5, 
181,3, 0,0, 5, 
181,4, 0,0, 5, 
181,1, 0,0, 4, 
181,0, 0,0, 4, 
181,1, 0,0, 4, 
181,5, 0,0, 4, 
181,5, 0,0, 4, 
181,5, 0,0, 4, 
181,5, 0,0, 1, 
-1,0, 0,0, 1, 
181,5, 0,0, 2, 
-1,0, 0,0, 1, 
181,5, 0,0, 2, 
-1,0, 0,0, 1, 
181,5, 0,0, 2, 
-1,0, 0,0, -1, 

; 
[Begin Action 182]
888,0, 0,0, 3, , S
888,1, 0,0, 3, , S
888,2, 0,0, 3, , S
Loopstart
888,3, 0,0, 4, , S
888,4, 0,0, 4, , S
888,5, 0,0, 4, , S
888,6, 0,0, 4, , S
888,7, 0,0, 4, , S
888,8, 0,0, 4, , S
888,9, 0,0, 4, , S

; 
[Begin Action 183]
Loopstart
5,0, 0,0, 3, 
240,0, 0,0, 5, 
1958,0, 0,0, 5, 
1958,1, 0,0, 5, 
1958,2, 0,0, 3, 
1958,3, 0,0, 3, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,4, 0,0, 5, 
1958,4, 0,0, 5, 
1958,5, 0,0, 5, 
1958,5, 0,0, 5, 
1958,6, 0,0, 50, 
750,0, 0,0, 4, 
750,1, 0,0, 4, 
750,2, 0,0, 4, 
750,2, 0,0, 4, 
750,4, 0,0, 4, 
750,2, 0,0, 4, 
750,3, 0,0, 4, 
750,4, 0,0, 4, 
750,4, 0,0, 4, 
750,4, 0,0, 4, 
750,4, 0,0, 4, 
750,2, 0,0, 2, 
-1,0, 0,0, 1, 
750,2, 0,0, 2, 
-1,0, 0,0, 1, 
750,2, 0,0, 2, 
-1,0, 0,0, -1, 

; 
[Begin Action 184]
5300,0, 0,0, 5, 
5300,1, 0,0, 5, 
5300,2, 0,0, 5, 
5300,3, 0,0, 5, 
5300,4, 0,0, 5, 
5300,5, 0,0, 5, 
5300,3, 0,0, 5, 
5300,5, 0,0, 5, 
5300,4, 0,0, 5, 
5300,5, 0,0, 5, 
5300,3, 0,0, 5, 
5300,4, 0,0, 5, 
5300,3, 0,0, 150, 
5300,6, 0,0, 5, 
5300,7, 0,0, 5, 
5300,8, 0,0, 5, 
5300,9, 0,0, 5, 
5300,11, 1,0, 5, 
5300,12, 1,0, 5, 
5300,13, 1,0, 5, 
5300,14, 1,0, 5, 
5300,15, 1,0, 5, 
5300,16, 1,0, 5, 
5300,17, 1,0, 5, 
5300,18, 1,0, 5, 
-1,0, 0,0, 1, 
5300,19, 1,0, 2, 
-1,0, 0,0, 1, 
5300,20, 1,0, 2, 
-1,0, 0,0, 1, 
5300,21, 1,0, 2, 
-1,0, 0,0, -1, 

; 
[Begin Action 185]
Loopstart
1931,0, 0,0, 2, , S
1931,1, 0,0, 2, , S
1931,2, 0,0, 2, , S
1931,3, 0,0, 2, , S
1931,4, 0,0, 2, , S
1931,5, 0,0, 2, , S
1931,6, 0,0, 2, , S
1931,7, 0,0, 2, , S
1931,8, 0,0, 2, , S
1931,9, 0,0, 3, , S

; 
[Begin Action 186]
Loopstart
1000,0, 0,0, 4, 
1000,1, 0,0, 9, 
1000,2, 0,0, 4, 
1000,3, 0,0, 3, 
1000,4, 0,0, 3, 
1000,5, 0,0, 3, 
1000,6, 0,0, 3, 
1000,5, 0,0, 21, 
1000,6, 0,0, 6, 
1000,5, 0,0, 6, 
1000,6, 0,0, 6, 
1000,5, 0,0, 7, 
1000,6, 0,0, 7, 
1000,5, 0,0, 11, 
1000,6, 0,0, 6, 
1000,5, 0,0, 6, 
1000,4, 0,0, 6, 
1000,3, 0,0, 6, 
1000,2, 0,0, 7, 
1000,1, 0,0, 5, 
1000,0, 0,0, 6, 
0,14, 0,0, 6, 
0,15, 0,0, 100, 
181,10, -2,-2, 4, 
181,9, 0,0, 4, 
181,8, 0,0, 4, 
181,7, 0,0, 4, 
181,6, 0,0, 4, 
181,2, 0,0, 4, 
181,4, 0,0, 1, 
-1,0, 0,0, 1, 
181,4, 0,0, 2, 
-1,0, 0,0, 1, 
181,2, 0,0, 2, 
-1,0, 0,0, 1, 
181,0, 0,0, 2, 
-1,0, 0,0, -1, 

; blank animation--
[Begin Action 187]
Loopstart
187,0, 0,0, 4, 
187,1, 0,0, 3, 
187,2, 0,0, 3, 
187,3, 0,0, 3, 
187,4, 0,0, 3, 
187,5, 0,0, 4, 
187,6, 0,0, 17, 
187,7, 0,0, 6, 
187,8, 0,0, 6, 
187,9, 0,0, 6, 
187,10, 0,0, 7, 
187,11, 0,0, 7, 
187,12, 0,0, 11, 
187,13, 0,0, 6, 
187,14, 0,0, 6, 
187,15, 0,0, 6, 
187,17, 0,0, 7, 
187,18, 0,0, 7, 

; 
[Begin Action 188]
Loopstart
1931,9, 0,0, 3, , S
1931,8, 0,0, 2, , S
1931,7, 0,0, 2, , S
1931,6, 0,0, 2, , S
1931,5, 0,0, 2, , S
1931,4, 0,0, 2, , S
1931,3, 0,0, 2, , S
1931,2, 0,0, 2, , S
1931,1, 0,0, 2, , S
1931,0, 0,0, 2, , S

; 
[Begin Action 18400]
-9981,1, 0,0, 8, 
-9981,0, 0,0, 8, 
-9981,1, 0,0, 8, 
-9981,2, 0,0, 8, 
-9981,3, 0,0, 8, 
-9981,4, 0,0, 8, 
-9981,1, 0,0, 8, 
-9981,1, 0,0, 8, 
-9981,0, 0,0, 8, 
-9981,1, 0,0, 8, 
-9981,4, 0,0, 8, 
-9981,2, 0,0, 8, 
-9981,2, 0,0, 8, 
-9981,2, 0,0, 8, 
-9981,3, 0,0, 8, 
-9981,2, 0,0, 8, 
-9981,2, 0,0, 8, 
-9981,4, 0,0, 10, 
0,2, 0,0, 7, 
0,1, 0,0, 7, 
0,4, 0,0, 7, 
0,0, 0,0, 7, 

; 
[Begin Action 191]
Loopstart
2201,7, 0,0, 2, 
2201,8, 0,0, 1, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,9, 0,0, 2, 
2201,7, 0,0, 2, 
2201,8, 0,0, 2, 
2201,10, 0,0, 4, 
2201,11, 0,0, 4, 
2201,12, 0,0, 4, 
0,10, 0,0, 4, 
0,11, 0,0, 6, 
0,15, 0,0, 6, 

; 
[Begin Action 192]
192,0, 0,0, 60, 
192,1, 0,0, 9, 
192,2, 0,0, 4, 
192,3, 0,0, 4, 
192,4, 0,0, 4, 
192,5, 0,0, 4, 
192,6, 0,0, 16, 
192,7, 0,0, 3, 
192,6, 0,0, 3, 
192,7, 0,0, 3, 
192,6, 0,0, 3, 
192,7, 0,0, 3, 
192,8, 0,0, 3, 
192,9, 0,0, 3, 
192,10, 0,0, 3, 
192,11, 0,0, 3, 
192,12, 0,0, 3, 
192,13, 0,0, 3, 
192,14, 0,0, 3, 
192,15, 0,0, 17, 
192,16, 0,0, 6, 
192,17, 0,0, 6, 
192,18, 0,0, 6, 
192,19, 0,0, 6, 
192,20, 0,0, 6, 
192,21, 0,0, 6, 
192,22, 0,0, 7, 
-1,0, 0,0, 20, 
0,0, 0,0, 22, 

; 
[Begin Action 1920]
-1,0, 0,0, 250, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,9, 0,0, 6, 
2201,8, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,7, 0,0, 6, 
2201,8, 0,0, 6, 
2201,9, 0,0, 6, 
2201,10, 0,0, 6, 
2201,11, 0,0, 6, 
2201,12, 0,0, 4, 
0,0, 0,0, 4, 
0,1, 0,0, 6, 

; 
[Begin Action 193]
Loopstart
181,4, 0,0, 360, 
181,1, 0,0, 6, 
181,2, 0,0, 6, 
181,3, 0,0, 8, 
181,4, 0,0, 7, 
181,2, 0,0, 7, 
181,3, 0,0, 7, 
181,4, 0,0, 7, 
181,5, 0,0, 7, 
181,6, 0,0, 7, 
181,7, 0,0, 7, 
181,8, 0,0, 8, 
-1,0, 0,0, 120, 

; 
[Begin Action 1935]
17592,1, 0,0, 4, 
17592,1, 1,0, 4, 
17592,1, -1,0, 4, 
17592,1, 2,0, 4, 

; 
[Begin Action 1936]
17592,2, 0,0, 4, 
17592,2, 1,0, 4, 
17592,2, -1,0, 4, 
17592,2, 2,0, 4, 

; 
[Begin Action 194]
Loopstart
1306,0, 0,0, 4, 
1306,1, 0,0, 9, 
1306,2, 0,0, 4, 
1306,3, 0,0, 3, 
1306,4, 0,0, 3, 
1306,5, 0,0, 3, 
1306,6, 0,0, 3, 
1306,7, 0,0, 21, 
1306,8, 0,0, 6, 
1306,9, 0,0, 6, 
1306,10, 0,0, 6, 
1306,11, 0,0, 7, 
1306,12, 0,0, 7, 
1306,9, 0,0, 11, 
1306,12, 0,0, 6, 
1306,7, 0,0, 6, 
1306,8, 0,0, 6, 
1306,9, 0,0, 6, 
1306,7, 0,0, 7, 
1306,10, 0,0, 5, 
1306,11, 0,0, 6, 
1306,12, 0,0, 6, 
1306,13, 0,0, 40, 

; 
[Begin Action 200]
Clsn2: 2
  Clsn2[0] = -10, -103, 11, -81
  Clsn2[1] = -14, -88, 15, 0
200,0, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = 2, -99, 23, -77
  Clsn2[1] = -4, -84, 27, 0
200,1, 0,0, 3, 
Clsn1Default: 1
  Clsn1[0] = 25, -84, 84, -65
Clsn2: 2
  Clsn2[0] = 19, -95, 58, -68
  Clsn2[1] = 6, 0, 37, -84
200,2, 0,0, 1, 
200,3, 0,0, 2, 
200,4, 0,0, 1, 
Clsn1Default: 1
  Clsn1[0] = 0, 0, 0, 0
Clsn2: 2
  Clsn2[0] = 18, -97, 44, -69
  Clsn2[1] = 6, 0, 37, -84
200,5, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = 18, -97, 44, -69
  Clsn2[1] = 6, 0, 37, -84
200,6, 0,0, 3, 
Clsn2: 2
  Clsn2[0] = 11, -99, 36, -74
  Clsn2[1] = 7, -84, 39, -2
200,7, 0,0, 4, 

; 
[Begin Action 210]
Clsn2: 2
  Clsn2[0] = -7, -100, 14, -79
  Clsn2[1] = -17, -85, 17, -1
210,1, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = 5, -100, 25, -79
  Clsn2[1] = -3, -85, 33, -1
210,2, 0,0, 3, 
210,3, 0,0, 2, 
Clsn2Default: 2
  Clsn2[0] = 14, -100, 36, -75
  Clsn2[1] = 2, -83, 38, -1
210,4, 0,0, 2, 
210,5, 0,0, 2, 
Clsn1: 2
  Clsn1[0] = 35, -90, 103, -60
  Clsn1[1] = 39, -88, 79, -60
210,6, 0,0, 2, 
Clsn1: 2
  Clsn1[0] = 52, -89, 112, -58
  Clsn1[1] = 43, -87, 83, -59
210,7, 0,0, 3, 
Clsn1: 2
  Clsn1[0] = 43, -86, 113, -56
  Clsn1[1] = 34, -87, 74, -59
210,8, 0,0, 2, 
210,9, 0,0, 3, 
210,10, 0,0, 2, 
210,11, 0,0, 2, 
Clsn2: 3
  Clsn2[0] = 9, -95, 32, -70
  Clsn2[1] = 0, -83, 37, -1
  Clsn2[2] = 25, -80, 56, -66
210,13, 0,0, 5, 
Clsn2: 2
  Clsn2[0] = 9, -97, 31, -74
  Clsn2[1] = 7, -84, 40, -1
210,14, 4,0, 5, 
Clsn2: 2
  Clsn2[0] = -3, -88, 26, 0
  Clsn2[1] = 4, -103, 25, -81
210,3, 0,-1, 5, 

; 
[Begin Action 220]
Clsn2: 1
  Clsn2[0] = -13, -101, 11, 2
230,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -14, -102, 8, -1
230,1, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -15, -102, 8, 2
230,2, 0,0, 3, 
Clsn1: 1
  Clsn1[0] = 9, -128, 55, 4
Clsn2: 1
  Clsn2[0] = -15, -101, 6, 4
230,3, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -18, -102, 5, 1
230,4, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -16, -104, 4, 1
230,5, 0,0, 8, 
Clsn2: 1
  Clsn2[0] = -14, -97, 4, 0
230,6, 0,0, 3, 
Clsn1: 1
  Clsn1[0] = 29, -107, 66, 4
Clsn2: 1
  Clsn2[0] = -21, -91, 1, 4
230,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -16, -96, 7, 2
230,8, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -16, -99, 5, 1
230,9, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -20, -97, 1, 1
230,10, 0,0, 7, 

; 
[Begin Action 235]
Clsn2: 2
  Clsn2[0] = -11, -106, 12, -82
  Clsn2[1] = -11, -86, 12, -1
Loopstart
230,0, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -10, -99, 13, -75
  Clsn2[1] = -12, -77, 12, -1
230,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 18, -39, 48, -3
Clsn2: 2
  Clsn2[0] = -14, -106, 9, -82
  Clsn2[1] = -8, -84, 12, -1
230,2, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 47, -73, 77, -37
Clsn2: 2
  Clsn2[0] = -15, -102, 8, -78
  Clsn2[1] = -16, -80, 12, -1
230,3, 0,0, 3, 
Clsn2: 2
  Clsn2[0] = -17, -102, 6, -78
  Clsn2[1] = -26, -79, 12, -1
230,4, 0,0, 3, 
Clsn2: 2
  Clsn2[0] = -15, -102, 8, -78
  Clsn2[1] = -26, -81, 12, -1
230,5, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -18, -99, 5, -75
  Clsn2[1] = -26, -76, 12, -1
230,6, 0,0, 2, 

; 
[Begin Action 240]
Clsn2: 2
  Clsn2[0] = 2, -86, 20, 0
  Clsn2[1] = 0, -102, 20, -79
240,1, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = 11, -65, 29, 3
  Clsn2[1] = 5, -97, 29, -48
240,2, 0,0, 3, 
Clsn1: 2
  Clsn1[0] = 39, -79, 89, -4
  Clsn1[1] = 68, -144, 119, -69
Clsn2: 2
  Clsn2[0] = 1, -96, 27, -47
  Clsn2[1] = 10, -68, 27, 0
240,3, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 0, -163, 61, -124
Clsn2: 1
  Clsn2[0] = 13, -90, 32, 1
240,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = 15, -95, 34, -1
240,5, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = 12, -95, 30, -2
240,6, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = 13, -93, 32, -1
240,7, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = 8, -96, 25, -3
240,3, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = 3, -97, 23, 3
240,2, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = 0, -102, 20, 0
240,1, 0,0, 5, 

; 
[Begin Action 241]
Loopstart
241,0, 0,0, 2, , A
241,1, 0,0, 2, , A
241,2, 0,0, 2, , A
241,3, 0,0, 2, , A
241,4, 0,0, 2, , A
241,5, 0,0, 2, , A
241,6, 0,0, 2, , A
241,7, 0,0, 2, , A
241,8, 0,0, 2, , A
241,9, 0,0, 2, , A
241,10, 0,0, 2, , A
241,11, 0,0, 2, , A

; 
[Begin Action 245]
Clsn2: 1
  Clsn2[0] = -24, -99, -4, 1
120,1, 0,0, 1, 
Clsn2: 1
  Clsn2[0] = -18, -98, 5, 0
120,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -5, -101, 16, 1
240,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 6, -97, 29, -1
240,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 11, -88, 31, 1
240,3, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 1, -126, 68, -1
Clsn2: 1
  Clsn2[0] = 12, -96, 31, -3
240,4, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = 15, -98, 34, 1
240,5, 0,0, 9, 
Clsn2: 1
  Clsn2[0] = 12, -94, 33, 0
240,6, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = 8, -93, 34, -49
240,7, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = 2, -97, 25, -48
240,3, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = 1, -97, 23, -48
240,2, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = -2, -86, 20, 0
  Clsn2[1] = 0, -102, 20, -79
240,1, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = -8, -84, 17, 0
  Clsn2[1] = -9, -104, 13, -80
240,0, 0,0, 5, 

; 
[Begin Action 250]
Clsn2: 2
  Clsn2[0] = -15, -104, 8, -80
  Clsn2[1] = -16, -84, 12, -1
Loopstart
230,2, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -15, -104, 8, -80
  Clsn2[1] = -16, -84, 12, -1
230,4, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -15, -104, 8, -80
  Clsn2[1] = -16, -84, 12, -1
230,6, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -15, -104, 8, -80
  Clsn2[1] = -16, -84, 12, -1
230,8, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -15, -104, 8, -80
  Clsn2[1] = -16, -84, 12, -1
230,9, 0,0, 2, 

; 
[Begin Action 290]
Clsn2: 1
  Clsn2[0] = -8, -101, 16, 0
300,0, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -3, -97, 22, -72
  Clsn2[1] = -3, -76, 28, 0
300,1, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = 8, -84, 47, -45
  Clsn2[1] = 1, -58, 34, 0
300,2, 0,0, 3, 
Clsn2Default: 2
  Clsn2[0] = 14, -76, 60, -44
  Clsn2[1] = 37, 1, 3, -56
300,3, 0,0, 8, 
Clsn1: 2
  Clsn1[0] = 70, -41, 30, -66
  Clsn1[1] = 26, -62, 73, -45
300,4, 0,0, 6, 
300,3, 0,0, 7, 
Clsn2: 2
  Clsn2[0] = -3, -97, 22, -72
  Clsn2[1] = -3, -76, 28, 0
300,1, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -8, -101, 16, 0
300,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -8, -101, 16, 0
0,0, 0,0, 5, 

; 
[Begin Action 400]
Clsn2: 1
  Clsn2[0] = -27, -59, 11, 0
400,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -17, -46, 32, 0
400,1, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = 27, -56, 61, -16
Clsn2: 2
  Clsn2[0] = -26, -53, 5, 0
  Clsn2[1] = 5, 0, 39, -38
400,2, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = -26, -53, 5, 0
  Clsn2[1] = 5, 0, 39, -38
400,3, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -17, -46, 32, 0
400,4, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -27, -59, 11, 0
400,5, 0,0, 4, 

; 
[Begin Action 410]
Clsn2Default: 1
  Clsn2[0] = -7, -57, 26, -1
410,0, 0,0, 3, 
410,1, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = 20, -25, 83, -1
Clsn2: 2
  Clsn2[0] = -7, -57, 26, -1
  Clsn2[1] = 19, -27, 68, -1
410,2, 0,0, 4, 
410,3, 0,0, 5, 
410,4, 0,0, 5, 
410,5, 0,0, 5, 
410,6, 0,0, 5, 

; 
[Begin Action 430]
Clsn2Default: 1
  Clsn2[0] = -21, -59, 13, 0
430,1, 0,0, 1, 
430,2, 0,0, 1, 
Clsn2Default: 2
  Clsn2[0] = -5, -47, 28, -87
  Clsn2[1] = -14, -57, 17, 0
430,3, 0,0, 2, 
Clsn1: 2
  Clsn1[0] = 21, -109, 45, -40
  Clsn1[1] = 15, -101, 50, -48
430,4, 0,0, 5, 
430,3, 0,0, 7, 
Clsn2Default: 2
  Clsn2[0] = -5, -45, 22, -80
  Clsn2[1] = -14, -57, 17, 0
430,5, 0,0, 6, 
430,6, 0,0, 5, 
430,1, 0,0, 1, 

; 
[Begin Action 440]
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
Loopstart
410,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
410,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 29, -30, 88, 1
Clsn2: 1
  Clsn2[0] = -11, -62, 27, -1
410,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -7, -62, 31, -1
410,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -12, -61, 26, 0
410,4, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -12, -60, 26, 1
410,5, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -15, -63, 23, -2
410,6, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -23, -61, 15, 0
400,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -17, -69, 21, 2
400,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 27, -61, 91, -15
Clsn2: 1
  Clsn2[0] = -17, -65, 21, -1
400,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
400,3, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
400,4, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
400,5, 0,0, 2, 

; 
[Begin Action 600]
440,99, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -8, -93, 27, -37
600,0, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -13, -89, 11, -36
  Clsn2[1] = 3, -69, 32, -23
600,1, 0,0, 4, 
Clsn2Default: 2
  Clsn2[0] = -7, -78, 22, -37
  Clsn2[1] = 11, -58, 30, -27
Clsn1: 1
  Clsn1[0] = 29, -25, 53, 13
600,2, 0,0, 3, 
Clsn1: 1
  Clsn1[0] = 29, -19, 53, 19
600,3, 0,0, 2, 
600,4, 0,0, 2, 
600,5, 0,0, -1, 

; 
[Begin Action 610]
Clsn2Default: 1
  Clsn2[0] = -14, -107, 21, -38
610,0, 0,0, 2, 
610,1, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -14, -107, 21, -38
  Clsn2[1] = 16, -38, 50, -64
610,2, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 11, -92, 86, -17
610,3, 0,0, 5, 
610,4, 0,0, 4, 
41,6, 0,0, 4, 
41,7, 0,0, -1, 

; 
[Begin Action 630]
Clsn2Default: 1
  Clsn2[0] = -14, -107, 21, -38
610,0, 0,0, 2, 
610,1, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -14, -107, 21, -38
  Clsn2[1] = 16, -38, 50, -64
610,2, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 11, -92, 86, -17
610,3, 0,0, 5, 
610,4, 0,0, 4, 
41,6, 0,0, 4, 
41,7, 0,0, -1, 

; 
[Begin Action 640]
Clsn2: 1
  Clsn2[0] = -13, -110, 18, -36
41,0, 0,0, 2, 
Clsn2Default: 1
  Clsn2[0] = -13, -125, 18, -17
245,2, 8,-8, 3, 
245,3, 8,-8, 3, 
245,4, 8,-8, 3, 
245,5, 8,-8, 3, 
Clsn2: 2
  Clsn2[0] = -13, -125, 18, -17
  Clsn2[1] = 12, -75, 56, -49
245,6, 8,-8, 2, 
Clsn1: 1
  Clsn1[0] = 21, -75, 75, -43
Clsn2: 2
  Clsn2[0] = -13, -125, 18, -17
  Clsn2[1] = 12, -75, 56, -49
245,7, 8,-8, 5, 
245,8, 1,-8, 4, 
245,9, 1,-8, 4, 
Clsn2: 1
  Clsn2[0] = -13, -110, 18, -36
41,7, 0,0, -1, 

; 
[Begin Action 690]
Clsn2Default: 1
  Clsn2[0] = -14, -105, 22, -30
Loopstart
600,0, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = 19, -101, 55, -2
600,5, 0,0, 5, 
600,4, 0,0, 17, 
600,5, 0,0, -1, 

; 
[Begin Action 700]
10,2, 0,0, 2, 
10,3, 0,0, 3, 
10,2, 0,0, 3, 
6,1, 0,0, 8, 
10,2, 0,0, 1, 
10,1, 0,0, 1, 
100,2, 0,0, 1, 

; 
[Begin Action 702]
10,2, 0,0, 2, 
10,3, 0,0, 3, 
10,2, 0,0, 3, 
6,1, 0,0, 8, 
10,2, 0,0, 1, 
10,1, 0,0, 1, 
100,2, 0,0, 1, 

; 
[Begin Action 800]
Clsn2: 2
  Clsn2[0] = -9, -105, 14, -81
  Clsn2[1] = -19, -78, 19, 0
0,0, 0,0, 1, 

; 
[Begin Action 801]
Loopstart
801,0, 0,0, 12, 
801,1, 0,0, 5, 
801,2, 0,0, 5, 
801,3, 0,0, 30, 
801,4, 0,0, 3, 
801,5, 0,0, 50, 

; 
[Begin Action 805]
Clsn2Default: 1
  Clsn2[0] = -22, -101, 20, 1
Loopstart
5000,0, 0,0, 4, 
5000,10, 0,0, 4, 
5000,0, 0,0, 4, 
5010,0, 0,0, 4, 
5010,10, 0,0, -1, 

; 
[Begin Action 806]
Clsn2Default: 1
  Clsn2[0] = -23, -86, 14, 0
Loopstart
5010,10, 0,0, 4, 
5010,20, 0,0, 4, 

; 
[Begin Action 1000]
Clsn2Default: 1
  Clsn2[0] = -14, -103, 24, 4
1000,0, 0,0, 5, 
1000,1, 0,0, 8, 
1000,2, 0,0, 2, 
1000,3, 0,0, 2, 
1000,4, 0,0, 2, 
1000,5, 0,0, 2, 
1000,6, 0,0, 2, 
1000,7, 0,0, 2, 
1000,8, 0,0, 2, 
1000,9, 0,0, 2, 

; 
[Begin Action 1040]
Clsn2Default: 1
  Clsn2[0] = -20, -107, 20, 4
240,0, 0,0, 2, 
240,1, 0,0, 3, 
240,2, 0,0, 3, 
Clsn1: 1
  Clsn1[0] = 0, -164, 68, 0
240,3, 0,0, 4, 
240,4, 0,0, 4, 
240,5, 0,0, 4, 
240,6, 0,0, 4, 
240,7, 0,0, 3, 

; 
[Begin Action 1041]
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
Loopstart
245,0, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -5, -152, 59, -2
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
245,3, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
245,4, 0,0, 8, 

; 
[Begin Action 1042]
Clsn2: 2
  Clsn2[0] = -15, -128, 8, -104
  Clsn2[1] = -26, -108, 12, -1
Loopstart
245,5, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -15, -128, 8, -104
  Clsn2[1] = -26, -108, 12, -1
245,7, 0,0, 1, 
Clsn1: 1
  Clsn1[0] = 3, -135, 57, 0
Clsn2: 1
  Clsn2[0] = -26, -90, 12, -1
245,9, 0,0, 10, 

; 
[Begin Action 1043]
Clsn2: 1
  Clsn2[0] = -20, -107, 20, 4
240,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -12, -105, 28, 6
245,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -7, -109, 33, 2
245,2, 0,0, 3, 
Clsn1: 1
  Clsn1[0] = -3, -160, 62, 0
Clsn2: 1
  Clsn2[0] = -6, -110, 34, 1
245,6, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -5, -112, 35, -1
245,7, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -9, -111, 31, 0
245,8, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -4, -113, 36, -2
245,9, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -19, -108, 19, -1
245,10, 0,0, 2, 

; 
[Begin Action 1048]
Clsn2: 2
  Clsn2[0] = -19, -105, 4, -81
  Clsn2[1] = -26, -84, 12, -1
245,5, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -84, -153, 82, 34
Clsn2: 2
  Clsn2[0] = -23, -103, 0, -79
  Clsn2[1] = -26, -86, 12, -1
245,7, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -17, -104, 6, -80
  Clsn2[1] = -26, -82, 12, -1
245,8, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -4, -110, 19, -86
  Clsn2[1] = -14, -87, 24, -5
245,9, 0,0, 5, 

; 
[Begin Action 1049]
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
245,5, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
245,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
245,8, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 4, -122, 86, 0
Clsn2: 1
  Clsn2[0] = -15, -108, 23, -1
245,9, 0,0, 12, 

; 
[Begin Action 1050]
Clsn2: 1
  Clsn2[0] = -16, -105, 22, 2
Loopstart
200,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -6, -96, 32, -1
200,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 5, -105, 43, 2
200,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 7, -97, 45, 2
200,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 6, -97, 44, 2
200,4, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = 4, -97, 42, -1
200,5, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 9, -95, 47, -1
200,6, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 1, -98, 39, -2
200,7, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -5, -96, 33, -1
200,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -20, -103, 18, 4
200,0, 0,0, 2, 

; 
[Begin Action 1061]
Loopstart
1010,6, 0,0, 1, , S
1011,0, 0,0, 1, , S
1011,3, 0,0, 2, , S
1011,4, 0,0, 2, , S
1011,5, 0,0, 2, , S
1011,6, 0,0, 2, , S
1011,7, 0,0, 2, , S
1011,8, 0,0, 2, , S
1011,9, 0,0, 2, , S
1011,10, 0,0, 2, , S
1011,11, 0,0, 1, , S
1011,12, 0,0, 1, , S

; 
[Begin Action 1062]
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
-1,0, 0,0, 20, 

; 
[Begin Action 10620]
Clsn2: 1
  Clsn2[0] = -35, -85, 10, 90
-1,0, 0,0, 20, 

; 
[Begin Action 1063]
1011,10, 0,0, 3, , S
1011,11, 0,0, 3, , S
1011,12, 0,0, 3, , S

; 
[Begin Action 1065]
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 

; 
[Begin Action 1200]
Clsn2: 1
  Clsn2[0] = -19, -105, 19, 2
Loopstart
1000,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -13, -104, 25, 3
1000,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -11, -101, 27, 6
1000,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -11, -103, 27, 4
1000,3, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -12, -103, 26, 4
1000,4, 0,0, 22, 
Clsn2: 1
  Clsn2[0] = -10, -104, 28, 3
1000,5, 0,0, 17, 
Clsn2: 1
  Clsn2[0] = -11, -101, 27, 6
1000,6, 0,0, 6, 
1000,7, 0,0, 6, 
1000,8, 0,0, 6, 
1000,9, 0,0, 6, 

; 
[Begin Action 1300]
Clsn1: 1
  Clsn1[0] = -35, -121, 41, 1
Clsn2: 1
  Clsn2[0] = -18, -104, 20, -1
Loopstart
200,0, 0,0, 5, 
Clsn1: 1
  Clsn1[0] = -24, -121, 52, 1
Clsn2: 1
  Clsn2[0] = -13, -106, 25, -3
200,1, 0,0, 8, 
Clsn1: 1
  Clsn1[0] = -12, -121, 64, 1
Clsn2: 1
  Clsn2[0] = 8, -103, 46, 0
200,2, 0,0, 8, 
Clsn1: 1
  Clsn1[0] = 1, -124, 57, 4
Clsn2: 1
  Clsn2[0] = 4, -100, 42, 3
200,3, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -4, -104, 34, -1
200,1, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 0
200,0, 0,0, 9, 

; 
[Begin Action 1310]
Clsn1: 1
  Clsn1[0] = -35, -121, 41, 1
Clsn2: 1
  Clsn2[0] = -17, -106, 21, -3
Loopstart
1100,0, 0,0, 5, 
Clsn1: 1
  Clsn1[0] = -35, -121, 41, 1
Clsn2: 1
  Clsn2[0] = -21, -101, 17, -2
1100,1, 0,0, 5, 
Clsn1: 1
  Clsn1[0] = -35, -121, 41, 1
Clsn2: 1
  Clsn2[0] = -26, -99, 12, -1
1100,2, 0,0, 5, 
Clsn1: 1
  Clsn1[0] = -35, -128, 21, 0
Clsn2: 1
  Clsn2[0] = -32, -93, 6, -1
1100,3, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -38, -87, 0, 1
1100,4, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -40, -83, -2, 0
1100,5, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -41, -83, -3, 1
1100,6, 0,0, 5, 
1100,7, 0,0, 5, 
1100,8, 0,0, 5, 
1100,9, 0,0, 5, 
1100,2, 0,0, 5, 
1100,1, 0,0, 5, 
1100,0, 0,0, 5, 

; 
[Begin Action 1412]
-1,0, 0,0, 2, 
-1,1, 0,0, 2, 
-1,2, 0,0, 2, 
-1,3, 0,0, 2, 
-1,4, 0,0, 2, 
-1,5, 0,0, 2, 
-1,6, 0,0, 2, 
-1,7, 0,0, 2, 
-1,8, 0,0, 2, 
-1,9, 0,0, 2, 
-1,0, 0,0, 5, 
-1,0, 0,0, 2, 
-1,2, 0,0, 2, 
-1,3, 0,0, 2, 
-1,0, 0,0, 9, 

; 
[Begin Action 1450]
Clsn2: 1
  Clsn2[0] = -26, -95, 12, -1
Loopstart
801,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -93, 12, -1
801,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -94, 12, -1
801,2, 0,0, 1, 
Clsn2: 1
  Clsn2[0] = -26, -90, 12, -1
801,3, 0,0, 1, 
Clsn2: 1
  Clsn2[0] = 1, -51, 47, -1
801,4, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -26, -55, 58, -1
801,5, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -26, -55, 58, -1
801,6, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -26, -55, 58, -1
801,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -26, -55, 58, -1
801,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -26, -55, 36, -1
801,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -26, -74, 27, -1
801,10, 0,0, 4, 

; 
[Begin Action 1850]
-2036,1, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,1, 0,0, 120, 
-2036,1, 0,0, 80, 
-2036,1, 0,0, 4, 
-2036,1, 0,0, 5, 
-2036,1, 0,0, 5, 
-2036,1, 0,0, 5, 
-2036,1, 0,0, 10, 
-2036,1, 0,0, 4, 
-2036,1, 0,0, 4, 
-2036,1, 0,0, 4, 
-2036,1, 0,0, 17, 
-2036,1, 0,0, 6, 
-2036,1, 0,0, 6, 
-2036,1, 0,0, 6, 
-2036,1, 0,0, 6, 
-2036,1, 0,0, 6, 
-2036,1, 0,0, 6, 
-2036,1, 0,0, 5, 
-2036,0, 0,0, 41, 
-2036,2, 0,0, 5, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,2, 0,0, 2, 
-2036,3, 0,0, 2, 
-2036,3, 0,0, 4, 
-2036,3, 0,0, 4, 
-2036,3, 0,0, 4, 
-2036,3, 0,0, 4, 
-2036,3, 0,0, 4, 
-2036,3, 0,0, 4, 
-2036,2, 0,0, 4, 
-2036,2, 0,0, 4, 
-2036,2, 0,0, 4, 
-2036,2, 0,0, 4, 
-2036,2, 0,0, 4, 
-2036,2, 0,0, 4, 
-2036,2, 0,0, 4, 
-2036,2, 0,0, 4, 
-1,0, 0,0, 1, 
-2036,2, 0,0, 4, 
-1,0, 0,0, 1, 
-2036,2, 0,0, 4, 
-1,0, 0,0, -1, 

; 
[Begin Action 1950]
1303,0, 0,0, 23, 
1305,0, 0,0, 18, 
1305,1, 0,0, 3, 
1305,2, 0,0, 3, 
1305,3, 0,0, 100, 
1305,2, 0,0, 80, 
1305,2, 0,0, 4, 
1305,1, 0,0, 5, 
1305,2, 0,0, 5, 
1305,1, 0,0, 5, 
1305,4, 0,0, 10, 
1305,1, 0,0, 4, 
1305,2, 0,0, 4, 
1305,1, 0,0, 4, 
1305,2, 0,0, 17, 
1305,3, 0,0, 6, 
1305,2, 0,0, 6, 
1305,1, 0,0, 6, 
1305,2, 0,0, 6, 
1305,4, 0,0, 6, 
1305,4, 0,0, 6, 
1305,3, 0,0, 5, 
1305,3, 0,0, 41, 
1305,3, 0,0, 5, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 2, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,3, 0,0, 4, 
1305,0, 0,0, 4, 
1200,0, 0,0, 4, 
-1,0, 0,0, 1, 
1200,0, 0,0, 4, 
-1,0, 0,0, 1, 
1200,1, 0,0, 4, 
-1,0, 0,0, -1, 

; 
[Begin Action 1851]
2006,10, 0,0, 120, 
Loopstart
2006,10, 0,0, 2, 
2006,10, 0,-1, 2, 

; 
[Begin Action 2005]
210,0, 0,0, 3, , AS50D90
210,1, 0,0, 3, , AS80D130
210,2, 0,0, 3, , AS100D160
210,2, 0,0, 7, , AS180D210
210,2, 0,0, 2, , AS220D225
210,3, 0,0, 2, , AS250D255
210,4, 0,0, 42, 
210,5, 0,0, 4, 
210,6, 0,0, 3, 
210,2, 0,0, 3, 
210,1, 0,0, 3, 
210,0, 0,0, 3, 
12,0, 0,0, 3, 
11,4, 0,0, 3, 
1302,0, -17,-2, 3, 
1302,1, -18,-2, 26, 
1302,7, -17,-2, 3, 
1302,5, -17,-2, 2, 
1302,1, -17,-2, 26, 
1302,0, -16,-2, 3, 
12,0, 0,0, 3, 

; 
[Begin Action 2006]
2006,3, -22,-36, 1, 
2006,0, -45,-36, 3, 
2006,0, -45,-33, 3, 
2006,0, -45,-32, 3, 
2006,0, -45,-31, 3, 
2006,0, -45,-30, 3, 
2006,0, -45,-29, 3, 
2006,0, -45,-27, 3, 
2006,8, 39,51, 3, 
2006,9, 19,67, 26, 
2006,10, 19,53, 3, 
2006,11, 18,39, 2, 
2006,12, 17,38, 2, 
2006,13, 17,38, 2, 
2006,14, 19,39, 2, 
2006,15, 18,39, 2, 
2006,16, 18,39, 2, 
2006,17, 18,39, 2, 
2006,18, 18,39, 3, 
2006,19, 18,39, 3, 

; 
[Begin Action 2200]
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
Loopstart
240,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
2201,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
2201,1, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
2201,2, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
2201,3, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
2201,4, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
2201,5, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
2201,6, 0,0, 8, 

; 
[Begin Action 2201]
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
Loopstart
240,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,1, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,2, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,3, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,4, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,5, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,6, 0,0, 8, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,7, 0,0, 8, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,8, 0,0, 8, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,9, 0,0, 8, 
Clsn2: 1
  Clsn2[0] = -18, -103, 20, 4
1304,10, 0,0, 8, 

; 
[Begin Action 2205]
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
Loopstart
2201,7, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 

; 
[Begin Action 2206]
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
Loopstart
1304,11, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
1304,10, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
1304,11, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
1304,10, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
1304,11, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
1304,10, 0,0, 4, 

; 
[Begin Action 2210]
Clsn2: 1
  Clsn2[0] = -15, -107, 23, 0
2201,10, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -108, 22, -1
2201,11, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = -18, -107, 20, 0
Loopstart
2201,12, 0,0, 7, 

; 
[Begin Action 2211]
Clsn2: 1
  Clsn2[0] = -15, -107, 23, 0
1304,9, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -108, 22, -1
1304,8, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = -18, -107, 20, 0
Loopstart
1304,7, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = -15, -107, 23, 0
1304,6, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -108, 22, -1
1304,5, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = -18, -107, 20, 0
1304,4, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = -15, -107, 23, 0
1304,3, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -108, 22, -1
1304,2, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = -18, -107, 20, 0
1304,1, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = -18, -107, 20, 0
1304,0, 0,0, 7, 

; 
[Begin Action 2222]
Clsn2: 1
  Clsn2[0] = -339, -450, 346, 0
2222,0, 0,0, 190, 

; 
[Begin Action 2300]
Clsn2: 1
  Clsn2[0] = -17, -107, 21, 0
Loopstart
240,0, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -17, -106, 21, 1
2201,0, 0,1, 3, 
Clsn2: 1
  Clsn2[0] = -15, -107, 23, 0
2201,2, 0,1, 3, 
Clsn2: 1
  Clsn2[0] = -14, -106, 24, 1
2201,3, 0,1, 3, 
Clsn2: 1
  Clsn2[0] = -11, -107, 27, 0
2201,4, 0,1, 3, 
Clsn2: 1
  Clsn2[0] = -15, -106, 23, 1
2201,5, 0,1, 3, 
Clsn2: 1
  Clsn2[0] = -16, -108, 22, -1
2201,6, 0,1, 16, 
Clsn2: 1
  Clsn2[0] = -16, -107, 22, 0
2201,7, 0,1, 3, 
Clsn2: 1
  Clsn2[0] = -26, -98, 12, -1
2300,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -36, -100, 2, -3
2300,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -41, -108, -3, -1
2300,2, 0,0, 4, 

; 
[Begin Action 2301]
Clsn2: 1
  Clsn2[0] = -35, -97, 15, 0
Loopstart
2300,2, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -35, -97, 15, 0
2300,3, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -35, -97, 15, 0
2300,4, 0,0, 4, 

; 
[Begin Action 2302]
Clsn2: 1
  Clsn2[0] = -41, -89, -3, 0
Loopstart
2300,3, 0,0, 19, 
Clsn2: 1
  Clsn2[0] = -33, -88, 5, -1
2300,4, 0,0, 6, 

; 
[Begin Action 2310]
Loopstart
0,0, 0,0, 4, 
210,1, 0,0, 5, 
210,2, 0,0, 5, 
210,2, 0,0, 10, 
210,2, 0,0, 4, 
210,3, 0,0, 4, 
210,4, 0,0, 4, 
210,5, 0,0, 17, 
210,6, 0,0, 6, 
210,12, 0,0, 6, 
210,13, 0,0, 6, 
210,2, 0,0, 6, 
210,1, -7,0, 6, 
12,0, 0,0, 6, 
10,4, 0,0, 5, 
1302,0, -9,-2, 41, 
1302,1, -3,-2, 5, 
1302,2, -3,-2, 2, 
1302,4, -3,-2, 20, 
1302,5, -3,-2, 7, 

; 
[Begin Action 2311]
Loopstart
2006,3, -40,-20, 11, 
2006,0, -66,-19, 6, 
2006,0, -66,-20, 6, 
2006,0, -66,-21, 6, 
2006,0, -66,-20, 6, 
2006,0, -66,-19, 6, 
2006,0, -66,-18, 6, 
2006,0, -66,-19, 6, 
2006,8, 18,56, 5, 
2006,9, -2,70, 41, 
2006,10, -2,54, 5, 
2006,11, -3,36, 2, 
2006,12, -4,33, 2, 
2006,13, -4,33, 2, 
2006,14, -2,34, 2, 
2006,15, -2,33, 2, 
2006,16, -2,34, 2, 
2006,17, -2,34, 2, 
2006,18, -2,34, 2, 
2006,19, -2,34, 3, 

; 
[Begin Action 2312]
2006,10, 0,0, 2, 
2006,10, 0,1, 2, 

; 
[Begin Action 2320]
Clsn2: 1
  Clsn2[0] = -5, -10000, 5, 0
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 2450]
Clsn2Default: 1
  Clsn2[0] = -18, -104, 20, 3
1958,0, 0,0, 6, 
1958,1, 0,0, 6, 
1958,2, 0,0, 6, 
1958,3, 0,0, 6, 
1958,4, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -15, -103, 83, 1
1958,5, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -15, -103, 83, 1
1958,4, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -15, -103, 83, 1
1958,5, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -15, -103, 83, 1
1958,4, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -15, -103, 83, 1
1958,5, 0,0, 6, 
1958,2, 0,0, 6, 
1958,6, 0,0, 6, 
1958,0, 0,0, 6, 

; 
[Begin Action 2452]
Clsn2: 1
  Clsn2[0] = -34, -103, 21, -3
Loopstart
210,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -34, -100, 21, -3
210,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -12, -98, 43, 1
210,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -7, -99, 48, -1
210,3, 0,0, 3, 
Clsn1: 1
  Clsn1[0] = 8, -88, 99, -51
Clsn2: 1
  Clsn2[0] = 3, -93, 42, -2
210,4, 0,0, 3, 
Clsn1: 1
  Clsn1[0] = 8, -85, 114, -52
Clsn2: 1
  Clsn2[0] = 1, -93, 43, -1
210,5, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = 10, -92, 48, -1
210,6, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -3, -98, 35, 0
210,3, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -1, -98, 37, 2
210,2, 0,0, 4, 

; 
[Begin Action 2453]
Clsn2: 1
  Clsn2[0] = -16, -104, 24, 1
Loopstart
240,1, 0,0, 30, 
Clsn2: 1
  Clsn2[0] = 1, -97, 41, 1
240,3, 0,0, 2, 
Clsn1: 2
  Clsn1[0] = 23, -126, 86, -73
  Clsn1[1] = -5, -136, 76, -15
Clsn2: 1
  Clsn2[0] = -3, -113, 37, -2
240,4, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -20, -164, 61, -21
Clsn2: 1
  Clsn2[0] = 0, -111, 40, 0
240,5, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -4, -113, 36, -2
240,6, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = 3, -111, 43, 0
240,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -4, -112, 36, -1
240,3, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -5, -106, 33, 1
240,2, 0,0, 10, 

; 
[Begin Action 2512]
Clsn2: 1
  Clsn2[0] = -21, -100, 26, 2
Loopstart
5010,0, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -30, -89, 27, 3
5010,10, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -31, -74, 24, 8
5010,20, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -30, -89, 27, 3
5010,10, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -21, -100, 26, 2
5010,0, 0,0, 4, 

; 
[Begin Action 2535]
Clsn2: 1
  Clsn2[0] = -25, -96, 15, -5
Loopstart
5030,0, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = -5, -66, 31, -6
  Clsn2[1] = -33, -97, 2, -57
5030,10, 0,0, -1, 

; 
[Begin Action 2551]
2551,0, 0,0, 2, 
2551,1, 0,0, 2, 
2551,2, 0,0, 2, 
2551,3, 0,0, 2, 
2551,4, 0,0, 2, 
2551,5, 0,1, 2, 
2551,6, 0,1, 2, 
2551,7, 0,1, 2, 
2551,8, -1,2, 2, 
2551,9, 0,1, 2, 
2551,10, -1,1, 2, 
2551,11, 0,2, 3, 
2551,12, 0,2, 3, 
2551,13, 0,2, 3, 
2551,14, 0,1, 3, 
2551,15, 0,1, 3, 
2551,16, 0,2, 3, 
2551,17, 0,1, 3, 
2551,18, 0,2, 3, 
2551,19, 0,2, 3, 
2551,20, 0,2, 3, 

; 
[Begin Action 2552]
2551,0, 0,0, 2, 
2551,1, 0,0, 2, 
2551,2, 0,0, 2, 
2551,3, 0,0, 2, 
2551,4, 0,0, 2, 
2551,5, 0,1, 2, 
2551,6, 0,0, 2, 
2551,7, 0,0, 2, 
2551,8, -1,1, 2, 
2551,9, 0,0, 2, 
2551,10, -1,0, 2, 
2551,11, 0,0, 3, 
2551,12, 0,0, 3, 
2551,13, 0,0, 3, 
2551,14, 0,0, 3, 
2551,15, 0,0, 3, 
2551,16, 0,1, 3, 
2551,17, 0,0, 3, 
2551,18, 0,1, 3, 
2551,19, 0,1, 3, 
2551,20, 0,1, 3, 

; 
[Begin Action 2553]
2551,0, 0,0, 2, , A
2551,1, 0,0, 2, , A
2551,2, 0,0, 2, , A
2551,3, 0,0, 2, , A
2551,4, 0,0, 2, , A
2551,5, 0,1, 2, , A
2551,6, 0,0, 2, , A
2551,7, 0,0, 2, , A
2551,8, -1,1, 2, , A
2551,9, 0,0, 2, , A
2551,10, -1,0, 2, , A
2551,11, 0,0, 3, , A
2551,12, 0,0, 3, , A
2551,13, 0,0, 3, , A
2551,14, 0,0, 3, , A
2551,15, 0,0, 3, , A
2551,16, 0,1, 3, , A
2551,17, 0,0, 3, , A
2551,18, 0,1, 3, , A
2551,19, 0,1, 3, , A
2551,20, 0,1, 3, , A

; 
[Begin Action 3000]
Loopstart
41,0, 0,0, 3, , AS250D250
41,1, 0,0, 2, , AS190D190
41,2, 0,0, 1, , AS130D130
41,3, 0,0, 1, , AS70D70
-1,0, 0,0, 12, 

; 
[Begin Action 3001]
Loopstart
-1,0, 0,0, 13, 
41,3, 0,0, 1, , AS50D50
41,2, 0,0, 1, , AS100D100
41,1, 0,0, 1, , AS150D150
41,0, 0,0, 1, , AS200D200
41,0, 0,0, 2, 

; 
[Begin Action 3007]
Clsn2: 1
  Clsn2[0] = -16, -108, 22, -1
Loopstart
200,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -7, -107, 31, 0
200,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 5, -106, 43, 1
200,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 3, -107, 41, 0
200,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 6, -107, 44, 0
200,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = 2, -105, 40, 2
200,5, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 0, -105, 38, 2
200,6, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = 1, -105, 39, 2
200,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -4, -105, 34, 2
200,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -14, -106, 24, 1
200,0, 0,0, 2, 

; 
[Begin Action 3008]
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
Loopstart
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,7, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,8, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -13, -97, 25, 1
2201,9, 0,0, 4, 

; 
[Begin Action 3031]
Clsn2: 1
  Clsn2[0] = -15, -59, 23, -3
Loopstart
6,1, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
21,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
21,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
21,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
21,3, 0,0, 6, 

; 
[Begin Action 3052]
Loopstart
1931,0, 0,0, 1, , S
1931,1, 0,0, 1, , S
1931,2, 0,0, 1, , S
1931,3, 0,0, 1, , S
1931,4, 0,0, 1, , S
1931,5, 0,0, 1, , S
1931,6, 0,0, 1, , S
1931,7, 0,0, 1, , S
1931,8, 0,0, 1, , S
1931,9, 0,0, 1, , S

; 
[Begin Action 3053]
Loopstart
1931,9, 0,0, 1, , S
1931,8, 0,0, 1, , S
1931,7, 0,0, 1, , S
1931,6, 0,0, 1, , S
1931,5, 0,0, 1, , S
1931,4, 0,0, 1, , S
1931,3, 0,0, 1, , S
1931,2, 0,0, 1, , S
1931,1, 0,0, 1, , S
1931,0, 0,0, 1, , S

; 
[Begin Action 3250]
5,0, 0,0, 2, 
1304,0, 0,0, 3, 
1304,1, 0,0, 5, 
1304,2, 0,0, 5, 
1304,3, 0,0, 5, 
1304,4, 0,0, 5, 
1304,5, 0,0, 5, 
1304,6, 0,0, 5, 
1304,7, 0,0, 5, 
1304,8, 0,0, 5, 
1304,9, 0,0, 5, 
1304,10, 0,0, 5, 
1304,11, 0,0, 5, 
1304,10, 0,0, 5, 
1304,11, 0,0, 5, 
1304,10, 0,0, 5, 
1304,11, 0,0, 5, 
1304,10, 0,0, 5, 
1304,11, 0,0, 5, 
1304,10, 0,0, 5, 
1304,11, 0,0, 5, 
1304,10, 0,0, 5, 
1304,11, 0,0, 5, 
1304,9, 0,0, 5, 
1304,8, 0,0, 5, 
1304,7, 0,0, 5, 
1304,6, 0,0, 5, 
1304,5, 0,0, 5, 
1304,4, 0,0, 5, 
1304,3, 0,0, 5, 
1304,2, 0,0, 5, 
1304,1, 0,0, 5, 
1304,0, 0,0, 5, 

; 
[Begin Action 3450]
Loopstart
1200,0, 0,0, 50, 
1200,1, 0,0, 31, 
1200,2, 0,0, 3, 
0,13, 0,0, 5, 
0,15, 0,0, 3, 

; 
[Begin Action 5000]
Clsn2Default: 1
  Clsn2[0] = -26, -91, 12, -1
Loopstart
5000,0, 0,0, 2, 
5000,10, 0,0, 5, 

; 
[Begin Action 5001]
Clsn2Default: 1
  Clsn2[0] = -26, -93, 12, -1
Loopstart
5000,10, 0,0, 4, 
5000,20, 0,0, 5, 

; 
[Begin Action 5002]
Clsn2Default: 1
  Clsn2[0] = -26, -84, 12, -1
Loopstart
5000,20, 0,0, 4, 
5000,30, 0,0, 6, 

; 
[Begin Action 5005]
Clsn2Default: 1
  Clsn2[0] = -26, -91, 12, -1
Loopstart
5000,0, 0,0, -1, 

; 
[Begin Action 5006]
Clsn2Default: 1
  Clsn2[0] = -26, -88, 12, -1
Loopstart
5000,10, 0,0, 5, 
5000,0, 0,0, -1, 

; 
[Begin Action 5007]
Clsn2Default: 1
  Clsn2[0] = -26, -80, 12, -1
Loopstart
5000,20, 0,0, 5, 
5000,10, 0,0, 4, 
5000,0, 0,0, -1, 

; 
[Begin Action 5010]
Clsn2Default: 1
  Clsn2[0] = -26, -89, 12, -1
Loopstart
5010,0, 0,0, 2, 
5010,10, 0,0, 5, 

; 
[Begin Action 5011]
Clsn2Default: 1
  Clsn2[0] = -26, -84, 12, -1
Loopstart
5010,10, 0,0, 4, 
5010,20, 0,0, 5, 

; 
[Begin Action 5012]
Clsn2Default: 1
  Clsn2[0] = -26, -78, 12, -1
Loopstart
5010,20, 0,0, 4, 
5010,30, 0,0, 6, 

; 
[Begin Action 5015]
Clsn2Default: 1
  Clsn2[0] = -16, -92, 12, -1
Loopstart
5010,0, 0,0, -1, 

; 
[Begin Action 5016]
Clsn2Default: 1
  Clsn2[0] = -26, -85, 12, -1
Loopstart
5010,10, 0,0, 5, 
5010,0, 0,0, -1, 

; 
[Begin Action 5017]
Clsn2Default: 1
  Clsn2[0] = -26, -79, 12, -1
Loopstart
5010,20, 0,0, 5, 
5010,10, 0,0, 4, 
5010,0, 0,0, -1, 

; 
[Begin Action 5020]
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
Loopstart
5020,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
5020,10, 0,0, 5, 

; 
[Begin Action 5021]
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
Loopstart
5020,10, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
5020,20, 0,0, 5, 

; 
[Begin Action 5022]
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
Loopstart
5020,20, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
5020,30, 0,0, 6, 

; 
[Begin Action 5025]
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
Loopstart
5020,0, 0,0, -1, 

; 
[Begin Action 5026]
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
Loopstart
5020,10, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
5020,0, 0,0, -1, 

; 
[Begin Action 5027]
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
Loopstart
5020,20, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
5020,10, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -22, -62, 16, -1
5020,0, 0,0, -1, 

; 
[Begin Action 5030]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5030,0, 0,0, 5, 

; 
[Begin Action 5040]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5200,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5200,1, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
41,2, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
41,1, 0,0, -1, 

; 
[Begin Action 5050]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5030,0, 0,0, 9, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,10, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,20, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,30, 0,0, -1, 

; 
[Begin Action 5051]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5030,0, 0,0, 9, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,10, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,20, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,30, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,40, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,50, 0,0, -1, 

; 
[Begin Action 5052]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5050,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5050,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5050,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5050,3, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5050,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5050,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5050,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5050,3, 0,0, 3, 

; 
[Begin Action 5062]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5030,10, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,20, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,30, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,40, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,50, 0,0, -1, 

; 
[Begin Action 5070]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5040,20, 1,-40, 11, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,10, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,20, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,30, 0,0, -1, 

; 
[Begin Action 5080]
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
Loopstart
5040,20, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
5040,0, 0,0, -1, 

; 
[Begin Action 5081]
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
Loopstart
5040,20, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
5040,0, 0,0, -1, 

; 
[Begin Action 5082]
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
Loopstart
5040,20, 0,0, 7, 
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
5040,0, 0,0, -1, 

; 
[Begin Action 5090]
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
Loopstart
5040,20, 0,0, 7, 

; 
[Begin Action 5091]
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
Loopstart
5030,63, 0,0, 7, 

; 
[Begin Action 5092]
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
Loopstart
5030,63, 0,0, 7, 

; 
[Begin Action 5100]
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
Loopstart
5040,20, 0,0, 7, 

; 
[Begin Action 5101]
Clsn2: 1
  Clsn2[0] = -17, -103, 21, -1
Loopstart
5030,60, 0,0, 4, 

; 
[Begin Action 5102]
Clsn2: 1
  Clsn2[0] = -12, -95, 19, -1
Loopstart
5030,60, 0,0, 4, 

; 
[Begin Action 5110]
Clsn2: 1
  Clsn2[0] = -38, -22, 44, 9
Loopstart
5040,10, 0,0, 5, 

; 
[Begin Action 5111]
Clsn2: 1
  Clsn2[0] = -38, -19, 44, 12
Loopstart
5030,65, 0,0, 5, 

; 
[Begin Action 5112]
Clsn2: 1
  Clsn2[0] = -39, -22, 43, 9
Loopstart
5030,65, 0,0, 5, 

; 
[Begin Action 5120]
Clsn2: 1
  Clsn2[0] = -7, -31, 75, 0
5030,65, 23,-8, 3, 
Clsn2: 1
  Clsn2[0] = -19, -52, 16, -1
5040,12, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -19, -52, 16, -1
5040,13, 0,0, 3, 

; 
[Begin Action 5121]
Clsn2: 1
  Clsn2[0] = -22, -1, 17, -75
5141,0, 0,0, 4, 
5141,1, 0,0, 4, 
5141,2, 0,0, 4, 

; 
[Begin Action 5122]
Clsn2: 1
  Clsn2[0] = -39, -20, 43, 11
5030,65, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -17, -48, 20, -1
5141,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -17, -48, 20, -1
5141,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -17, -48, 20, -1
6,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -25, -81, 12, 0
10,3, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -17, -100, 20, -1
10,2, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -17, -99, 20, -1
0,10, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -17, -107, 20, -1
0,11, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -17, -104, 20, -1
0,12, 0,0, 5, 

; 
[Begin Action 5140]
Clsn2: 1
  Clsn2[0] = -36, -20, 46, 11
Loopstart
5040,10, 0,0, 5, 

; 
[Begin Action 5141]
Clsn2: 1
  Clsn2[0] = -40, -19, 42, 12
Loopstart
5030,65, 0,0, 5, 

; 
[Begin Action 5142]
Clsn2: 1
  Clsn2[0] = -38, -20, 44, 11
Loopstart
5030,65, 0,0, 5, 

; 
[Begin Action 5150]
Clsn2: 1
  Clsn2[0] = -36, -23, 46, 8
Loopstart
5040,10, 0,0, 5, 

; 
[Begin Action 5151]
Clsn2: 1
  Clsn2[0] = -39, -15, 43, 16
Loopstart
5030,65, 0,0, 5, 

; 
[Begin Action 5152]
Clsn2: 1
  Clsn2[0] = -40, -20, 42, 11
Loopstart
5030,65, 0,0, 5, 

; 
[Begin Action 5160]
Clsn2: 1
  Clsn2[0] = -39, -32, 43, -1
Loopstart
5040,0, 0,0, -1, 

; 
[Begin Action 5161]
Clsn2: 1
  Clsn2[0] = -9, -101, 22, -1
Loopstart
5030,60, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -39, -82, 43, -1
5030,61, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -39, -61, 43, -1
5030,62, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -60, -45, 43, -1
5030,63, 0,0, -1, 

; 
[Begin Action 5162]
Clsn2: 1
  Clsn2[0] = -11, -103, 25, -1
Loopstart
5030,60, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -18, -85, 39, -1
5030,61, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -39, -87, 43, -1
5030,62, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -68, -43, 43, -1
5030,63, 0,0, -1, 

; 
[Begin Action 5170]
Clsn2: 1
  Clsn2[0] = -36, -21, 46, 10
Loopstart
5040,10, 0,0, 3, 

; 
[Begin Action 5171]
Clsn2: 1
  Clsn2[0] = -38, -17, 44, 14
Loopstart
5030,65, 0,0, 3, 

; 
[Begin Action 5172]
Clsn2: 1
  Clsn2[0] = -38, -16, 44, 15
Loopstart
5030,65, 0,0, 3, 

; 
[Begin Action 5200]
Clsn2Default: 1
  Clsn2[0] = -24, -81, 12, -1
10,1, 0,0, 2, 
105,0, 0,0, 3, 
5200,0, 0,0, 5, 
5200,1, 0,0, 6, 
5200,0, 0,0, 4, 
105,0, 0,0, 4, 

; 
[Begin Action 5210]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5200,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5200,1, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
41,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
41,1, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
41,2, 0,0, -1, 

; 
[Begin Action 5300]
Clsn2Default: 1
  Clsn2[0] = -15, -1, 18, -97
5300,0, 0,0, 4, 
5300,1, 0,0, 4, 
5300,2, 0,0, 4, 
5300,3, 0,0, 4, 
5300,4, 0,0, 4, 
5300,5, 0,0, 4, 
5300,6, 0,0, 4, 
5300,7, 0,0, 4, 
5300,8, 0,0, 4, 
5300,9, 0,0, 4, 
5300,11, 3,0, 4, 
Clsn2Default: 1
  Clsn2[0] = -15, -66, 18, -1
5300,12, 2,0, 4, 
5300,13, 2,0, 4, 
5300,14, 2,0, 4, 
5300,15, 2,0, 4, 
5300,16, 2,0, 4, 
5300,17, 2,0, 4, 
5300,18, 2,0, 4, 
5300,19, 2,0, 4, 
5300,20, 2,0, 4, 
Loopstart
5300,21, 2,0, 4, 
5300,22, 2,0, 16, 
5300,23, 2,0, 20, 
5300,24, 2,0, 7, 

; 
[Begin Action 10000]
Clsn2: 1
  Clsn2[0] = -26, -95, 12, -1
Loopstart
2300,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -34, -94, 4, -3
2300,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -40, -91, -2, 1
2300,2, 0,0, 3, 
2300,4, 0,0, 3, 
2300,3, 0,0, 3, 
2300,4, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -38, -94, 0, -2
2300,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -36, -95, 2, 0
2300,1, 0,0, 17, 
Clsn2: 1
  Clsn2[0] = -26, -92, 12, -1
2300,0, 0,0, 6, 

; 
[Begin Action 10020]
Clsn2: 2
  Clsn2[0] = -19, -80, 12, 1
  Clsn2[1] = -12, -100, 11, -79
Loopstart
210,0, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = -19, -80, 12, 1
  Clsn2[1] = -12, -100, 11, -79
210,1, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = -3, -80, 28, 1
  Clsn2[1] = 2, -99, 25, -78
210,2, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = 2, -79, 33, 2
  Clsn2[1] = 2, -99, 25, -78
210,3, 0,0, 4, 
Clsn2: 2
  Clsn2[0] = 6, -79, 37, 2
  Clsn2[1] = 15, -100, 38, -79
210,4, 0,0, 3, 
Clsn2: 2
  Clsn2[0] = 12, -79, 43, 2
  Clsn2[1] = 16, -96, 39, -75
210,5, 0,0, 5, 
Clsn2: 2
  Clsn2[0] = 9, -78, 40, 3
  Clsn2[1] = 18, -99, 41, -78
210,6, 0,0, 5, 
Clsn2: 2
  Clsn2[0] = 14, -80, 45, 1
  Clsn2[1] = 18, -96, 41, -75
210,7, 0,0, 5, 
Clsn2: 2
  Clsn2[0] = 9, -79, 40, 2
  Clsn2[1] = 18, -97, 41, -76
210,8, 0,0, 5, 
Clsn2: 2
  Clsn2[0] = 17, -80, 48, 1
  Clsn2[1] = 19, -97, 42, -76
210,7, 0,0, 5, 
Clsn2: 2
  Clsn2[0] = -5, -80, 26, 1
  Clsn2[1] = 4, -99, 27, -78
210,3, 0,0, 5, 
Clsn2: 2
  Clsn2[0] = 3, -79, 34, 2
  Clsn2[1] = 5, -100, 28, -79
210,2, 0,0, 5, 
Clsn2: 2
  Clsn2[0] = -19, -80, 12, 1
  Clsn2[1] = -12, -100, 11, -79
210,1, 0,0, 5, 

; 
[Begin Action 10030]
Clsn2: 1
  Clsn2[0] = -34, -99, 21, -3
Loopstart
210,0, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -34, -101, 21, 1
210,1, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -6, -102, 49, 0
210,2, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -9, -96, 46, -1
210,3, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -5, -91, 50, 1
210,8, 0,0, 200, 
Clsn2: 1
  Clsn2[0] = -4, -94, 51, -1
210,14, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = 8, -91, 46, 0
210,3, -3,-1, 5, 
Clsn2: 1
  Clsn2[0] = 9, -98, 47, 0
210,2, -3,-1, 5, 
Clsn2: 1
  Clsn2[0] = -7, -101, 31, -3
210,1, 12,0, 5, 

; 
[Begin Action 10050]
Clsn1: 2
  Clsn1[0] = -5, -50, 10000, 50
  Clsn1[1] = 40, -100, 10000, 100
Clsn2: 2
  Clsn2[0] = -5, -50, 10000, 50
  Clsn2[1] = 40, -100, 10000, 100
Loopstart
-1,0, 0,0, -1, 

; 
[Begin Action 10070]
1100,0, 0,0, 3, 
1100,1, 0,0, 3, 
1100,2, 0,0, 3, 
1100,3, 1,0, 3, 
1100,4, 0,0, 3, 
1100,5, 0,0, 3, 
1100,6, 0,0, 3, 
1100,7, 0,0, 3, 
2300,0, 0,0, 30, 
2300,1, 0,0, 3, 
Loopstart
2300,2, 0,0, 3, 
2300,3, 0,0, 3, 
2300,4, 0,0, 3, 

; 
[Begin Action 10075]
Clsn1: 1
  Clsn1[0] = -80, -217, 80, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -300, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -400, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -70, -10000, 70, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -60, -10000, 60, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -55, -10000, 55, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -50, -10000, 50, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -45, -10000, 45, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -40, -10000, 40, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -30, -10000, 30, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -20, -10000, 20, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -10, -10000, 10, 0
-1,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -5, -10000, 5, 0
-1,0, 0,0, 1, , S

; 
[Begin Action 10080]
Loopstart
2200,20, 0,0, 2, , A
2200,19, 0,0, 2, , A
2200,18, 0,0, 2, , A
2200,17, 0,0, 2, , A
2200,16, 0,0, 2, , A
2200,15, 0,0, 2, , A
2200,14, 0,0, 2, , A
2200,13, 0,0, 2, , A
2200,12, 0,0, 2, , A
2200,11, 0,0, 2, , A
2200,10, 0,0, 2, , A
2200,9, 0,0, 2, , A
2200,8, 0,0, 2, , A
2200,7, 0,0, 2, , A
2200,6, 0,0, 2, , A
2200,5, 0,0, 2, , A
2200,4, 0,0, 2, , A
2200,3, 0,0, 2, , A
2200,2, 0,0, 2, , A
2200,1, 0,0, 2, , A
2200,0, 0,0, 2, , A

; 
[Begin Action 10085]
Loopstart
10060,0, 0,0, 2, V, S
10060,1, 0,0, 2, V, S

; 
[Begin Action 10090]
Loopstart
10060,0, 0,0, 2, , S
10060,1, 0,0, 2, , S

; 
[Begin Action 10095]
Loopstart
10055,0, 0,0, -1, , S

; 
[Begin Action 10100]
Loopstart
10065,0, 0,0, 1, H, S
10065,1, 0,0, 1, H, S
10065,2, 0,0, 1, H, S
10065,3, 0,0, 1, H, S

; 
[Begin Action 10105]
10070,0, 0,-30, 1, , S
10070,1, 0,-30, 1, , S
10070,2, 0,-30, 1, , S
10070,3, 0,-30, 1, , S
10070,4, 0,-30, 1, , S
10070,5, 0,-30, 1, , S
10070,6, 0,-30, 1, , S
10070,7, 0,-30, 1, , S
10070,8, 0,-30, 1, , S
10070,9, 0,-30, 1, , S
10070,10, 0,-30, 1, , S
10070,11, 0,-30, 1, , S
10070,12, 0,-30, 1, , S
10070,13, 0,-30, 1, , S
10070,14, 0,-30, 1, , S
10070,15, 0,-30, 1, , S
10070,16, 0,-30, 1, , S
10070,17, 0,-30, 1, , S
10070,18, 0,-30, 1, , S
10070,19, 0,-30, 1, , S
10070,20, 0,-30, 1, , S
10070,21, 0,-30, 1, , S
10070,22, 0,-30, 1, , S
10070,23, 0,-30, 1, , S
10070,24, 0,-30, 1, , S
10070,25, 0,-30, 1, , S
10070,26, 0,-30, 1, , S
10070,27, 0,-30, 1, , S
10070,28, 0,-30, 1, , S
10070,29, 0,-30, 1, , S

; 
[Begin Action 10110]
10050,2, 0,0, 1, H, S
10050,0, 0,0, 1, H, S
10050,1, 0,0, 1, H, S

; 
[Begin Action 10120]
Loopstart
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A
22128,9, 0,0, 2, , A
22128,0, 0,0, 2, , A
22128,1, 0,0, 2, , A
22128,2, 0,0, 2, , A
22128,3, 0,0, 2, , A
22128,4, 0,0, 2, , A
22128,5, 0,0, 2, , A
22128,6, 0,0, 2, , A
22128,7, 0,0, 2, , A
22128,8, 0,0, 2, , A

; 
[Begin Action 1013011]
10000,0, 0,0, 3, , A
10000,1, 0,0, 3, , A
10000,2, 0,0, 3, , A
10000,3, 0,0, 3, , A
10000,4, 0,0, 3, , A
10000,5, 0,0, 3, , A
10000,6, 0,0, 3, , A
10000,7, 0,0, 3, , A
10000,8, 0,0, 3, , A
10001,0, 0,0, 3, , A
10001,1, 0,0, 3, , A
10001,2, 0,0, 3, , A
10001,3, 0,0, 3, , A
10001,4, 0,0, 3, , A
10001,5, 0,0, 3, , A
10001,6, 0,0, 3, , A
10001,7, 0,0, 3, , A
10001,8, 0,0, 3, , A
10001,9, 0,0, 3, , A
10001,10, 0,0, 3, , A
10001,11, 0,0, 3, , A
10001,12, 0,0, 3, , A
10001,13, 0,0, 3, , A
10001,14, 0,0, 3, , A
10001,15, 0,0, 3, , A
10001,16, 0,0, 3, , A
10001,17, 0,0, 3, , A
10001,18, 0,0, 3, , A
10001,19, 0,0, 3, , A
10001,20, 0,0, 3, , A
10001,21, 0,0, 3, , A
10001,22, 0,0, 3, , A
10001,23, 0,0, 3, , A
10001,24, 0,0, 3, , A
10001,25, 0,0, 3, , A
10001,26, 0,0, 3, , A
10001,27, 0,0, 3, , A
10001,28, 0,0, 3, , A
10001,29, 0,0, 3, , A
10001,30, 0,0, 3, , A
10001,31, 0,0, 3, , A
10001,32, 0,0, 3, , A
10001,33, 0,0, 3, , A
10001,34, 0,0, 3, , A
10001,35, 0,0, 3, , A
10001,36, 0,0, 3, , A
10001,37, 0,0, 3, , A
10001,38, 0,0, 3, , A
10001,39, 0,0, 3, , A
10001,40, 0,0, 3, , A
10001,41, 0,0, 3, , A
10001,42, 0,0, 3, , A
10001,43, 0,0, 3, , A
10001,44, 0,0, 3, , A
10001,45, 0,0, 3, , A
10001,46, 0,0, 3, , A
10001,47, 0,0, 3, , A
10001,48, 0,0, 3, , A
10001,49, 0,0, 3, , A
10001,50, 0,0, 3, , A
10001,51, 0,0, 3, , A
10001,52, 0,0, 3, , A
10001,53, 0,0, 3, , A
10001,54, 0,0, 3, , A
10001,55, 0,0, 3, , A
10001,56, 0,0, 3, , A
10001,57, 0,0, 3, , A
10001,58, 0,0, 3, , A
10001,59, 0,0, 3, , A
10001,60, 0,0, 3, , A
10001,61, 0,0, 3, , A
10001,62, 0,0, 3, , A
10001,63, 0,0, 3, , A
10001,64, 0,0, 3, , A
10001,65, 0,0, 3, , A
10001,66, 0,0, 3, , A
10001,67, 0,0, 3, , A
10001,68, 0,0, 3, , A
10001,69, 0,0, 3, , A
10001,70, 0,0, 3, , A
10001,71, 0,0, 3, , A
10001,72, 0,0, 3, , A
10001,73, 0,0, 3, , A
10001,74, 0,0, 3, , A
10001,75, 0,0, 3, , A
10001,76, 0,0, 3, , A
10001,77, 0,0, 3, , A
10001,78, 0,0, 3, , A
10001,79, 0,0, 3, , A
10001,80, 0,0, 3, , A
10001,81, 0,0, 3, , A
10001,82, 0,0, 3, , A
10001,83, 0,0, 3, , A
10001,84, 0,0, 3, , A
10001,85, 0,0, 3, , A
10001,86, 0,0, 3, , A
10001,87, 0,0, 3, , A
10001,88, 0,0, 3, , A
10001,89, 0,0, 3, , A
10001,90, 0,0, 3, , A
10001,91, 0,0, 3, , A
10001,92, 0,0, 3, , A
10001,93, 0,0, 3, , A
10001,94, 0,0, 3, , A
10001,95, 0,0, 3, , A
10001,96, 0,0, 3, , A
10001,97, 0,0, 3, , A
10001,98, 0,0, 3, , A
10001,99, 0,0, 3, , A
10001,100, 0,0, 3, , A
10001,101, 0,0, 3, , A
10001,102, 0,0, 3, , A
10001,103, 0,0, 3, , A
10001,104, 0,0, 3, , A
10001,105, 0,0, 3, , A
10001,106, 0,0, 3, , A
10001,107, 0,0, 3, , A
10001,108, 0,0, 3, , A
10001,109, 0,0, 3, , A
10001,110, 0,0, 3, , A
10001,111, 0,0, 3, , A
10001,112, 0,0, 3, , A
10001,113, 0,0, 3, , A
10001,114, 0,0, 3, , A
10001,115, 0,0, 3, , A
10001,116, 0,0, 3, , A
10001,117, 0,0, 3, , A
10001,118, 0,0, 3, , A
10001,119, 0,0, 3, , A
10001,120, 0,0, 3, , A

; 
[Begin Action 10130]
Loopstart
10003,0, 0,0, 2, , A
10003,1, 0,0, 2, , A
10003,2, 0,0, 2, , A
10003,3, 0,0, 2, , A
10003,4, 0,0, 2, , A
10003,5, 0,0, 2, , A
10003,6, 0,0, 2, , A
10003,7, 0,0, 2, , A
10003,8, 0,0, 2, , A
10003,9, 0,0, 2, , A
10003,10, 0,0, 2, , A
10003,11, 0,0, 2, , A
10003,12, 0,0, 2, , A
10003,13, 0,0, 2, , A
10003,14, 0,0, 2, , A
10003,15, 0,0, 2, , A
10003,16, 0,0, 2, , A
10003,17, 0,0, 2, , A
10003,18, 0,0, 2, , A
10003,19, 0,0, 2, , A
10003,20, 0,0, 2, , A
10003,21, 0,0, 2, , A
10003,22, 0,0, 2, , A
10003,23, 0,0, 2, , A
10003,24, 0,0, 2, , A
10003,25, 0,0, 2, , A
10003,26, 0,0, 2, , A
10003,27, 0,0, 2, , A
10003,28, 0,0, 2, , A
10003,29, 0,0, 2, , A
10003,30, 0,0, 2, , A
10003,31, 0,0, 2, , A
10003,32, 0,0, 2, , A
10003,33, 0,0, 2, , A
10003,34, 0,0, 2, , A
10003,35, 0,0, 2, , A
10003,36, 0,0, 2, , A
10003,37, 0,0, 2, , A
10003,38, 0,0, 2, , A
10003,39, 0,0, 2, , A
10003,40, 0,0, 2, , A
10003,41, 0,0, 2, , A
10003,42, 0,0, 2, , A
10003,43, 0,0, 2, , A
10003,44, 0,0, 2, , A
10003,45, 0,0, 2, , A
10003,46, 0,0, 2, , A
10003,47, 0,0, 2, , A
10003,48, 0,0, 2, , A
10003,49, 0,0, 2, , A
10003,50, 0,0, 2, , A
10003,51, 0,0, 2, , A
10003,52, 0,0, 2, , A
10003,53, 0,0, 2, , A
10003,54, 0,0, 2, , A
10003,55, 0,0, 2, , A
10003,56, 0,0, 2, , A
10003,57, 0,0, 2, , A
10003,58, 0,0, 2, , A
10003,59, 0,0, 2, , A
10003,60, 0,0, 2, , A
10003,61, 0,0, 2, , A
10003,62, 0,0, 2, , A
10003,63, 0,0, 2, , A
10003,64, 0,0, 2, , A
10003,65, 0,0, 2, , A
10003,66, 0,0, 2, , A
10003,67, 0,0, 2, , A
10003,68, 0,0, 2, , A
10003,69, 0,0, 2, , A
10003,70, 0,0, 2, , A
10003,71, 0,0, 2, , A
10003,72, 0,0, 2, , A
10003,73, 0,0, 2, , A
10003,74, 0,0, 2, , A
10003,75, 0,0, 2, , A
10003,76, 0,0, 2, , A
10003,77, 0,0, 2, , A
10003,78, 0,0, 2, , A
10003,79, 0,0, 2, , A
10003,80, 0,0, 2, , A
10003,81, 0,0, 2, , A
10003,82, 0,0, 2, , A
10003,83, 0,0, 2, , A
10003,84, 0,0, 2, , A
10003,85, 0,0, 2, , A
10003,86, 0,0, 2, , A
10003,87, 0,0, 2, , A
10003,88, 0,0, 2, , A
10003,89, 0,0, 2, , A
10003,90, 0,0, 2, , A
10003,91, 0,0, 2, , A
10003,92, 0,0, 2, , A
10003,93, 0,0, 2, , A
10003,94, 0,0, 2, , A
10003,95, 0,0, 2, , A
10003,96, 0,0, 2, , A
10003,97, 0,0, 2, , A
10003,98, 0,0, 2, , A
10003,99, 0,0, 2, , A
10003,100, 0,0, 3, , A
10003,101, 0,0, 3, , A
10003,102, 0,0, 2, , A
10003,103, 0,0, 2, , A
10003,104, 0,0, 3, , A
10003,105, 0,0, 3, , A
10003,106, 0,0, 3, , A
10003,107, 0,0, 3, , A
10003,108, 0,0, 3, , A
10003,109, 0,0, 4, , A
10003,110, 0,0, 4, , A
10003,111, 0,0, 2, , A
10003,112, 0,0, 2, , A
10003,113, 0,0, 2, , A

; 
[Begin Action 10145]
Loopstart
26400,0, 0,0, 1, 

; 
[Begin Action 10150]
Loopstart
1200,0, 0,0, 2, , A
1200,1, 0,0, 2, , A
1200,2, 0,0, 24, 

; 
[Begin Action 10155]
Clsn2Default: 8
  Clsn2[0] = -16, -55, -2, -37
  Clsn2[1] = -8, -41, 6, -22
  Clsn2[2] = -28, -44, -15, -21
  Clsn2[3] = 3, -32, 23, 1
  Clsn2[4] = -42, -26, -21, 4
  Clsn2[5] = -10, -87, 18, -53
  Clsn2[6] = -33, -77, -6, -44
  Clsn2[7] = -32, -92, -18, -76
Loopstart
2300,2, 0,0, 4, 
2300,3, 0,0, 4, 
2300,4, 0,0, 4, 

; 
[Begin Action 11155]
Clsn2: 1
  Clsn2[0] = -43, -85, 3, 4
2300,4, 0,0, 5, 
2300,3, 0,0, 4, 
2300,2, 0,0, 6, 
2300,3, 0,0, 5, 
2300,1, 0,0, 5, 
2300,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -20, -89, 26, 1
230,0, 0,0, 6, 
Clsn2Default: 1
  Clsn2[0] = -15, -100, 20, 3
0,0, 0,0, 1, 
1958,0, 0,0, 5, 
750,0, 0,0, 5, 
750,1, 0,0, 7, 
750,2, 0,0, 7, 
750,3, 0,0, 7, 
750,4, 0,0, 15, 
750,3, 0,0, 6, 
750,2, 0,0, 13, 
750,0, 0,0, 5, 
0,0, 0,0, 5, 

; 
[Begin Action 10160]
Loopstart
1200,2, 0,0, 2, 
1200,1, 0,0, 2, 
1200,2, 0,0, 2, 

; 
[Begin Action 10180]
Loopstart
1210,6, 0,0, 4, 
1210,7, 0,0, 4, 
1210,8, 0,0, 4, 
1210,9, 0,0, 4, 
1210,10, 0,0, 4, 
1210,11, 0,0, 4, 
1210,12, 0,0, 4, 
1210,13, 0,0, 5, 

; 
[Begin Action 10910]
Loopstart
3526,5, 0,0, 1, , S
3526,8, 0,0, 1, , S
3526,13, 0,0, 1, , S
3526,10, 0,0, 1, , S
3526,11, 0,0, 1, , S

; 
[Begin Action 11101]
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
Loopstart
3510,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3510,0, 0,0, 1, V, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3510,0, 0,0, 1, VH, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3510,0, 0,0, 1, H, S

; 
[Begin Action 11102]
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
Loopstart
3510,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3511,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3510,0, 0,0, 1, V, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3511,0, 0,0, 1, V, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3510,0, 0,0, 1, VH, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3511,0, 0,0, 1, VH, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3510,0, 0,0, 1, H, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3511,0, 0,0, 1, H, S

; 
[Begin Action 11103]
-31131,0, 0,0, 3, , S
-31131,1, 0,0, 3, , S
-31131,2, 0,0, 3, , S
-31131,3, 0,0, 3, , S
-31131,4, 0,0, 3, , S
-31131,5, 0,0, 3, , S
-31131,6, 0,0, 3, , S
-31131,7, 0,0, 3, , S

; 
[Begin Action 11110]
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
Loopstart
3511,0, 0,0, 1, V, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3511,0, 0,0, 1, VH, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3511,0, 0,0, 1, H, S
Clsn1: 1
  Clsn1[0] = -22, -22, 24, 27
3511,0, 0,0, 1, , S

; 
[Begin Action 11205]
Clsn2: 1
  Clsn2[0] = -40, -37, 39, 37
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 11330]
Loopstart
26200,0, 0,0, 15, 
26200,1, 0,0, 15, 
26200,2, 0,0, 15, 
26200,3, 0,0, 15, 
26200,4, 0,0, 15, 
26200,5, 0,0, 35, 

; 
[Begin Action 11333]
Loopstart
26300,0, 0,0, 2, , S
26300,1, 0,0, 2, , S
26300,2, 0,0, 2, , S
26300,3, 0,0, 2, , S
26300,4, 0,0, 2, , S
26300,5, 0,0, 2, , S
26300,6, 0,0, 2, , S
26300,7, 0,0, 2, , S
26300,8, 0,0, 2, , S
26300,9, 0,0, 2, , S
26300,10, 0,0, 2, , S
26300,11, 0,0, 2, , S

; 
[Begin Action 11334]
Loopstart
26300,0, 0,0, 2, V, S
26300,1, 0,0, 2, V, S
26300,2, 0,0, 2, V, S
26300,3, 0,0, 2, V, S
26300,4, 0,0, 2, V, S
26300,5, 0,0, 2, V, S
26300,6, 0,0, 2, V, S
26300,7, 0,0, 2, V, S
26300,8, 0,0, 2, V, S
26300,9, 0,0, 2, V, S
26300,10, 0,0, 2, V, S
26300,11, 0,0, 2, V, S

; 
[Begin Action 11335]
Loopstart
26300,0, 361,319, 2, VH, S
26300,1, 384,319, 2, VH, S
26300,2, 384,321, 2, VH, S
26300,3, 384,321, 2, VH, S
26300,4, 384,321, 2, VH, S
26300,5, 384,321, 2, VH, S
26300,6, 384,321, 2, VH, S
26300,7, 384,321, 2, VH, S
26300,8, 384,321, 2, VH, S
26300,9, 384,321, 2, VH, S
26300,10, 384,322, 2, VH, S
26300,11, 383,323, 2, VH, S

; 
[Begin Action 11336]
Loopstart
25109,0, 0,0, 2, , A
25109,1, 0,0, 2, , A
25109,2, 0,0, 2, , A
25109,3, 0,0, 2, , A
25109,4, 0,0, 2, , A
25109,5, 0,0, 2, , A
25109,6, 0,0, 2, , A
25109,7, 0,0, 2, , A
25109,8, 0,0, 2, , A
25109,9, 0,0, 2, , A
25109,10, 0,0, 2, , A
25109,11, 0,0, 2, , A

; 
[Begin Action 11610]
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,0, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,1, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,2, 0,0, 1, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
Loopstart
1011,3, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,4, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,5, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,6, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,7, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,8, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -66, -80, 10, 84
1011,9, 0,0, 2, , S

; 
[Begin Action 11630]
Loopstart
1011,2, 0,0, 2, , S
1011,1, 0,0, 2, , S
1011,0, 0,0, 2, , S
1011,10, 0,0, 2, , S
1011,11, 0,0, 2, , S
1011,12, 0,0, 2, , S
1011,13, 0,0, 2, , S
1011,14, 0,0, 2, , S

; 
[Begin Action 55000]
-32536,0, -35,-37, 3, , S
-32536,1, -75,-73, 3, , S
-32536,2, -121,-108, 3, , S
-32536,3, -173,-153, 3, , S
-32536,4, -253,-222, 3, , S
-32536,5, -316,-259, 3, , S
-32536,6, -316,-259, 3, , S
-32536,7, -316,-261, 3, , S
-32536,8, -316,-260, 3, , S
-32536,9, -316,-259, 3, , S

; 
[Begin Action 55001]
-32536,9, -316,-260, 3, , S
-32536,8, -316,-260, 3, , S
-32536,7, -316,-261, 3, , S
-32536,6, -316,-259, 3, , S
-32536,5, -316,-259, 3, , S
-32536,4, -253,-222, 3, , S
-32536,3, -173,-153, 3, , S
-32536,2, -121,-108, 3, , S
-32536,1, -75,-73, 3, , S
-32536,0, -35,-37, 3, , S

; 
[Begin Action 13045]
3540,0, 0,0, 2, 
3540,1, 0,0, 2, 
3540,2, 0,0, 2, 
3540,3, -4,0, 2, 
3540,4, -3,0, 2, 
Loopstart
3540,5, -2,0, 1, 
3540,6, -1,0, 1, 
3540,7, -1,0, 1, 
3540,8, -1,0, 1, 
3540,9, -1,0, 1, 

; 
[Begin Action 13046]
3540,0, 0,0, 2, 
3540,1, 0,0, 2, 
3540,2, 0,0, 2, 
3540,3, -2,0, 2, 
3540,4, -2,0, 2, 
3540,5, -1,0, 1, 
3540,6, 0,0, 1, 
Loopstart
3540,7, 0,0, 1, 
3540,8, 0,0, 1, 
3540,9, 0,0, 1, 

; 
[Begin Action 13047]
Loopstart
3540,0, 0,0, 1, 
3540,1, 0,0, 1, 
3540,2, 0,0, 1, 
3540,3, -3,0, 1, 
3540,4, -2,0, 1, 
3540,5, -1,0, 1, 
3540,6, 0,0, 2, 
3540,7, 0,0, 2, 
3540,8, 0,0, 2, 
3540,9, 0,0, -1, 

; 
[Begin Action 13048]
Loopstart
3540,9, 0,0, 1, 
3540,8, 0,0, 1, 
3540,7, 0,0, 1, 
3540,6, 0,0, 1, 
3540,5, -1,0, 1, 
3540,4, -2,0, 1, 
3540,3, -3,0, 2, 
3540,2, -1,0, 2, 
3540,1, -1,0, 2, 
3540,0, -1,0, 2, 

; 
[Begin Action 18100]
Clsn2: 2
  Clsn2[0] = -8, -83, 17, 2
  Clsn2[1] = -4, -101, 11, -83
1301,0, 0,0, 6, 
Clsn2: 2
  Clsn2[0] = -8, -83, 17, 2
  Clsn2[1] = -4, -101, 11, -83
1301,1, 0,0, 6, 
Clsn2: 2
  Clsn2[0] = -4, -80, 23, 1
  Clsn2[1] = 1, -98, 13, -79
1301,2, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -1, -87, 35, 1
1301,3, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -4, -74, 33, 1
1301,4, 0,0, 6, 
Clsn2Default: 1
  Clsn2[0] = -5, -51, 29, 1
1301,5, 0,0, 6, 
1301,6, 0,0, 6, 
1301,7, 0,0, 6, 
1301,8, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -1, -76, 29, -50
1301,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -1, -87, 29, -50
1301,3, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -3, -100, 22, -50
1301,2, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -9, -102, 17, -50
1301,1, 0,0, 6, 

; 
[Begin Action 18101]
Loopstart
2110,11, 0,0, 4, , A
2110,10, 0,0, 4, , A
2110,9, 0,0, 4, , A
2110,8, 0,0, 3, , A
2110,7, 0,0, 3, , A
2110,6, 0,0, 3, , A
2110,5, 0,0, 3, , A
2110,4, 0,0, 3, , A
2110,3, 0,1, 3, , A
2110,2, 0,1, 3, , A
2110,1, 0,1, 3, , A
2110,0, 0,1, 50, , A
2110,1, 0,1, 2, , A
2110,2, 0,0, 2, , A
2110,3, 0,0, 2, , A
2110,4, 0,0, 2, , A
2110,5, 0,0, 2, , A
2110,6, 0,0, 2, , A
2110,7, 0,0, 2, , A
2110,8, 0,0, 2, , A
2110,9, 0,0, 2, , A
2110,10, 0,0, 2, , A
2110,11, 0,0, 2, , A

; 
[Begin Action 18102]
Loopstart
191,0, 0,0, 1, 
191,1, 0,0, 1, 
191,2, 0,0, 2, 
191,3, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -27, -419, 27, 0
Clsn2: 1
  Clsn2[0] = -27, -419, 27, 0
191,10, 0,0, 3, 
191,11, 0,0, 3, 
191,12, 0,0, 3, 
191,13, 0,0, 3, 
191,14, 0,0, 3, 

; 
[Begin Action 18600]
Loopstart
181,0, 0,0, 4, 
181,1, 0,0, 9, 
181,2, 0,0, 4, 
181,3, 0,0, 3, 
181,4, 0,0, 3, 
181,0, 0,0, 3, 
181,1, 0,0, 3, 
181,2, 0,0, 21, 
181,3, 0,0, 6, 
181,4, 0,0, 6, 
181,0, 0,0, 6, 
181,1, 0,0, 7, 
181,2, 0,0, 7, 
181,4, 0,0, 11, 
181,5, 0,0, 6, 
181,6, 0,0, 6, 
181,7, 0,0, 6, 
181,8, 0,0, 6, 
181,9, 0,0, 7, 
181,10, 0,0, 6, 
1200,0, 0,0, 6, 
Clsn1: 3
  Clsn1[0] = -35, -115, 28, 2
  Clsn1[1] = -19, -78, 19, -52
  Clsn1[2] = -35, -114, 28, 3
Clsn2: 1
  Clsn2[0] = -19, -106, 19, 1
1200,2, 0,0, 230, 

; 
[Begin Action 19100]
Loopstart
191,0, 0,0, 1, 
191,1, 0,0, 1, 
191,2, 0,0, 1, 
191,3, 0,0, 1, 
191,10, 0,0, 3, 
191,11, 0,0, 3, 
191,12, 0,0, 3, 
191,13, 0,0, 3, 
191,14, 0,0, 4, 

; 
[Begin Action 19500]
Clsn1Default: 1
  Clsn1[0] = -18, -101, 25, 1
Clsn2Default: 1
  Clsn2[0] = -18, -101, 25, 1
5300,0, 0,0, 6, 
5300,1, 0,0, 6, 
5300,2, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,3, 0,0, 6, 
5300,4, 0,0, 6, 
5300,5, 0,0, 6, 
5300,6, 0,0, 6, 
5300,7, 0,0, 6, 

; 
[Begin Action 2017]
2201,8, 0,0, 7, 
2201,9, 0,0, 7, 
2201,10, 0,0, 7, 
2201,11, 0,0, 7, 
2201,12, 0,0, 7, 

; 
[Begin Action 19600]
2300,0, 0,0, 30, 
Loopstart
2300,2, 0,0, 2, 
2300,3, 0,0, 2, 
2300,4, 0,0, 2, 
2300,3, 0,0, 2, 

; 
[Begin Action 19610]
Clsn1: 1
  Clsn1[0] = -17, -101, 17, -1
Loopstart
-1,0, 0,0, -1, 

; 
[Begin Action 22100]
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
Loopstart
26100,0, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,2, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,3, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,4, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,5, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,6, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,7, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,8, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,9, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,10, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,11, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,12, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,13, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,14, 0,0, 2, , S
Clsn1: 1
  Clsn1[0] = -27, -27, 26, 26
26100,15, 0,0, 2, , S

; 
[Begin Action 22101]
Loopstart
3540,0, 0,0, 1, , S
3511,0, 0,0, 1, , S
26100,0, 0,0, 1, , S
26100,2, 0,0, 1, , S
26100,3, 0,0, 1, , S
26100,4, 0,0, 1, , S
26100,5, 0,0, 1, , S
26100,6, 0,0, 1, , S
26100,7, 0,0, 1, , S
26100,8, 0,0, 1, , S
26100,9, 0,0, 1, , S
26100,10, 0,0, 1, , S
26100,11, 0,0, 1, , S
26100,12, 0,0, 1, , S
26100,13, 0,0, 1, , S
26100,14, 0,0, 1, , S
26100,15, 0,0, 1, , S

; 
[Begin Action 22104]
Loopstart
100,0, 0,0, 4, , A
100,1, 0,0, 4, , A
100,2, 0,0, 4, , A
100,3, 0,0, 4, , A
100,4, 0,0, 4, , A
100,5, 0,0, 4, , A

; 
[Begin Action 22105]
Clsn2: 1
  Clsn2[0] = -24, -77, 14, -1
Loopstart
12,1, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -26, -77, 12, -1
12,0, 0,0, 4, 
10,0, 0,0, 4, 
10,1, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -7, -83, 31, -1
100,0, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -11, -85, 27, -2
100,1, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -9, -90, 29, 0
100,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -7, -89, 31, 0
100,4, 0,0, 2, 

; 
[Begin Action 22106]
Loopstart
-30402,2, 0,44, 1, , S
3511,0, 0,0, 1, , S
3510,0, 0,0, 1, , S
-30402,5, -1,44, 1, , S
3511,0, 0,0, 1, V, S
3510,0, 0,0, 1, V, S
-30402,7, 0,49, 1, , S
3511,0, 0,0, 1, VH, S
3510,0, 0,0, 1, VH, S
-30402,8, -1,51, 1, , S
3511,0, 0,0, 1, H, S
3510,0, 0,0, 1, H, S

; 
[Begin Action 22107]
Loopstart
-30402,0, 0,53, 2, , A
-30402,1, 0,53, 2, , A
-30402,1, 0,53, 2, , A
-30402,2, 0,53, 2, , A
-30402,2, 0,53, 2, , A
-30402,3, 0,53, 2, , A
-30402,3, 0,53, 2, , A
-30402,4, 0,53, 2, , A
-30402,4, 0,53, 2, , A
-30402,5, 0,53, 2, , A
-30402,5, 0,53, 2, , A
-30402,6, 0,53, 2, , A
-30402,7, 0,53, 2, , A
-30402,8, 0,53, 2, , A
-30402,9, 0,53, 2, , A
-30402,10, 0,53, 2, , A
-30402,11, 0,53, 2, , A
-30402,12, 0,53, 2, , A
-30402,13, 0,53, 2, , A

; 
[Begin Action 22108]
Loopstart
-30402,0, 0,0, 2, , A
-30402,1, 0,0, 2, , A
-30402,2, 0,0, 4, , A
-30402,3, 0,0, 2, , A
-30402,4, 0,0, 2, , A
-30402,5, 0,0, 2, , A
-30402,6, 0,0, 2, , A
-30402,7, 0,0, 2, , A
-30402,8, 0,0, 2, , A
-30402,9, 0,0, 2, , A
-30402,10, 0,0, 2, , A
-30402,11, 0,0, 2, , A

; 
[Begin Action 22109]
Loopstart
3514,0, 0,0, 1, , A
3514,1, 0,0, 1, , A
3514,2, 0,0, 1, , A
3514,3, 0,0, 1, , A
3514,4, 0,0, 1, , A
3514,5, 0,0, 1, , A
3514,6, 0,0, 1, , A
3514,7, 0,0, 1, , A
3514,8, 0,0, 1, , A
3514,9, 0,0, 1, , A
3514,10, 0,0, 1, , A
3514,11, 0,0, 1, , A

; 
[Begin Action 22110]
Loopstart
3515,0, 0,0, 1, , A
3515,1, 0,0, 1, , A
3515,2, 0,0, 1, , A
3515,3, 0,0, 1, , A
3515,4, 0,0, 1, , A
3515,5, 0,0, 1, , A
3515,6, 0,0, 1, , A
3515,7, 0,0, 1, , A
3515,8, 0,0, 1, , A
3515,9, 0,0, 1, , A
3515,10, 0,0, 1, , A
3515,11, 0,0, 1, , A
3515,12, 0,0, 1, , A

; 
[Begin Action 22111]
Loopstart
3516,0, 0,0, 1, , A
3516,1, 0,0, 1, , A
3516,2, 0,0, 1, , A
3516,3, 0,0, 1, , A
3516,4, 0,0, 1, , A
3516,5, 0,0, 1, , A
3516,6, 0,0, 1, , A
3516,7, 0,0, 1, , A
3516,8, 0,0, 1, , A
3516,9, 0,0, 1, , A
3516,10, 0,0, 1, , A
3516,11, 0,0, 1, , A
3516,12, 0,0, 1, , A

; 
[Begin Action 22112]
Loopstart
3517,0, 0,0, 1, , A
3517,1, 0,0, 1, , A
3517,2, 0,0, 1, , A
3517,3, 0,0, 1, , A
3517,4, 0,0, 1, , A
3517,5, 0,0, 1, , A
3517,6, 0,0, 1, , A
3517,7, 0,0, 1, , A
3517,8, 0,0, 1, , A
3517,9, 0,0, 1, , A
3517,10, 0,0, 1, , A
3517,11, 0,0, 1, , A
3517,12, 0,0, 1, , A
3517,13, 0,0, 1, , A

; 
[Begin Action 22113]
Loopstart
3514,0, 0,0, 1, V, A
3514,1, 0,0, 1, V, A
3514,2, 0,0, 1, V, A
3514,3, 0,0, 1, V, A
3514,4, 0,0, 1, V, A
3514,5, 0,0, 1, V, A
3514,6, 0,0, 1, V, A
3514,7, 0,0, 1, V, A
3514,8, 0,0, 1, V, A
3514,9, 0,0, 1, V, A
3514,10, 0,0, 1, V, A
3514,11, 0,0, 1, V, A

; 
[Begin Action 22114]
Loopstart
3515,0, 0,0, 1, V, A
3515,1, 0,0, 1, V, A
3515,2, 0,0, 1, V, A
3515,3, 0,0, 1, V, A
3515,4, 0,0, 1, V, A
3515,5, 0,0, 1, V, A
3515,6, 0,0, 1, V, A
3515,7, 0,0, 1, V, A
3515,8, 0,0, 1, V, A
3515,9, 0,0, 1, V, A
3515,10, 0,0, 1, V, A
3515,11, 0,0, 1, V, A
3515,12, 0,0, 1, V, A

; 
[Begin Action 22115]
Loopstart
3516,0, 0,0, 1, V, A
3516,1, 0,0, 1, V, A
3516,2, 0,0, 1, V, A
3516,3, 0,0, 1, V, A
3516,4, 0,0, 1, V, A
3516,5, 0,0, 1, V, A
3516,6, 0,0, 1, V, A
3516,7, 0,0, 1, V, A
3516,8, 0,0, 1, V, A
3516,9, 0,0, 1, V, A
3516,10, 0,0, 1, V, A
3516,11, 0,0, 1, V, A
3516,12, 0,0, 1, V, A
3516,13, 0,0, 1, V, A

; 
[Begin Action 22116]
Loopstart
3517,0, 0,0, 1, V, A
3517,1, 0,0, 1, V, A
3517,2, 0,0, 1, V, A
3517,3, 0,0, 1, V, A
3517,4, 0,0, 1, V, A
3517,5, 0,0, 1, V, A
3517,6, 0,0, 1, V, A
3517,7, 0,0, 1, V, A
3517,8, 0,0, 1, V, A
3517,9, 0,0, 1, V, A
3517,10, 0,0, 1, V, A
3517,11, 0,0, 1, V, A
3517,12, 0,0, 1, V, A
3517,13, 0,0, 1, V, A

; 
[Begin Action 22117]
Loopstart
-1,0, 0,0, 2, 
-1,0, 0,0, 9, 
Clsn2: 1
  Clsn2[0] = 10, -85, 45, -2
300,4, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -1, -82, 34, 3
300,2, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -7, -97, 28, -1
300,1, 0,0, 4, 

; Orochi Dash
[Begin Action 22118]
Loopstart
3522,0, 0,0, 2, , S
3522,1, 5,9, 2, , S
3522,2, 15,9, 1, , S
3522,3, 25,9, 2, , S
3522,4, 35,8, 3, , S

; 
[Begin Action 22119]
Loopstart
3523,0, -17,-1, 2, , A
3523,1, -7,-1, 2, , A
3523,2, -3,-1, 2, , A
3523,3, 0,-1, 2, , A1

; 
[Begin Action 22120]
-1,0, 0,0, 5, 

; 
[Begin Action 22121]
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 

; 
[Begin Action 22122]
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 
-1,0, 0,0, 4, 

; 
[Begin Action 22123]
Loopstart
801,1, 0,0, 2, 
801,2, 0,0, 1, 
300,-1, 0,0, 1, 
300,2, 0,0, 1, 
-1,0, 0,0, 11, 

; 
[Begin Action 22131]
Loopstart
3525,0, 0,0, 2, , S
3525,0, 0,0, 2, , S
3525,0, 0,0, 2, , S
3525,0, 0,0, 2, , S
3525,1, 0,0, 2, , S
3525,1, 0,0, 2, , S
3525,1, 0,0, 2, , S
3525,1, 0,0, 2, , S
3525,2, 0,0, 2, , S
3525,2, 0,0, 2, , S
3525,2, 0,0, 2, , S
3525,2, 0,0, 2, , S
3525,3, 0,0, 2, , S
3525,3, 0,0, 2, , S
3525,3, 0,0, 2, , S
3525,4, 0,0, 2, , S
3525,4, 0,0, 2, , S
3525,4, 0,0, 2, , S

; 
[Begin Action 22221]
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,2, 0,0, 1, , S
3525,3, 0,0, 1, , S
3525,4, 0,0, 2, , S

; 
[Begin Action 22132]
Loopstart
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,2, 0,0, 1, , S
3525,2, 0,0, 1, , S
3525,2, 0,0, 1, , S
3525,2, 0,0, 1, , S
3525,3, 0,0, 1, , S
3525,3, 0,0, 1, , S
3525,3, 0,0, 1, , S
3525,4, 0,0, 1, , S
3525,4, 0,0, 1, , S
3525,4, 0,0, 1, , S

; 
[Begin Action 22134]
Clsn1: 1
  Clsn1[0] = 38, -92, 96, -60
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 22135]
Clsn1: 1
  Clsn1[0] = -9, -95, 39, -33
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 22136]
Clsn1: 2
  Clsn1[0] = 57, -146, 139, 0
  Clsn1[1] = 51, -98, 51, -98
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 22137]
Clsn1: 2
  Clsn1[0] = 24, -155, 114, -24
  Clsn1[1] = 51, -98, 51, -98
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 22138]
Loopstart
3526,0, 0,0, 1, , S
3526,1, 0,0, 1, , S
3526,2, 0,0, 1, , S
3526,3, 0,0, 1, , S
3526,4, 0,0, 1, , S
3526,5, 0,0, 1, , S
3526,6, 0,0, 1, , S
3526,7, 0,0, 1, , S
3526,8, 0,0, 1, , S
3526,9, 0,0, 1, , S
3526,10, 0,0, 1, , S
3526,11, 0,0, 1, , S
3526,12, 0,0, 1, , S
3526,13, 0,0, 1, , S

; 
[Begin Action 22139]
Loopstart
3525,0, 0,0, 3, , S
3525,1, 0,0, 3, , S
3525,2, 0,0, 3, , S
3525,3, 0,0, 3, , S
3525,4, 0,0, 3, , S

; 
[Begin Action 22140]
Clsn1: 1
  Clsn1[0] = 20, -64, 82, -25
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 22141]
Clsn1: 1
  Clsn1[0] = 10, -51, 97, 3
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 22142]
Clsn1: 1
  Clsn1[0] = 1, -111, 71, -40
Loopstart
-1,0, -6,44, 2, 

; 
[Begin Action 22143]
Clsn1: 1
  Clsn1[0] = 20, -60, 102, 0
Loopstart
-1,0, -6,44, 2, 

; 
[Begin Action 22144]
Clsn1: 1
  Clsn1[0] = 5, -22, 78, 30
Loopstart
-1,0, -6,44, 2, 

; 
[Begin Action 22145]
Clsn1: 1
  Clsn1[0] = -10, -99, 75, -3
Loopstart
-1,0, -6,44, 2, 

; 
[Begin Action 22146]
Clsn1: 1
  Clsn1[0] = -3, -79, 57, -16
Loopstart
-1,0, -6,44, 2, 

; 
[Begin Action 22147]
Clsn1: 1
  Clsn1[0] = 4, -86, 82, -32
Loopstart
-1,0, -6,44, 2, 

; 
[Begin Action 22148]
Clsn1: 1
  Clsn1[0] = 39, -96, 86, 2
Loopstart
-1,0, -6,44, 2, 

; 
[Begin Action 22149]
Clsn1: 1
  Clsn1[0] = 0, -137, 112, 2
Loopstart
-1,0, -6,44, 2, 

; 
[Begin Action 22150]
Clsn1: 1
  Clsn1[0] = -50, -10000, 50, 0
Loopstart
-1,0, 0,0, -1, 

; 
[Begin Action 2013]
Clsn1: 1
  Clsn1[0] = -63, -518, 62, 0
-1,0, 0,1, -1, 

; 
[Begin Action 22151]
Clsn1: 1
  Clsn1[0] = -50, -10000, 50, 10000
Loopstart
-1,0, -1,1, 20, 

; 
[Begin Action 22152]
Clsn1: 1
  Clsn1[0] = -36, -88, 35, 0
Loopstart
-1,0, -1,1, 20, 

; 
[Begin Action 22162]
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
Loopstart
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -22, -21, 21, 21
-1,0, 0,0, 2, 

; 
[Begin Action 22164]
Loopstart
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,2, 0,0, 1, , S
3525,3, 0,0, 1, , S

; 
[Begin Action 22172]
10075,0, -44,-29, 1, , S
10075,1, -63,-37, 1, , S
10075,2, -102,-64, 1, , S
10075,3, -112,-64, 1, , S
10075,4, -128,-60, 1, , S
10075,5, -138,-63, 1, , S
10075,6, -142,-70, 2, , S
10075,7, -143,-65, 2, , S
10075,8, -143,-66, 2, , S
10075,9, -143,-69, 2, , S
10075,10, -143,-70, 2, , S
10075,11, -143,-44, 2, , S
10075,12, -143,-45, 2, , S
10075,13, -143,-46, 2, , S
10075,14, -143,-21, 2, , S
10075,15, -138,-15, 2, , S

; 
[Begin Action 22173]
10080,1, -11,-14, 1, , S
10080,2, -21,-35, 1, , S
10080,3, -38,-63, 1, , S
10080,4, -47,-76, 1, , S
10080,5, -55,-87, 1, , S
10080,6, -61,-79, 1, , S
10080,7, -59,-72, 1, , S
10080,8, -42,-70, 1, , S
10080,9, -44,-55, 1, , S
10080,10, -44,-54, 2, , S
10080,11, -44,-48, 2, , S
10080,12, -39,-40, 2, , S
10080,13, -39,-42, 2, , S
10080,14, -33,-46, 2, , S
10080,15, -29,-50, 2, , S

; 
[Begin Action 22174]
Loopstart
3540,0, 0,0, 2, 
3540,1, 0,0, 2, 
3540,2, 0,0, 2, 
3540,3, -3,0, 2, 
3540,4, -2,0, 2, 
3540,5, -1,0, 2, 
3540,6, 0,0, 2, 
3540,7, 0,0, 2, 
3540,8, 0,0, 2, 
3540,9, 0,0, 1, 
3540,8, 0,0, 1, 
3540,7, 0,0, 1, 
3540,6, 0,0, 1, 
3540,5, -1,0, 1, 
3540,4, -2,0, 1, 
3540,3, -3,0, 1, 
3540,2, -2,0, 1, 
3540,1, -1,0, 1, 
3540,0, 0,0, 1, 

; 
[Begin Action 22175]
Clsn1: 1
  Clsn1[0] = -77, -81, 77, 77
Loopstart
-1,0, 0,0, -1, 

; 
[Begin Action 22176]
Clsn1: 1
  Clsn1[0] = -100, -100, 100, 100
Loopstart
-1,0, 0,0, -1, 

; 
[Begin Action 22179]
Clsn1: 2
  Clsn1[0] = -44, -44, 46, 44
  Clsn1[1] = -44, -44, 46, 44
Clsn2: 1
  Clsn2[0] = -44, -44, 46, 44
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 22180]
Clsn1: 1
  Clsn1[0] = -44, -44, 46, 44
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 22181]
Clsn1: 3
  Clsn1[0] = -31, -38, 64, -12
  Clsn1[1] = -96, -12, 19, 28
  Clsn1[2] = -97, 28, -37, 56
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 22182]
Clsn1: 4
  Clsn1[0] = -20, -20, 20, 20
  Clsn1[1] = 0, -40, 40, 0
  Clsn1[2] = -40, 0, 0, 40
  Clsn1[3] = 20, -60, 60, -20
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 22183]
Clsn1: 1
  Clsn1[0] = -31, -84, 30, 80
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 22184]
Loopstart
3521,0, 0,0, 1, , A
3521,1, 0,0, 1, , A
3521,2, 0,0, 1, , A
3521,3, 0,0, 1, , A
3521,4, 0,0, 1, , A
3521,5, 0,0, 1, , A
3521,6, 0,0, 1, , A

; 
[Begin Action 22185]
Clsn1: 1
  Clsn1[0] = 0, -231, 191, -1
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 24000]
Clsn2: 1
  Clsn2[0] = -17, -106, 21, 1
Loopstart
300,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -6, -106, 32, 1
300,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 21, -96, 72, -23
Clsn2: 1
  Clsn2[0] = 3, -72, 41, -1
300,4, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -15, -105, 23, 2
200,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,2, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 10, -126, 86, -23
Clsn2: 1
  Clsn2[0] = -26, -95, 12, -1
230,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,4, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,5, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,6, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 44, -117, 76, -11
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -2, -106, 36, 1
210,2, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 32, -104, 109, -53
Clsn2: 1
  Clsn2[0] = 4, -94, 42, 1
210,7, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 39, -102, 132, -45
Clsn2: 1
  Clsn2[0] = 7, -88, 45, -1
210,8, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 8, -87, 46, 2
210,4, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -6, -89, 32, 0
210,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -15, -99, 23, -1
2201,11, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -15, -98, 23, -3
2201,10, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -15, -108, 25, 0
Clsn2: 1
  Clsn2[0] = -15, -108, 25, 0
2201,9, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -15, -108, 25, -1
Clsn2: 1
  Clsn2[0] = -15, -108, 25, -1
2201,6, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -76, -159, 95, -2
Clsn2: 1
  Clsn2[0] = -14, -108, 24, -1
2201,5, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -76, -159, 95, -2
Clsn2: 1
  Clsn2[0] = -14, -108, 24, -1
2201,4, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -76, -159, 95, -2
Clsn2: 1
  Clsn2[0] = -14, -108, 24, -1
2201,3, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -76, -159, 95, -2
Clsn2: 1
  Clsn2[0] = -14, -108, 24, -1
2201,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -14, -98, 24, -1
2201,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -24, -61, 19, 1
430,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -57, 12, -1
430,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -58, 12, -1
430,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 17, -121, 68, -48
Clsn2: 1
  Clsn2[0] = -18, -72, 18, -1
430,4, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -25, -72, 22, -1
430,6, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -67, 12, -1
430,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -10, -99, 19, -1
230,1, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -23, -97, 14, -1
  Clsn2[1] = 13, -72, 48, -45
230,2, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 10, -130, 57, -23
Clsn2: 1
  Clsn2[0] = -26, -95, 12, -1
230,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,4, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -23, -108, 15, -1
230,5, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,6, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 46, -112, 73, -14
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -99, 12, -1
230,8, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 1, -99, 39, -4
200,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 30, -93, 94, -54
Clsn2: 1
  Clsn2[0] = 4, -88, 42, -1
200,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 2, -88, 40, 1
200,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -2, -87, 36, 2
210,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 0, -100, 38, -1
210,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 5, -97, 43, -1
210,4, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 38, -91, 106, -60
Clsn2: 1
  Clsn2[0] = 9, -108, 47, -1
210,7, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 38, -88, 119, -58
Clsn2: 1
  Clsn2[0] = 10, -107, 48, 0
210,8, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 23, -98, 95, -2
Clsn2: 1
  Clsn2[0] = 5, -72, 43, -1
300,3, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 19, -88, 89, -3
Clsn2: 1
  Clsn2[0] = 0, -70, 38, -1
300,4, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 58, -31, 58, -31
Clsn2: 1
  Clsn2[0] = -13, -55, 25, -1
410,0, 0,0, 2, 
Clsn1: 2
  Clsn1[0] = 14, -146, 79, 2
  Clsn1[1] = 58, -31, 58, -31
Clsn2: 1
  Clsn2[0] = 0, -125, 37, 2
240,5, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 7, -110, 45, -3
240,6, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 9, -105, 47, 2
240,7, 0,0, 2, 
300,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 21, -96, 72, -23
Clsn2: 1
  Clsn2[0] = 3, -72, 41, -1
300,4, 0,0, 2, 
300,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 21, -96, 72, -23
Clsn2: 1
  Clsn2[0] = 3, -72, 41, -1
300,4, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -15, -108, 25, 0
Clsn2: 1
  Clsn2[0] = -15, -108, 25, 0
2201,9, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -15, -108, 25, -1
Clsn2: 1
  Clsn2[0] = -15, -108, 25, -1
2201,6, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -76, -159, 95, -2
Clsn2: 1
  Clsn2[0] = -14, -108, 24, -1
2201,5, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -76, -159, 95, -2
Clsn2: 1
  Clsn2[0] = -14, -108, 24, -1
2201,4, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -76, -159, 95, -2
Clsn2: 1
  Clsn2[0] = -14, -108, 24, -1
2201,3, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -76, -159, 95, -2
Clsn2: 1
  Clsn2[0] = -14, -108, 24, -1
2201,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -14, -98, 24, -1
2201,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -24, -61, 19, 1
430,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -57, 12, -1
430,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -58, 12, -1
430,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 17, -121, 68, -48
Clsn2: 1
  Clsn2[0] = -18, -72, 18, -1
430,4, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -25, -72, 22, -1
430,6, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -67, 12, -1
430,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -10, -99, 19, -1
230,1, 0,0, 2, 
Clsn2: 2
  Clsn2[0] = -23, -97, 14, -1
  Clsn2[1] = 13, -72, 48, -45
230,2, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 10, -130, 57, -23
Clsn2: 1
  Clsn2[0] = -26, -95, 12, -1
230,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -26, -108, 12, -1
230,4, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -23, -108, 15, -1
230,5, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 2, -88, 40, 1
200,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -2, -87, 36, 2
210,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 0, -100, 38, -1
210,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 5, -97, 43, -1
210,4, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 39, -91, 106, -60
Clsn2: 1
  Clsn2[0] = 9, -108, 47, -1
210,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 2, -88, 40, 1
200,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -2, -87, 36, 2
210,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 0, -100, 38, -1
210,3, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = 5, -97, 43, -1
210,4, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = 31, -91, 106, -60
Clsn2: 1
  Clsn2[0] = 9, -108, 47, -1
210,7, 0,0, 2, 
210,2, 0,0, 2, 

; 
[Begin Action 24100]
Clsn2Default: 1
  Clsn2[0] = 2, -90, 40, -2
Clsn1: 1
  Clsn1[0] = -6, -97, 49, 0
Loopstart
100,0, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -6, -97, 49, 0
100,1, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -6, -97, 49, 0
100,2, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -6, -97, 49, 0
100,3, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -6, -97, 49, 0
100,4, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -6, -97, 49, 0
100,5, 0,0, 4, 

; 
[Begin Action 24300]
Loopstart
200,4, 0,0, 24, 
-1,0, 0,0, -1, 

; 
[Begin Action 26000]
Loopstart
26000,1, 0,0, 1, , S

; 
[Begin Action 26050]
Clsn1: 1
  Clsn1[0] = -20, -21, 20, 20
Loopstart
26000,0, 0,0, 1, , S

; 
[Begin Action 26100]
Clsn1: 1
  Clsn1[0] = -20, -21, 20, 20
Loopstart
26000,1, 0,0, 1, , S

; 
[Begin Action 26150]
Clsn1: 1
  Clsn1[0] = -20, -21, 20, 20
Loopstart
26000,0, 0,0, 1, , A

; 
[Begin Action 26155]
26000,99, 0,0, 1, , S

; 
[Begin Action 26500]
Loopstart
26500,0, 0,0, 2, , S
26500,1, 0,0, 2, , S
26500,2, 0,0, 2, , S
26500,3, 0,0, 2, , S
26500,4, 0,0, 2, , S
26500,5, 0,0, 2, , S
26500,6, 0,0, 2, , S
26500,7, 0,0, 2, , S
26500,8, 0,0, 2, , S
26500,9, 0,0, 2, , S
26500,10, 0,0, 2, , S
26500,11, 0,0, 2, , S
26500,12, 0,0, 2, , S
26500,13, 0,0, 2, , S
26500,14, 0,0, 2, , S
26500,15, 0,0, 2, , S
26500,16, 0,0, 2, , S
26500,17, 0,0, 2, , S
26500,18, 0,0, 2, , S

; 
[Begin Action 26550]
Loopstart
26500,0, 0,0, 2, H, S
26500,1, 0,0, 2, H, S
26500,2, 0,0, 2, H, S
26500,3, 0,0, 2, H, S
26500,4, 0,0, 2, H, S
26500,5, 0,0, 2, H, S
26500,6, 0,0, 2, H, S
26500,7, 0,0, 2, H, S
26500,8, 0,0, 2, H, S
26500,9, 0,0, 2, H, S
26500,10, 0,0, 2, H, S
26500,11, 0,0, 2, H, S
26500,12, 0,0, 2, H, S
26500,13, 0,0, 2, H, S
26500,14, 0,0, 2, H, S
26500,15, 0,0, 2, H, S
26500,16, 0,0, 2, H, S
26500,17, 0,0, 2, H, S
26500,18, 0,0, 2, H, S

; 
[Begin Action 26600]
Loopstart
26500,18, 0,0, 2, H, S
26500,17, 0,0, 2, H, S
26500,16, 0,0, 2, H, S
26500,15, 0,0, 2, H, S
26500,14, 0,0, 2, H, S
26500,13, 0,0, 2, H, S
26500,12, 0,0, 2, H, S
26500,11, 0,0, 2, H, S
26500,10, 0,0, 2, H, S
26500,9, 0,0, 2, H, S
26500,8, 0,0, 2, H, S
26500,7, 0,0, 2, H, S
26500,6, 0,0, 2, H, S
26500,5, 0,0, 2, H, S
26500,4, 0,0, 2, H, S
26500,3, 0,0, 2, H, S
26500,2, 0,0, 2, H, S
26500,1, 0,0, 2, H, S
26500,0, 0,0, 2, H, S

; 
[Begin Action 28001]
29999,0, 0,0, 1, , A
29999,1, 0,0, 1, , A
29999,2, 0,0, 1, , A
29999,3, 0,0, 1, , A
29999,4, 0,0, 1, , A
29999,5, 0,0, 1, , A
29999,6, 0,0, 1, , A
29999,7, 0,0, 1, , A

; 
[Begin Action 28000]
Loopstart
30000,0, 0,0, 1, , S
30000,1, 0,0, 1, , S
30000,2, 0,0, 1, , S
30000,3, 0,0, 1, , S
30000,4, 0,0, 1, , S
30000,5, 0,0, 1, , S
30000,6, 0,0, 1, , S
30000,7, 0,0, 1, , S

; 
[Begin Action 29000]
20000,0, 0,0, 4, , S
20000,1, 0,0, 4, , S
20000,2, 0,0, 4, , S
20000,3, 0,0, 4, , S
20000,4, 0,0, 4, , S
20000,5, 0,0, 4, , S

; 
[Begin Action 28100]
32200,0, -449,-449, 1, 
32200,1, -449,-449, 1, 
32200,2, -449,-449, 1, 
32200,3, -449,-449, 1, 
32200,4, -449,-449, 1, 
32200,5, -449,-449, 1, 
32200,6, -449,-449, 1, 
32200,7, -449,-449, 1, 
32200,8, -449,-449, 1, 

; 
[Begin Action 28200]
Loopstart
3525,1, 0,0, 2, , S
3525,1, 0,-5, 2, , S
3525,1, 0,-9, 2, , S
3525,1, 0,-14, 2, , S
3525,1, 0,-16, 2, , S
3525,1, 1,-20, 2, , S
3525,1, 1,-24, 2, , S
3525,1, 1,-29, 2, , S
3525,2, 1,-33, 2, , S
3525,2, 2,-39, 2, , S
3525,2, 2,-45, 2, , S
3525,2, 2,-52, 2, , S
3525,3, 3,-58, 2, , S
3525,3, 3,-62, 2, , S
3525,3, 3,-70, 2, , S
3525,4, 2,-78, 1, , S
3525,4, 2,-85, 1, , S
3525,4, 2,-94, 1, , S
3525,4, 2,-101, 1, , S
3525,4, 2,-108, 1, , S

; 
[Begin Action 28400]
Clsn2Default: 1
  Clsn2[0] = -13, -96, 18, -1
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,9, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,7, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,8, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,9, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,7, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,8, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,9, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Loopstart
2201,7, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,8, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,9, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,7, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,9, 0,0, 4, 
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
2201,8, 0,0, 4, 

; 
[Begin Action 30300]
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
Loopstart
5000,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -33, -101, 23, -35
5030,0, 0,0, 6, 

;
[Begin Action 32400]
Loopstart
32700,1, 2,-86, 4, , S

; Spriteless~ XD
[Begin Action 32600]
Loopstart
32600,0, 0,0, 2, 
32600,1, 0,-1, 2, 
32600,2, 0,-3, 2, 
32600,3, 0,-4, 2, 
32600,4, 0,-5, 2, 
32600,5, 0,-6, 2, 

; 
[Begin Action 32700]
32708,0, 0,0, 3, , S
32708,1, 0,0, 3, , S
32708,2, 0,0, 3, , S
32708,3, 0,0, 3, , S
32708,4, 0,0, 3, , S
32708,5, 0,0, 3, , S
32708,6, 0,0, 3, , S
32708,7, 0,0, 3, , S
32708,8, 0,0, 3, , S
32708,9, 0,0, 3, , S
32708,10, 0,0, 3, , S
32708,11, 0,0, 3, , S
32708,12, 0,0, 3, , S
32708,13, 0,0, 3, , S
32708,14, 0,0, 3, , S
32708,15, 0,0, 3, , S
32708,16, 0,0, 3, , S
32708,17, 0,0, 3, , S
32708,18, 0,0, 3, , S
32708,19, 0,0, 3, , S
32708,20, 0,0, 3, , S
32708,21, 0,0, 3, , S
32708,22, 0,0, 3, , S

; Blank-Undecided
[Begin Action 32800]
Loopstart
32600,5, 0,-6, 2, 
32600,4, 0,-5, 2, 
32600,3, 0,-4, 2, 
32600,2, 0,-3, 2, 
32600,1, 0,-2, 2, 
32600,0, 0,-1, 240, 

; 
[Begin Action 33300]
Loopstart
3525,0, 0,0, 16, , S
3525,1, 0,0, 1, , S
3525,2, 0,0, 1, , S
3525,3, 0,0, 1, , S
3525,3, 0,0, 1, , S
3525,4, 0,0, 1, , S

; 
[Begin Action 33400]
Loopstart
3525,0, 0,1, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,0, 0,0, 1, , S
3525,1, 0,0, 1, , S
3525,2, 0,0, 1, , S
3525,3, 0,0, 1, , S
3525,4, 0,0, 2, , S

; 
[Begin Action 33500]
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
0,0, 0,0, 30, 
Clsn1: 1
  Clsn1[0] = -9978, -9976, 10022, 10024
2201,0, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
2201,1, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
2201,2, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
2201,3, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
2201,4, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
2201,5, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
2201,6, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
Loopstart
2201,7, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
2201,8, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
2201,9, 0,0, 2, 

; 
[Begin Action 33600]
Loopstart
2201,10, 0,0, 2, 
2201,11, 0,0, 2, 
2201,12, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
0,12, 0,0, 2, 
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
0,0, 0,0, 2, 

; 
[Begin Action 33800]
2200,4, 0,0, 5, 
2200,5, 0,0, 5, 
2200,6, 0,0, 5, 
2200,7, 0,0, 5, 
2200,8, 0,0, 5, 
2200,9, 0,0, 5, 
2200,10, 0,0, 5, 
2200,11, 0,0, 5, 
2200,12, 0,0, 5, 
2200,13, 0,0, 5, 
32300,14, 0,0, 5, 

; 
[Begin Action 33900]
26200,0, 0,0, 60, 
26200,1, 0,0, 60, 
26200,2, 0,0, 60, 
26200,3, 0,0, 470, 

; 
[Begin Action 34000]
-1,0, 0,0, 35, 

; 
[Begin Action 40000]
-1,0, 0,0, 1, 

; 
[Begin Action 40010]
Clsn1: 1
  Clsn1[0] = -10000, -10000, 10000, 10000
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 22177]
Clsn1: 1
  Clsn1[0] = -388, -437, 3886, 2041
-1,0, 0,0, 2, 

; 
[Begin Action 40020]
Clsn2: 1
  Clsn2[0] = -99999999, -99999999, 100000000, 100000000
Loopstart
-25516,0, 0,0, 1, 

; 
[Begin Action 40030]
Clsn2: 1
  Clsn2[0] = -71, -120, 69, 11
Loopstart
-1,0, 0,0, 2, 

; 
[Begin Action 99998]
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 99999]
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 100000]
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
Clsn2: 1
  Clsn2[0] = -999999, -999999, 999999, 999999
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 900030]
Clsn1: 1
  Clsn1[0] = -999, -999, 999, 999
Clsn2: 1
  Clsn2[0] = -950, 120, 700, 700
-17474,0, 0,0, 1, 

; 
[Begin Action 30100]
Clsn2: 1
  Clsn2[0] = -9999999, -9999999, 9999999, 9999999
-1,0, 0,0, 2, 

; 
[Begin Action 1001000]
Clsn1: 1
  Clsn1[0] = -9999, -9999, 9999, 9999
-1,0, 0,0, -1, 

; 
[Begin Action 45321423]
Clsn1: 1
  Clsn1[0] = -999, -999, 999, 999
-29489,0, 0,0, 1, 

; 
[Begin Action 1234567890]
Clsn1: 1
  Clsn1[0] = -999, -999, 999, 999
722,0, 0,0, 1, 

; 
[Begin Action 234156789]
-1,0, 0,0, 1, 

; 
[Begin Action 987654321]
Clsn1: 1
  Clsn1[0] = -99, -108, 101, 92
Loopstart
-1,0, 0,0, -1, 

; 
[Begin Action 17000]
5040,10, 0,0, 3, 
5040,11, 0,0, 3, 
5040,12, 0,0, 3, 
5040,13, 0,0, 3, 
5300,7, 0,0, 3, 
5300,0, 0,0, 3, 
5300,8, 0,0, 3, 
5300,9, 0,0, 3, 
5300,11, 0,0, 4, 
5300,12, 0,0, 4, 
5300,13, 0,0, 4, 
5300,14, 0,0, 4, 
5300,15, 0,0, 4, 
Loopstart
5300,16, 0,0, 4, 
5300,17, 0,0, 4, 
5300,18, 0,0, 4, 
5300,19, 0,0, 4, 
5300,20, 0,0, 70, 
5300,21, 0,0, 4, 
5300,22, 0,0, -1, 

; 
[Begin Action 4444]
5300,1, 0,0, 7, 
5300,2, 0,0, 7, 
Loopstart
5300,3, 0,0, 7, 
5300,4, 0,0, 7, 
5300,5, 0,0, 7, 

; 
[Begin Action 44444]
5040,10, 0,0, 5, 
5040,11, 0,0, 5, 
5040,12, 0,0, 5, 
5040,13, 0,0, 5, 
5300,0, 0,0, 5, 
5300,1, 0,0, 5, 
5300,2, 0,0, 5, 
5300,3, 0,0, 5, 
5300,4, 0,0, 5, 
5300,5, 0,0, 5, 
5300,3, 0,0, 5, 
5300,0, 0,0, 5, 
2201,0, 0,0, 5, 
2201,2, 0,0, 5, 
2201,11, 0,0, 5, 
Loopstart
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,8, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,7, 0,0, 5, 
2201,9, 0,0, 5, 
2201,8, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,9, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,9, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,9, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,9, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,9, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,9, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 
2201,9, 0,0, 5, 
2201,7, 0,0, 5, 
2201,8, 0,0, 5, 
2201,9, 0,0, 5, 

; 
[Begin Action 3019]
Loopstart
-1,0, 0,0, -1, 

; 
[Begin Action 12110]
Clsn2: 1
  Clsn2[0] = -18, -107, 20, 0
1200,0, 0,0, 30, 
Clsn2: 1
  Clsn2[0] = -17, -107, 21, 0
1200,1, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -16, -108, 22, -1
1200,2, 0,0, 8, 
Clsn2: 1
  Clsn2[0] = -16, -108, 22, -1
0,12, 0,0, 3, 

; 
[Begin Action 11050]
Clsn1Default: 1
  Clsn1[0] = -16, -102, 22, 2
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,1, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,2, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,3, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,5, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,5, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,5, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,5, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,6, 0,0, 6, 

; 
[Begin Action 25555]
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,1, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,2, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,3, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,5, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,5, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,5, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,4, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,5, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -16, -102, 22, 2
1958,6, 0,0, 6, 

; 
[Begin Action 25556]
Clsn2: 1
  Clsn2[0] = -16, -117, 22, 1
0,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -16, -117, 22, 1
0,2, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -16, -117, 22, 1
0,1, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -16, -117, 22, 1
0,2, 0,0, 2, 

; 
[Begin Action 25557]
Clsn1: 1
  Clsn1[0] = -107, -202, 105, 1
Clsn2: 2
  Clsn2[0] = -107, -202, 105, 1
  Clsn2[1] = -107, -202, 105, 1
-1,0, 0,0, 7, 

; 
[Begin Action 25558]
Clsn1: 1
  Clsn1[0] = -107, -202, 105, 1
-1,0, 0,0, 7, 

; 
[Begin Action 6500]
-1,0, 0,0, 1, 

; 
[Begin Action 34200]
32000,11, -152,0, 3, , S
32000,12, -152,0, 3, , S
32000,13, -152,0, 3, , S
32000,14, -152,0, 3, , S
32000,15, -152,0, 3, , S
32000,16, -152,0, 3, , S
32000,17, -152,0, 3, , S
32000,18, -152,0, 3, , S
32000,19, -152,0, 3, , S
32000,0, -152,0, 3, , S
32000,1, -152,0, 3, , S
32000,2, -152,0, 3, , S
32000,3, -152,0, 3, , S
32000,4, -152,0, 3, , S
32000,5, -152,0, 3, , S
32000,6, -152,0, 3, , S
32000,7, -152,0, 3, , S
32000,8, -152,0, 3, , S
32000,9, -152,0, 3, , S
32000,10, -152,0, 3, , S

; 
[Begin Action 34215]
32000,11, 168,0, 3, H, S
32000,12, 168,0, 3, H, S
32000,13, 168,0, 3, H, S
32000,14, 168,0, 3, H, S
32000,15, 168,0, 3, H, S
32000,16, 168,0, 3, H, S
32000,17, 168,0, 3, H, S
32000,18, 168,0, 3, H, S
32000,19, 168,0, 3, H, S
32000,0, 168,0, 3, H, S
32000,1, 168,0, 3, H, S
32000,2, 168,0, 3, H, S
32000,3, 168,0, 3, H, S
32000,4, 168,0, 3, H, S
32000,5, 168,0, 3, H, S
32000,6, 168,0, 3, H, S
32000,7, 168,0, 3, H, S
32000,8, 168,0, 3, H, S
32000,9, 168,0, 3, H, S
32000,10, 168,0, 3, H, S

; 
[Begin Action 34216]
32000,11, -152,256, 3, V, S
32000,12, -152,256, 3, V, S
32000,13, -152,256, 3, V, S
32000,14, -152,256, 3, V, S
32000,15, -152,256, 3, V, S
32000,16, -152,256, 3, V, S
32000,17, -152,256, 3, V, S
32000,18, -152,256, 3, V, S
32000,19, -152,256, 3, V, S
32000,0, -152,256, 3, V, S
32000,1, -152,256, 3, V, S
32000,2, -152,256, 3, V, S
32000,3, -152,256, 3, V, S
32000,4, -152,256, 3, V, S
32000,5, -152,256, 3, V, S
32000,6, -152,256, 3, V, S
32000,7, -152,256, 3, V, S
32000,8, -152,256, 3, V, S
32000,9, -152,256, 3, V, S
32000,10, -152,256, 3, V, S

; 
[Begin Action 34217]
32000,11, 168,256, 3, VH, S
32000,12, 168,256, 3, VH, S
32000,13, 168,256, 3, VH, S
32000,14, 168,256, 3, VH, S
32000,15, 168,256, 3, VH, S
32000,16, 168,256, 3, VH, S
32000,17, 168,256, 3, VH, S
32000,18, 168,256, 3, VH, S
32000,19, 168,256, 3, VH, S
32000,0, 168,256, 3, VH, S
32000,1, 168,256, 3, VH, S
32000,2, 168,256, 3, VH, S
32000,3, 168,256, 3, VH, S
32000,4, 168,256, 3, VH, S
32000,5, 168,256, 3, VH, S
32000,6, 168,256, 3, VH, S
32000,7, 168,256, 3, VH, S
32000,8, 168,256, 3, VH, S
32000,9, 168,256, 3, VH, S
32000,10, 168,256, 3, VH, S

; 
[Begin Action 34300]
32400,0, 0,0, 1, , S
32400,1, 0,0, 1, , S
32400,2, 0,0, 1, , S
32400,3, 0,0, 1, , S
32400,4, 0,0, 1, , S
32400,5, 0,0, 1, , S
32400,6, 0,0, 2, , S
32400,7, 0,0, 2, , S
32400,8, 0,0, 4, , S
32400,9, 0,0, 4, , S
32400,10, 0,0, 6, , S

; 
[Begin Action 34400]
32400,0, 0,-130, 1, V, S
32400,1, 0,-130, 1, V, S
32400,2, 0,-130, 1, V, S
32400,3, 0,-130, 1, V, S
32400,4, 0,-130, 1, V, S
32400,5, 0,-130, 1, V, S
32400,6, 0,-130, 2, V, S
32400,7, 0,-130, 2, V, S
32400,8, 0,-130, 4, V, S
32400,9, 0,-130, 4, V, S
32400,10, 0,-130, 6, V, S

; 
[Begin Action 34500]
32500,0, 0,0, 1, , S
32500,1, 0,0, 1, , S
32500,2, 0,0, 1, , S
32500,3, 0,0, 1, , S
32500,4, 0,0, 1, , S
32500,5, 0,0, 1, , S
32500,6, 0,0, 1, , S
32500,7, 0,0, 1, , S

; 
[Begin Action 34600]
10055,0, 0,0, -1, , S

; 
[Begin Action 34700]
10055,1, 0,0, 1, , S

; 
[Begin Action 22061]
Clsn2: 1
  Clsn2[0] = -17, -108, 21, -1
2201,0, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -16, -107, 22, 0
2201,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -15, -105, 23, 2
2201,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -14, -107, 24, 0
2201,3, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -15, -104, 23, 3
2201,4, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -12, -108, 26, -1
2201,5, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -13, -107, 25, 0
2201,6, 0,0, 13, 
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -15, -108, 23, -1
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -15, -108, 23, -1
2201,9, 0,0, 1, 
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -13, -110, 25, -3
2201,10, 0,0, 1, 
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -13, -106, 25, 1
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 

; 
[Begin Action 22062]
Clsn2Default: 1
  Clsn2[0] = -12, -96, 26, 0
-1,0, 0,0, 2, 
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 
2201,8, 0,0, 1, 
-1,0, 0,0, 2, 
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 
2201,9, 0,0, 1, 
2201,7, 0,0, 3, 
2201,8, 0,0, 3, 
2201,9, 0,0, 3, 
2201,10, 0,0, 3, 
2201,11, 0,0, 3, 
2201,12, 0,0, 3, 

; 
[Begin Action 22063]
Clsn2: 1
  Clsn2[0] = -17, -108, 21, -1
2201,0, 0,0, 4, 
Clsn2: 1
  Clsn2[0] = -16, -107, 22, 0
2201,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -15, -105, 23, 2
2201,2, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -14, -107, 24, 0
2201,3, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -15, -104, 23, 3
2201,4, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -12, -108, 26, -1
2201,5, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -13, -107, 25, 0
2201,6, 0,0, 13, 
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -15, -108, 23, -1
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -15, -108, 23, -1
2201,9, 0,0, 1, 
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -13, -110, 25, -3
2201,10, 0,0, 1, 
-1,0, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -13, -106, 25, 1
2201,7, 0,0, 1, 
-1,0, 0,0, 25, 

; 
[Begin Action 22064]
Clsn1: 1
  Clsn1[0] = -31073, 31073, 31073, 31073
195,6, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -31073, 31073, 31073, 31073
195,7, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -31073, 31073, 31073, 31073
195,8, 0,0, 6, 
Clsn1: 1
  Clsn1[0] = -31073, 31073, 31073, 31073
195,9, 0,0, 6, 

; 
[Begin Action 22065]
Clsn2Default: 1
  Clsn2[0] = -12, -96, 26, 0
-1,0, 0,0, 2, 
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 
2201,8, 0,0, 1, 
-1,0, 0,0, 2, 
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 
2201,9, 0,0, 1, 
2201,7, 0,0, 3, 
2201,8, 0,0, 3, 
2201,9, 0,0, 3, 
2201,10, 0,0, 3, 
2201,11, 0,0, 3, 
2201,12, 0,0, 3, 

; 
[Begin Action 126100]
3540,0, 0,0, 6, , S
3540,1, 0,0, 6, , S
3540,2, 0,0, 6, , S
3540,3, -2,0, 6, , S
3540,4, -2,0, 6, , S
3540,5, -1,0, 6, , S
3540,6, 0,0, 6, , S
3540,7, 0,0, 6, , S
3540,8, 0,0, 6, , S
3540,9, 0,0, 320, , S
3540,8, 0,0, 4, , S
3540,7, 0,0, 4, , S
3540,6, 0,0, 4, , S
3540,5, -1,0, 4, , S
3540,4, -2,0, 4, , S
3540,3, -2,0, 4, , S
3540,2, 0,0, 4, , S
3540,1, 0,0, 4, , S
3540,0, 0,0, 4, , S

; 
[Begin Action 126200]
Clsn1: 1
  Clsn1[0] = -93, -151, 97, 75
Clsn2: 1
  Clsn2[0] = -93, -151, 97, 75
Loopstart
-1,0, 0,0, 1, 

; 
[Begin Action 23640]
Clsn1: 1
  Clsn1[0] = -99, -142, 101, 79
Loopstart
-1,0, 0,0, -1, 

; 
[Begin Action 19151000]
2110,11, 0,0, 8, , A
2110,10, 0,0, 8, , A
2110,9, 0,0, 8, , A
2110,8, 0,0, 6, , A
2110,7, 0,0, 6, , A
2110,6, 0,0, 6, , A
2110,5, 0,0, 6, , A
2110,4, 0,0, 6, , A
2110,3, 0,0, 6, , A
2110,2, 0,0, 6, , A
2110,1, 0,0, 6, , A
2110,0, 0,0, 30, , A
2110,1, 0,0, 4, , A
2110,2, 0,0, 4, , A
2110,3, 0,0, 4, , A
2110,4, 0,0, 4, , A
2110,5, 0,0, 4, , A
2110,6, 0,0, 4, , A
2110,7, 0,0, 4, , A
2110,8, 0,0, 4, , A
2110,9, 0,0, 4, , A
2110,10, 0,0, 4, , A
2110,11, 0,0, 4, , A

; 
[Begin Action 19151005]
32709,0, 0,0, 3, 
32709,1, 0,0, 3, 
32709,2, 0,0, 3, 
32709,3, 0,0, 3, 

; 
[Begin Action 200001]
3393,9, 0,0, 1, , S
3393,8, 0,0, 1, , S
3393,7, 0,0, 1, , S
3393,6, 0,0, 1, , S
3393,5, 0,0, 1, , S
3393,4, 0,0, 1, , S
3393,3, 0,0, 1, , S
3393,2, 0,0, 1, , S
3393,1, 0,0, 1, , S
3393,0, 0,0, 1, , S

; 
[Begin Action 1130]
1130,0, 0,0, 3, , S
1130,1, 0,0, 3, , S
1130,2, 0,0, 3, , S

; 
[Begin Action 1131]
1130,3, 0,0, 3, , S
1130,4, 0,0, 3, , S
1130,5, 0,0, 3, , S

; 
[Begin Action 1232]
1130,6, 0,0, 3, , S
1130,7, 0,0, 3, , S
1130,8, 0,0, 3, , S

; 
[Begin Action 1132]
1130,9, 0,0, 3, , S
1130,10, 0,0, 3, , S
1130,11, 0,0, 3, , S

; 
[Begin Action 1133]
1130,12, 0,0, 3, , S
1130,13, 0,0, 3, , S
1130,14, 0,0, 3, , S

; 
[Begin Action 1134]
2321,0, 0,0, 3, , S
2321,1, 0,0, 3, , S
2321,2, 0,0, 3, , S
2321,3, 0,0, 3, , S
2321,4, 0,0, 3, , S
2321,5, 0,0, 3, , S
2321,6, 0,0, 3, , S
2321,7, 0,0, 3, , S
2321,8, 0,0, 3, , S
2321,9, 0,0, 3, , S
2321,10, 0,0, 3, , S
2321,11, 0,0, 3, , S
2321,12, 0,0, 3, , S

; 
[Begin Action 1135]
2321,0, 0,0, 3, H, S
2321,1, 0,0, 3, H, S
2321,2, 0,0, 3, H, S
2321,3, 0,0, 3, H, S
2321,4, 0,0, 3, H, S
2321,5, 0,0, 3, H, S
2321,6, 0,0, 3, H, S
2321,7, 0,0, 3, H, S
2321,8, 0,0, 3, H, S
2321,9, 0,0, 3, H, S
2321,10, 0,0, 3, H, S
2321,11, 0,0, 3, H, S
2321,12, 0,0, 3, H, S

; 
[Begin Action 1136]
2322,0, 0,0, 3, , S
2322,1, 0,0, 3, , S
2322,2, 0,0, 3, , S
2322,3, 0,0, 3, , S
2322,4, 0,0, 3, , S
2322,5, 0,0, 3, , S
2322,6, 0,0, 3, , S
2322,7, 0,0, 3, , S
2322,8, 0,0, 3, , S
2322,9, 0,0, 3, , S
2322,10, 0,0, 3, , S
2322,11, 0,0, 3, , S
2322,12, 0,0, 3, , S
2322,13, 0,0, 3, , S
2322,14, 0,0, 3, , S
2322,15, 0,0, 3, , S
2322,16, 0,0, 3, , S
2322,17, 0,0, 3, , S
2322,18, 0,0, 3, , S
2322,19, 0,0, 3, , S
2322,20, 0,0, 3, , S
2322,21, 0,0, 3, , S
2322,22, 0,0, 3, , S
2322,23, 0,0, 3, , S

; 
[Begin Action 1137]
2322,0, 0,0, 3, H, S
2322,1, 0,0, 3, H, S
2322,2, 0,0, 3, H, S
2322,3, 0,0, 3, H, S
2322,4, 0,0, 3, H, S
2322,5, 0,0, 3, H, S
2322,6, 0,0, 3, H, S
2322,7, 0,0, 3, H, S
2322,8, 0,0, 3, H, S
2322,9, 0,0, 3, H, S
2322,10, 0,0, 3, H, S
2322,11, 0,0, 3, H, S
2322,12, 0,0, 3, H, S
2322,13, 0,0, 3, H, S
2322,14, 0,0, 3, H, S
2322,15, 0,0, 3, H, S
2322,16, 0,0, 3, H, S
2322,17, 0,0, 3, H, S
2322,18, 0,0, 3, H, S
2322,19, 0,0, 3, H, S
2322,20, 0,0, 3, H, S
2322,21, 0,0, 3, H, S
2322,22, 0,0, 3, H, S
2322,23, 0,0, 3, H, S

; 
[Begin Action 1138]
2323,0, 0,0, 3, , S
2323,1, 0,0, 3, , S
2323,2, 0,0, 3, , S
2323,3, 0,0, 3, , S
2323,4, 0,0, 3, , S
2323,5, 0,0, 3, , S
2323,6, 0,0, 3, , S
2323,7, 0,0, 3, , S
2323,8, 0,0, 3, , S
2323,9, 0,0, 3, , S
2323,10, 0,0, 3, , S
2323,11, 0,0, 3, , S
2323,12, 0,0, 3, , S
2323,13, 0,0, 3, , S
2323,14, 0,0, 3, , S
2323,14, 0,0, 3, , A
2323,14, 0,0, 3, , AS256D180
-1,14, 0,0, 3, , A
2323,14, 0,0, 3, , AS250D175
2323,14, 0,0, 1, , AS240D170
2323,14, 0,0, 1, , AS245D165
2323,14, 0,0, 1, , AS230D160
-1,14, 0,0, 3, , A
2323,14, 0,0, 1, , AS220D140
-1,14, 0,0, 3, , A
2323,14, 0,0, 1, , AS215D135
-1,14, 0,0, 3, , A
2323,14, 0,0, 1, , AS200D120
2323,14, 0,0, 1, , AS100D100

; 
[Begin Action 1139]
2323,0, 0,0, 3, H, S
2323,1, 0,0, 3, H, S
2323,2, 0,0, 3, H, S
2323,3, 0,0, 3, H, S
2323,4, 0,0, 3, H, S
2323,5, 0,0, 3, H, S
2323,6, 0,0, 3, H, S
2323,7, 0,0, 3, H, S
2323,8, 0,0, 3, H, S
2323,9, 0,0, 3, H, S
2323,10, 0,0, 3, H, S
2323,11, 0,0, 3, H, S
2323,12, 0,0, 3, H, S
2323,13, 0,0, 3, H, S
2323,14, 0,0, 3, H, S
2323,14, 0,0, 3, H, A
2323,14, 0,0, 3, H, AS256D180
-1,14, 0,0, 3, H, A
2323,14, 0,0, 3, H, AS250D175
2323,14, 0,0, 1, H, AS240D170
2323,14, 0,0, 1, H, AS245D165
2323,14, 0,0, 1, H, AS230D160
-1,14, 0,0, 3, H, A
2323,14, 0,0, 1, H, AS220D140
-1,14, 0,0, 3, H, A
2323,14, 0,0, 1, H, AS215D135
-1,14, 0,0, 3, H, A
2323,14, 0,0, 1, H, AS200D120
2323,14, 0,0, 1, H, AS100D100

; 
[Begin Action 1140]
2324,0, 0,0, 3, , S
2324,1, 0,0, 3, , S
2324,2, 0,0, 3, , S
2324,3, 0,0, 3, , S
2324,4, 0,0, 3, , S
2324,5, 0,0, 3, , S
2324,6, 0,0, 3, , S
2324,7, 0,0, 3, , S

; 
[Begin Action 1141]
2324,0, 0,0, 3, H, S
2324,1, 0,0, 3, H, S
2324,2, 0,0, 3, H, S
2324,3, 0,0, 3, H, S
2324,4, 0,0, 3, H, S
2324,5, 0,0, 3, H, S
2324,6, 0,0, 3, H, S
2324,7, 0,0, 3, H, S

; 
[Begin Action 1150]
2325,0, 0,-30, 10, 

; 
[Begin Action 1142]
2326,0, 0,0, 3, , S
2326,1, 0,0, 3, , S
2326,2, 0,0, 3, , S
2326,3, 0,0, 3, , S
2326,4, 0,0, 3, , S
2326,5, 0,0, 3, , S

; 
[Begin Action 1143]
2327,0, 0,0, 3, , S
2327,1, 0,0, 3, , S
2327,2, 0,0, 3, , S
2327,3, 0,0, 3, , S
2327,4, 0,0, 3, , S
2327,5, 0,0, 3, , S
2327,6, 0,0, 3, , S
2327,7, 0,0, 3, , S
2327,8, 0,0, 3, , S
2327,9, 0,0, 3, , S

; 
[Begin Action 1144]
2327,0, 0,0, 3, H, S
2327,1, 0,0, 3, H, S
2327,2, 0,0, 3, H, S
2327,3, 0,0, 3, H, S
2327,4, 0,0, 3, H, S
2327,5, 0,0, 3, H, S
2327,6, 0,0, 3, H, S
2327,7, 0,0, 3, H, S
2327,8, 0,0, 3, H, S
2327,9, 0,0, 3, H, S

; 
[Begin Action 1145]
2328,0, 0,0, 3, 
2328,1, 0,0, 3, 
2328,2, 0,0, 3, 
2328,3, 0,0, 3, 
2328,4, 0,0, 3, 
2328,5, 0,0, 3, 
2328,6, 0,0, 3, 
2328,7, 0,0, 3, 
2328,8, 0,0, 3, 
2328,9, 0,0, 3, 
2328,10, 0,0, 3, 
2328,11, 0,0, 3, 
2328,12, 0,0, 3, 
2328,13, 0,0, 3, 
2328,14, 0,0, 3, 
2328,15, 0,0, 3, 
2328,16, -1,0, 3, 
2328,17, 0,0, 3, 
2328,18, 0,0, 3, 
2328,19, 0,0, 3, 

; 
[Begin Action 1146]
2328,0, 0,0, 3, H, 
2328,1, 0,0, 3, H, 
2328,2, 0,0, 3, H, 
2328,3, 0,0, 3, H, 
2328,4, 0,0, 3, H, 
2328,5, 0,0, 3, H, 
2328,6, 0,0, 3, H, 
2328,7, 0,0, 3, H, 
2328,8, 0,0, 3, H, 
2328,9, 0,0, 3, H, 
2328,10, 0,0, 3, H, 
2328,11, 0,0, 3, H, 
2328,12, 0,0, 3, H, 
2328,13, 0,0, 3, H, 
2328,14, 0,0, 3, H, 
2328,15, 0,0, 3, H, 
2328,16, -1,0, 3, H, 
2328,17, 0,0, 3, H, 
2328,18, 0,0, 3, H, 
2328,19, 0,0, 3, H, 

; 
[Begin Action 1147]
25108,1, 0,0, 3, , A
25108,2, 0,0, 3, , A
25108,3, 0,0, 3, , A
25108,4, 0,0, 3, , A
25108,5, 0,0, 3, , A
25108,6, 0,0, 3, , A
25108,6, 0,0, 3, , A
25108,5, 0,0, 3, , A
25108,4, 0,0, 3, , A
25108,3, 0,0, 3, , A
25108,2, 0,0, 4, , A
25108,1, 0,0, 4, , A

; 
[Begin Action 81147]
25108,1, 0,0, 3, V, A
25108,2, 0,0, 3, V, A
25108,3, 0,0, 3, V, A
25108,4, 0,0, 3, V, A
25108,5, 0,0, 3, V, A
25108,6, 0,0, 3, V, A
25108,6, 0,0, 3, V, A
25108,5, 0,0, 3, V, A
25108,4, 0,0, 3, V, A
25108,3, 0,0, 3, V, A
25108,2, 0,0, 4, V, A
25108,1, 0,0, 4, VH, A

; 
[Begin Action 1148]
20021,0, 0,0, 1, 
20021,1, 0,0, 1, 
20021,2, 0,0, 1, 
20021,3, 0,0, 1, 
20021,4, 0,0, 1, 
20021,5, 0,0, 1, 
20021,6, 0,0, 1, 
20021,7, 0,0, 1, 
20021,8, 0,0, 1, 
20021,9, 0,0, 1, 
20021,10, 0,0, 1, 
20021,11, 0,0, 1, 
20021,12, 0,0, 1, 
20021,13, 0,0, 1, 
20021,14, 0,0, 1, 
20021,15, 0,0, 1, 
20021,16, 0,0, 1, 
20021,17, 0,0, 1, 
20021,18, 0,0, 1, 
20021,19, 0,0, 2, 
20021,20, 0,0, 2, 
20021,21, 0,0, 2, 
20021,22, 0,0, 2, 
20021,23, 0,0, 2, 
20021,24, 0,0, 2, 
20021,25, 0,0, 3, 
20021,26, 0,0, 3, 
20021,27, 0,0, 3, 
20021,28, 0,0, 3, 

; 
[Begin Action 2148]
20021,0, 0,0, 1, VH, 
20021,1, 0,0, 1, VH, 
20021,2, 0,0, 1, VH, 
20021,3, 0,0, 1, VH, 
20021,4, 0,0, 1, VH, 
20021,5, 0,0, 1, VH, 
20021,6, 0,0, 1, VH, 
20021,7, 0,0, 1, VH, 
20021,8, 0,0, 1, VH, 
20021,9, 0,0, 1, VH, 
20021,10, 0,0, 1, VH, 
20021,11, 0,0, 1, VH, 
20021,12, 0,0, 1, VH, 
20021,13, 0,0, 1, VH, 
20021,14, 0,0, 1, VH, 
20021,15, 0,0, 1, VH, 
20021,16, 0,0, 1, VH, 
20021,17, 0,0, 1, VH, 
20021,18, 0,0, 1, VH, 
20021,19, 0,0, 2, VH, 
20021,20, 0,0, 2, VH, 
20021,21, 0,0, 2, VH, 
20021,22, 0,0, 2, VH, 
20021,23, 0,0, 2, VH, 
20021,24, 0,0, 2, VH, 
20021,25, 0,0, 3, VH, 
20021,26, 0,0, 3, VH, 
20021,27, 0,0, 3, VH, 
20021,28, 0,0, 3, VH, 

; 
[Begin Action 1149]
20008,0, 0,0, 2, 
20008,1, 0,0, 3, 
20008,2, 0,0, 5, 
20008,3, 0,0, 8, 
20008,4, 0,0, 2, 
20008,5, 0,0, 2, 
20008,6, 0,0, 2, 
20008,7, 0,0, 2, 
20008,8, 0,0, 2, 
20008,9, 0,0, 2, 
20008,10, 0,0, 2, 
20008,11, 0,0, 1, 
20008,12, 0,0, 1, 
20008,13, 0,0, 1, 
20008,14, 0,0, 1, 
20008,15, 0,0, 1, 
20008,16, 0,1, 1, 

; 
[Begin Action 11500]
20022,0, 0,0, 1, 
20022,1, 0,0, 1, 
20022,2, 0,0, 1, 
20022,3, 0,0, 2, 
20022,4, 0,0, 2, 
20022,5, 0,0, 2, 
20022,6, 0,0, 2, 
20022,7, 0,0, 3, 
20022,8, 0,0, 3, 
20022,9, 0,0, 3, 
20022,10, 0,0, 3, 
20022,11, 0,0, 4, 
20022,12, 0,0, 4, 
20022,13, 0,0, 4, 

; 
[Begin Action 115012]
-1,0, 0,0, 1, 
-1,1, 0,0, 1, , S
Clsn1Default: 1
  Clsn1[0] = -112, -111, 108, 102
-1,2, -61,-58, 1, , S
-1,3, 0,0, 2, , S
20022,4, 0,0, 2, , S
20022,5, 0,0, 2, , S
20022,6, 0,0, 2, , S
20022,7, 0,0, 3, , S
20022,8, 0,0, 3, , S
20022,9, 0,0, 3, , S
20022,10, 0,0, 3, , S
20022,11, 0,0, 4, , S
20022,12, 0,0, 4, , S
20022,13, 0,0, 4, , S

; 
[Begin Action 1151]
20223,999, 0,0, 0, , A

; 
[Begin Action 1152]
-2036,0, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,0, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,0, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,0, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,0, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,0, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,0, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,0, 0,0, 3, 
-2036,1, 0,0, 3, 
-2036,0, 0,0, 3, 
-2036,1, 0,0, 100, 
-2036,2, 0,0, 50, 

; 
[Begin Action 2015]
25000,0, 0,0, 2, 
25000,1, 0,0, 2, 
25000,2, 0,0, 2, 
25000,3, 0,0, 2, 
25000,4, 0,0, 2, 
25000,5, 0,0, 2, 
25000,6, 0,0, 2, 
25000,7, 0,0, 2, 
25000,8, 0,0, 2, 
25000,9, 0,0, 2, 
25000,10, 0,0, 2, 
25000,11, 0,0, 2, 
25000,12, 0,0, 2, 
25000,13, 0,0, 2, 
25000,14, 0,0, 2, 
25000,15, 0,0, 2, 
25000,16, 0,0, 2, 
25000,17, 0,0, 2, 
25000,18, 0,0, 2, 
25000,19, 0,0, 2, 
25000,20, 0,0, 2, 
25000,20, 0,0, 2, 
25000,21, 0,0, 2, 
25000,22, 0,0, 2, 
25000,23, 0,0, 2, 
25000,24, 0,0, 2, 
25000,25, 0,0, 2, 
25000,26, 0,0, 2, 
25000,27, 0,0, 2, 
25000,28, 0,0, 2, 
25000,29, 0,0, 2, 
25000,30, 0,0, 2, 
25000,31, 0,0, 2, 
25000,32, 0,0, 2, 
25000,33, 0,0, 2, 
25000,34, 0,0, 2, 
25000,35, 0,0, 2, 
25000,36, 0,0, 2, 
25000,37, 0,0, 2, 
25000,38, 0,0, 2, 
25000,39, 0,0, 2, 
25000,40, 0,0, 2, 
25000,41, 0,0, 2, 
25000,42, 0,0, 2, 
25000,43, 0,0, 2, 
25000,44, 0,0, 2, 
25000,45, 0,0, 2, 
25000,46, 0,0, 2, 
25000,47, 0,0, 2, 
25000,48, 0,0, 2, 
25000,49, 0,0, 2, 
25000,50, 0,0, 2, 
25000,51, 0,0, 2, 
25000,52, 0,0, 2, 
25000,53, 0,0, 2, 
25000,54, 0,0, 2, 
25000,55, 0,0, 2, 
25000,56, 0,0, 2, 
25000,57, 0,0, 2, 
25000,58, 0,0, 2, 
25000,59, 0,0, 2, 
25000,60, 0,0, 2, 
25000,61, 0,0, 2, 
25000,62, 0,0, 2, 
25000,63, 0,0, 2, 
25000,64, 0,0, 2, 
25000,65, 0,0, 2, 
25000,66, 0,0, 2, 
25000,67, 0,0, 2, 
25000,68, 0,0, 2, 
25000,69, 0,0, 2, 
25000,70, 0,0, 2, 
25000,71, 0,0, 2, 
25000,72, 0,0, 2, 
25000,73, 0,0, 2, 
25000,74, 0,0, 2, 
25000,75, 0,0, 2, 
25000,76, 0,0, 2, 
25000,77, 0,0, 2, 
25000,78, 0,0, 2, 
25000,79, 0,0, 2, 
25000,80, 0,0, 2, 
25000,81, 0,0, 2, 
25000,82, 0,0, 2, 
25000,83, 0,0, 2, 
25000,84, 0,0, 2, 
25000,85, 0,0, 2, 
25000,86, 0,0, 2, 
25000,87, 0,0, 2, 
25000,88, 0,0, 2, 
25000,89, 0,0, 2, 
25000,90, 0,0, 2, 
25000,91, 0,0, 2, 
25000,92, 0,0, 2, 
25000,93, 0,0, 2, 
25000,94, 0,0, 2, 
25000,95, 0,0, 2, 
25000,96, 0,0, 2, 
25000,97, 0,0, 2, 
25000,98, 0,0, 2, 
25000,99, 0,0, 2, 
25000,100, 0,0, 2, 
25000,101, 0,0, 2, 
25000,102, 0,0, 2, 
25000,103, 0,0, 2, 
25000,104, 0,0, 2, 
25000,105, 0,0, 2, 
25000,106, 0,0, 2, 
25000,107, 0,0, 2, 
25000,108, 0,0, 2, 
25000,109, 0,0, 2, 
25000,110, 0,0, 2, 
25000,111, 0,0, 2, 
25000,112, 0,0, 2, 
25000,113, 0,0, 2, 
25000,114, 0,0, 2, 
25000,115, 0,0, 2, 
25000,116, 0,0, 2, 
25000,117, 0,0, 2, 
25000,118, 0,0, 2, 
25000,119, 0,0, 2, 
25000,120, 0,0, 2, 
25000,121, 0,0, 2, 
25000,122, 0,0, 2, 
25000,123, 0,0, 2, 
25000,124, 0,0, 2, 
25000,125, 0,0, 2, 
25000,126, 0,0, 2, 
25000,127, 0,0, 2, 
25000,128, 0,0, 2, 
25000,129, 0,0, 2, 
25000,130, 0,0, 2, 
25000,131, 0,0, 2, 
25000,132, 0,0, 2, 
25000,133, 0,0, 2, 
25000,134, 0,0, 2, 
25000,135, 0,0, 2, 
25000,136, 0,0, 2, 
25000,137, 0,0, 2, 
25000,138, 0,0, 2, 
25000,139, 0,0, 2, 
25000,140, 0,0, 2, 

; 
[Begin Action 2020]
Clsn1: 3
  Clsn1[0] = -977, -1771, 1379, 2126
  Clsn1[1] = 7, -2, 7, -2
  Clsn1[2] = -88, -47, 10, -46
-1,0, 0,0, -1, 

; 
[Begin Action 34405]
-31131,0, 0,0, 3, , A
-31131,1, 0,0, 3, , A
-31131,2, 0,0, 3, , A
-31131,3, 0,0, 3, , A
-31131,4, 0,0, 3, , A
-31131,5, 0,0, 3, , A
-31131,6, 0,0, 3, , A
-31131,7, 0,0, 3, , A

; 
[Begin Action 16959]
Clsn2: 1
  Clsn2[0] = -5, -10000, 4, 302
-1,0, 0,0, 1, 

; 
[Begin Action 33999]
Clsn2Default: 1
  Clsn2[0] = -16, -95, 21, 3
2201,0, 0,0, 4, 
2201,1, 0,0, 3, 
2201,2, 0,0, 3, 
2201,3, 0,0, 3, 
2201,4, 0,0, 3, 
2201,5, 0,0, 3, 
2201,6, 0,0, 56, 
-1,0, 0,0, 2, 
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 
2201,8, 0,0, 1, 
-1,0, 0,0, 2, 
2201,9, 0,0, 1, 
-1,0, 0,0, 2, 
2201,10, 0,0, 1, 
-1,0, 0,0, 2, 

; 
[Begin Action 6066]
6055,1, 0,0, 3, 
6055,2, 0,0, 3, 
6055,3, 0,0, 3, 
6055,4, 0,0, 3, 
6055,5, 0,0, 3, 
6055,6, 0,0, 3, 
6055,7, 0,0, 3, 
6055,8, 0,0, 3, 
6055,9, 0,0, 3, 
6055,11, 0,0, 3, 
6055,12, 0,0, 3, 
6055,13, 0,0, 10, 
6055,14, 0,0, 3, 
6055,15, 0,0, 3, 
6055,16, 0,0, 3, 
6055,17, 0,0, 3, 
6055,18, 0,0, 3, 
6055,19, 0,0, 3, 
6055,20, 0,0, 3, 
6055,21, 0,0, 3, 
6055,22, 0,0, 3, 
6055,23, 0,0, 3, 
6055,24, 0,0, 3, 
6055,25, 0,0, 3, 
6055,26, 0,0, 3, 
6055,27, 0,0, 30, 

; 
[Begin Action 33997]
Clsn2Default: 1
  Clsn2[0] = -13, -95, 20, -1
-1,0, 0,0, 25, 
2201,7, 0,0, 1, 
-1,0, 0,0, 2, 
2201,8, 0,0, 1, 
-1,0, 0,0, 2, 
2201,9, 0,0, 1, 
-1,0, 0,0, 2, 
2201,9, 0,0, 1, 
2201,7, 0,0, 3, 
2201,8, 0,0, 3, 
2201,9, 0,0, 3, 
2201,10, 0,0, 3, 
2201,11, 0,0, 3, 
2201,12, 0,0, 35, 
-1,0, 0,0, 660, 

; 
[Begin Action 33996]
1100,3, -1,0, 45, , S
1100,4, 0,0, 4, , S
1100,5, 0,0, 4, , S
1100,6, 0,0, 4, , S
2300,0, 0,0, 50, , S
2300,3, 0,0, 160, , S

; 
[Begin Action 33995]
1100,3, 0,0, 45, 
1100,4, 0,0, 4, 
1100,5, 0,0, 4, 
1100,6, 0,0, 4, 
2300,0, 0,0, 50, 
2300,3, 0,0, 160, 

; 
[Begin Action 34004]
1131,0, 0,0, 1, 
1131,1, 0,0, 1, 
1131,2, 0,0, 1, 

; 
[Begin Action 34005]
1131,3, 0,0, 1, 
1131,4, 0,0, 1, 
1131,5, 0,0, 1, 

; 
[Begin Action 34006]
1131,6, 0,0, 1, 
1131,7, 0,0, 1, 
1131,8, 0,0, 1, 

; 
[Begin Action 34007]
1131,9, 0,0, 1, 
1131,10, 0,0, 1, 
1131,11, 0,0, 1, 

; 
[Begin Action 34002]
20001,0, 0,0, 3, , S
20001,1, 0,0, 3, , S
20001,2, 0,0, 3, , S
Loopstart
20001,3, 0,0, 3, , S
20001,4, 0,0, 3, , S

; 
[Begin Action 34003]
20001,5, 0,0, 3, , S
20001,6, 0,0, 3, , S
20001,7, 0,0, 3, , S
20001,6, 0,0, 3, , S

; 
[Begin Action 6869]
3543,0, 0,0, 10, , S
3543,1, 0,0, 4, , S
3543,2, 0,0, 4, , S
3543,3, 0,0, 4, , S
3543,4, 0,0, 4, , S
3543,5, 0,0, 4, , S
3543,6, 0,0, 4, , S
3543,7, 0,0, 4, , S
3543,8, 0,0, 4, , S
3543,9, 0,0, 4, , S
3543,10, 0,0, 4, , S
3543,11, 0,0, 4, , S
3543,12, 0,0, 4, , S
3543,13, 0,0, 4, , S
3543,14, 0,0, 4, , S
3543,15, 0,0, 4, , S
3543,16, 0,0, 4, , S
3543,17, 0,0, 4, , S
3543,18, 0,0, 4, , S
3543,19, 0,0, 4, , S
3543,20, 0,0, 4, , S
3543,21, 0,0, 4, , S
3543,22, 0,0, 4, , S
3543,23, 0,0, 4, , S
3543,24, 0,0, 4, , S
3543,25, 0,0, 4, , S
3543,26, 0,0, 4, , S
3543,27, 0,0, 4, , S
3543,28, 0,0, 4, , S
3543,29, 0,0, 4, , S
3543,30, 0,0, 4, , S
3543,31, 0,0, 4, , S
3543,32, 0,0, 4, , S
3543,33, 0,0, 4, , S
3543,34, 0,0, 4, , S
3543,35, 0,0, 4, , S
3543,36, 0,0, 4, , S
3543,37, 0,0, 4, , S
3543,38, 0,0, 4, , S
3543,39, 0,0, 4, , S
3543,40, 0,0, 4, , S
3543,41, 0,0, 4, , S
3543,42, 0,0, 4, , S
3543,43, 0,0, 4, , S
3543,44, 0,0, 4, , S
3543,45, 0,0, 4, , S
3543,46, 0,0, 4, , S
3543,47, 0,0, 4, , S
3543,48, 0,0, 4, , S
3543,49, 0,0, 4, , S
3543,50, 0,0, 4, , S
3543,51, 0,0, 4, , S
3543,52, 0,0, 4, , S
3543,53, 0,0, 4, , S
3543,54, 0,0, 4, , S
3543,55, 0,0, 4, , S
3543,56, 0,0, 4, , S
3543,57, 0,0, 4, , S
3543,58, 0,0, 4, , S
3543,59, 0,0, 4, , S
3543,60, 0,0, 4, , S
3543,61, 0,0, 4, , S
3543,62, 0,0, 4, , S
3543,63, 0,0, 4, , S
3543,64, 0,0, 4, , S
3543,65, 0,0, 4, , S
3543,66, 0,0, 4, , S
3543,67, 0,0, 4, , S
3543,68, 0,0, 4, , S
3543,69, 0,0, 4, , S
3543,70, 0,0, 4, , S
3543,71, 0,0, 4, , S
3543,72, 0,0, 4, , S
3543,73, 0,0, 4, , S
3543,74, 0,0, 4, , S
3543,75, 0,0, 4, , S
3543,76, 0,0, 4, , S
3543,77, 0,0, 4, , S
3543,78, 0,0, 4, , S
3543,79, 0,0, 4, , S
3543,80, 0,0, 4, , S
3543,81, 0,0, 4, , S
3543,82, 0,0, 4, , S
3543,83, 0,0, 4, , S
3543,84, 0,0, 4, , S
3543,85, 0,0, 4, , S
3543,86, 0,0, 4, , S
3543,87, 0,0, 4, , S
3543,88, 0,0, 4, , S
3543,89, 0,0, 4, , S
3543,90, 0,0, 4, , S
3543,91, 0,0, 4, , S
3543,92, 0,0, 4, , S
3543,93, 0,0, 4, , S
3543,94, 0,0, 4, , S
3543,95, 0,0, 4, , S
3543,96, 0,0, 4, , S
3543,97, 0,0, 4, , S
3543,98, 0,0, 4, , S
3543,100, 0,0, 4, , S
3543,101, 0,0, 4, , S
3543,102, 0,0, 4, , S
3543,103, 0,0, 4, , S
3543,104, 0,0, 4, , S
3543,105, 0,0, 4, , S
3543,106, 0,0, 4, , S
3543,107, 0,0, 4, , S
3543,108, 0,0, 4, , S
3543,109, 0,0, 4, , S
3543,111, 0,0, 4, , S
3543,112, 0,0, 4, , S
3543,113, 0,0, 4, , S
3543,114, 0,0, 4, , S
3543,115, 0,0, 4, , S
3543,116, 0,0, 4, , S
3543,117, 0,0, 4, , S
3543,118, 0,0, 4, , S
3543,119, 0,0, 4, , S
3543,121, 0,0, 4, , S
3543,122, 0,0, 4, , S
3543,123, 0,0, 4, , S
3543,124, 0,0, 4, , S
3543,125, 0,0, 4, , S
3543,126, 0,0, 4, , S

; 
[Begin Action 424242]
10001,120, 0,0, 0, 

; 
[Begin Action 9999]
-1,0, 0,0, 1, 

; 
[Begin Action 111000]
Clsn1: 1
  Clsn1[0] = -159, -241, 161, -1
-1,0, 0,0, 1, 

; 
[Begin Action 93714]
Clsn1: 1
  Clsn1[0] = -36, -111, 39, 1
-1,0, 0,0, 1, 

; 
[Begin Action 33100]
Clsn1: 1
  Clsn1[0] = -999, -999, 999, 999
801,1, 0,0, 3, 
Clsn1: 2
  Clsn1[0] = -999, -999, 999, 999
  Clsn1[1] = 3, -100, 55, 2
801,1, 0,0, 1, 

; 
[Begin Action 33101]
801,0, 0,0, 1, 
801,1, 0,0, 4, 
801,2, 0,0, 5, 
801,3, 1,0, 2, 
801,6, 0,0, 3, 
801,7, 0,0, 18, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,7, 0,0, 3, 
801,7, 0,0, 1, 
801,7, 0,0, 2, 
801,8, 0,0, 3, 
801,8, 0,0, 1, 
801,8, 0,0, 2, 
801,8, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 3, 
801,6, 0,0, 1, 
801,6, 0,0, 2, 
801,6, 0,0, 2, 
801,6, 0,0, 1, 
801,6, 0,0, 50, 
801,7, 0,0, 6, 
801,3, 0,0, 6, 
801,2, 0,0, 6, 
801,0, 0,0, 6, 

; 
[Begin Action 10703]
9802,0, 0,0, 2, , A
9802,1, 0,0, 2, , A
9802,2, 0,0, 2, , A
9802,3, 0,0, 2, , A
9802,4, 0,0, 2, , A
9802,5, 0,0, 2, , A
9802,6, 0,0, 2, , A
9802,7, 0,0, 2, , A

; 
[Begin Action 10002]
9801,0, 0,0, 2, , S
9801,1, 0,0, 2, , A
9801,3, 0,0, 2, , S
9801,4, 0,0, 2, , A
9801,4, 0,0, 2, , S
9801,5, 0,0, 2, , A
9801,7, 0,0, 2, , S
9801,8, 0,0, 2, , A
9801,8, 0,0, 2, , S
9801,9, 0,0, 2, , A
9801,11, 0,0, 2, , S
9801,12, 0,0, 2, , A
9801,13, 0,0, 2, , S
9801,13, 0,0, 2, , A
9801,14, 0,0, 2, , S
9801,15, 0,0, 2, , A
9801,16, 0,0, 2, , S
9801,17, 0,0, 2, , A
9801,18, 0,0, 2, , S
9801,19, 0,0, 2, , A
9801,20, 0,0, 2, , S
9801,21, 0,0, 2, , A
9801,22, 0,0, 2, , S

; 
[Begin Action 33120]
5010,0, 0,0, 1, 
5010,0, 0,0, 4, 
5010,0, 0,0, 5, 
Clsn2: 1
  Clsn2[0] = -4, 9, -4, 9
5012,10, 0,-20, 5, 
5012,10, 0,-20, 18, 
5012,10, 0,-20, 1, 
5012,0, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,0, 0,-20, 1, 
5012,10, 0,-20, 2, 
5002,0, 0,-20, 3, 
5012,10, 0,-20, 2, 
5012,10, 0,-20, 50, 
Clsn2: 2
  Clsn2[0] = -38, -44, 14, -11
  Clsn2[1] = 6, -29, 42, -5
5031,10, 0,-20, 7, 
Clsn2: 2
  Clsn2[0] = -41, -29, 15, -6
  Clsn2[1] = 11, -38, 81, -14
5031,20, 0,-20, 5, 
Clsn2: 2
  Clsn2[0] = -37, -42, 21, -4
  Clsn2[1] = 4, -66, 61, -32
5031,30, 0,-20, -1, 

; 
[Begin Action 231019]
801,0, 0,0, 1, 
801,1, 0,0, 4, 
801,2, 0,0, 5, 
801,3, 1,0, 2, 
801,4, 0,0, 3, 
801,5, 0,0, 18, 
801,7, 0,0, -1, 

; 
[Begin Action 9803]
9803,0, 0,0, 2, , A
9803,1, 0,0, 2, , A
9803,2, 0,0, 2, , A
9803,3, 0,0, 2, , A

; 
[Begin Action 9804]
9803,4, 0,0, 3, , A
9803,4, 0,0, 3, H, A

; 
[Begin Action 9805]
9803,5, 0,0, 3, , A
9803,5, 0,0, 3, H, A

; 
[Begin Action 9806]
9803,6, 0,0, 1, , A
9803,6, 0,0, 1, H, A

; 
[Begin Action 9807]
9803,7, 0,0, 2, , A

; 
[Begin Action 9808]
9803,8, 0,0, 2, , A
9803,9, 0,0, 2, , A
9803,10, 0,0, 2, , A
9803,11, 0,0, 2, , A
9803,12, 0,0, 2, , A
9803,13, 0,0, 2, , A

; 
[Begin Action 231020]
801,7, 0,0, 60, 
801,8, 0,0, 4, 
801,9, 0,0, 4, 
801,10, 0,0, 4, 
12,1, 0,0, 4, 

; 
[Begin Action 196011]
Loopstart
0,0, 0,0, 12, , A
-1,0, 0,0, 17, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, 
0,0, 0,0, 2, 
0,1, 0,0, 2, , AS220D225
0,0, 0,0, 2, , AS180D210
0,1, 0,0, 2, , AS140D180
0,0, 0,0, 2, , AS100D160
0,1, 0,0, 2, , AS80D130
0,0, 0,0, 2, , AS50D90
Clsn1: 1
  Clsn1[0] = -999999, -999999, 999999, 999999
-1,0, 0,0, 240, 
0,0, 0,0, 2, , AS50D90
0,1, 0,0, 2, , AS80D130
0,0, 0,0, 2, , AS100D160
0,1, 0,0, 2, , AS140D180
0,0, 0,0, 2, , AS180D210
0,1, 0,0, 2, , AS220D225
0,0, 0,0, 2, 

; 
[Begin Action 92450]
Clsn2: 1
  Clsn2[0] = -10, -103, 18, -15
43,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -10, -103, 18, -15
43,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -10, -103, 18, -15
43,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -10, -103, 18, -15
43,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -10, -103, 18, -15
43,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -10, -103, 18, -15
43,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -11, -103, 17, -15
43,0, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -7, -97, 21, -29
43,1, 0,0, 3, 
Clsn2: 1
  Clsn2[0] = -9, -94, 26, -36
43,2, 0,0, 3, 
Clsn2: 4
  Clsn2[0] = 2, -100, 28, -86
  Clsn2[1] = -27, -117, -8, -97
  Clsn2[2] = -15, -93, 19, -33
  Clsn2[3] = -24, -49, -8, 0
43,4, 0,0, -1, 

; 
[Begin Action 82360]
5002,0, 0,0, 4, VH, 
5002,10, 0,0, 4, V, 
5002,0, 0,0, 4, VH, 
5002,20, 0,0, 4, V, 

; 
[Begin Action 82451]
Clsn1: 4
  Clsn1[0] = -53, -53, -40, -40
  Clsn1[1] = -63, -63, -50, -50
  Clsn1[2] = -73, -72, -60, -59
  Clsn1[3] = -83, -81, -70, -68
3066,0, 0,0, 3, 
Clsn1: 7
  Clsn1[0] = -23, -24, -10, -11
  Clsn1[1] = -33, -34, -20, -21
  Clsn1[2] = -83, -81, -70, -68
  Clsn1[3] = -73, -72, -60, -59
  Clsn1[4] = -63, -63, -50, -50
  Clsn1[5] = -53, -53, -40, -40
  Clsn1[6] = -43, -43, -30, -30
3066,1, 0,0, 3, 
Clsn1: 7
  Clsn1[0] = -3, -2, 10, 11
  Clsn1[1] = -15, -14, -2, -1
  Clsn1[2] = -27, -27, -14, -14
  Clsn1[3] = -39, -39, -26, -26
  Clsn1[4] = -50, -51, -37, -38
  Clsn1[5] = -62, -63, -49, -50
  Clsn1[6] = -74, -75, -61, -62
3066,2, 0,0, 3, 
Clsn1: 5
  Clsn1[0] = -62, -63, -49, -50
  Clsn1[1] = -50, -51, -37, -38
  Clsn1[2] = -39, -39, -26, -26
  Clsn1[3] = -27, -27, -14, -14
  Clsn1[4] = -15, -14, -2, -1
3066,3, 0,0, 3, 

; 
[Begin Action 82452]
Clsn1: 1
  Clsn1[0] = -73, -43, 88, 10
3059,0, 0,0, 1, , A
Clsn1: 2
  Clsn1[0] = -38, -88, 123, -35
  Clsn1[1] = -73, -43, 88, 10
3059,1, 0,0, 1, , A
Clsn1: 3
  Clsn1[0] = 2, -134, 163, -81
  Clsn1[1] = -38, -88, 123, -35
  Clsn1[2] = -73, -43, 88, 10
3059,2, 0,0, 1, , A
Clsn1: 6
  Clsn1[0] = 114, -285, 275, -218
  Clsn1[1] = 2, -134, 163, -81
  Clsn1[2] = -38, -88, 123, -35
  Clsn1[3] = -73, -43, 88, 10
  Clsn1[4] = 35, -179, 196, -126
  Clsn1[5] = 68, -225, 229, -172
3059,3, 0,0, 2, , A
Clsn1: 6
  Clsn1[0] = 114, -285, 275, -218
  Clsn1[1] = 2, -134, 163, -81
  Clsn1[2] = -38, -88, 123, -35
  Clsn1[3] = -73, -43, 88, 10
  Clsn1[4] = 35, -179, 196, -126
  Clsn1[5] = 68, -225, 229, -172
3059,4, 0,0, 2, , A
Clsn1: 6
  Clsn1[0] = 114, -285, 275, -218
  Clsn1[1] = 2, -134, 163, -81
  Clsn1[2] = -38, -88, 123, -35
  Clsn1[3] = -73, -43, 88, 10
  Clsn1[4] = 35, -179, 196, -126
  Clsn1[5] = 68, -225, 229, -172
3059,3, 0,0, 2, , A
Clsn1: 6
  Clsn1[0] = 114, -285, 275, -218
  Clsn1[1] = 2, -134, 163, -81
  Clsn1[2] = -38, -88, 123, -35
  Clsn1[3] = -73, -43, 88, 10
  Clsn1[4] = 35, -179, 196, -126
  Clsn1[5] = 68, -225, 229, -172
3059,4, 0,0, 2, , A
Clsn1: 6
  Clsn1[0] = 114, -285, 275, -218
  Clsn1[1] = 2, -134, 163, -81
  Clsn1[2] = -38, -88, 123, -35
  Clsn1[3] = -73, -43, 88, 10
  Clsn1[4] = 35, -179, 196, -126
  Clsn1[5] = 68, -225, 229, -172
3059,3, 0,0, 2, , A
Clsn1: 6
  Clsn1[0] = 114, -285, 275, -218
  Clsn1[1] = 2, -134, 163, -81
  Clsn1[2] = -38, -88, 123, -35
  Clsn1[3] = -73, -43, 88, 10
  Clsn1[4] = 35, -179, 196, -126
  Clsn1[5] = 68, -225, 229, -172
3059,4, 0,0, 2, , A
Clsn1: 6
  Clsn1[0] = 114, -285, 275, -218
  Clsn1[1] = 2, -134, 163, -81
  Clsn1[2] = -38, -88, 123, -35
  Clsn1[3] = -73, -43, 88, 10
  Clsn1[4] = 35, -179, 196, -126
  Clsn1[5] = 68, -225, 229, -172
3059,3, 0,0, 2, , A
Clsn1: 6
  Clsn1[0] = 114, -285, 275, -218
  Clsn1[1] = 2, -134, 163, -81
  Clsn1[2] = -38, -88, 123, -35
  Clsn1[3] = -73, -43, 88, 10
  Clsn1[4] = 35, -179, 196, -126
  Clsn1[5] = 68, -225, 229, -172
3059,4, 0,0, 1, , A
3059,5, 0,0, 3, , A
3059,6, 0,0, 2, , A
3059,7, 0,0, 2, , A
3059,8, 0,0, 2, , A
3059,9, 0,0, 2, , A
3059,10, 0,0, 2, , A
3059,11, 0,0, 2, , A
-1,-1, 0,0, 20, , A

; 
[Begin Action 82453]
Clsn2: 6
  Clsn2[0] = 114, -285, 275, -218
  Clsn2[1] = 35, -179, 196, -126
  Clsn2[2] = 68, -225, 229, -172
  Clsn2[3] = 2, -134, 163, -81
  Clsn2[4] = -38, -88, 123, -35
  Clsn2[5] = -73, -43, 88, 10
-1,-1, 0,0, 19, 

; 
[Begin Action 11690]
Clsn2: 1
  Clsn2[0] = -13, -93, 22, -50
41,7, 0,0, 2, 
Clsn2: 1
  Clsn2[0] = -21, -60, 14, 0
6,0, 0,0, 2, 

; 
[Begin Action 5951]
5300,24, 0,0, 5, 
5300,23, 0,0, 5, 
5300,22, 0,0, 5, 
5300,21, 0,0, 5, 
5300,20, 0,0, 5, 
5300,19, 0,0, 5, 
5300,18, 0,0, 5, 
5300,17, 0,0, 5, 
5300,16, 0,0, 5, 
5300,15, 0,0, 5, 
5300,14, 0,0, 5, 
5300,13, 0,0, 5, 
5300,12, 0,0, 5, 
5300,11, 0,0, 5, 
5300,9, 0,0, 5, 
5300,8, 0,0, 5, 
5300,7, 0,0, 5, 
5300,6, 0,0, 5, 
5300,5, 0,0, 5, 
5300,4, 0,0, 5, 
5300,3, 0,0, 5, 
5300,2, 0,0, 5, 
5300,5, 0,0, 5, 
5300,7, 0,0, 5, 
Loopstart
0,0, 0,0, 85, 

; 
[Begin Action 9898]
9999,0, 0,0, 4, 
9999,1, 0,-1, 4, 
9999,2, 0,0, 4, 
Loopstart
9999,3, 0,0, 4, 
9999,4, 5,-1, 4, 
9999,5, 4,0, 4, 
9999,6, 3,2, 4, 
9999,7, 3,2, 4, 
9999,8, 8,2, 4, 
9999,9, 4,2, 4, 
9999,10, 3,2, 4, 
9999,11, -2,3, 4, 
9999,12, -2,0, 4, 

; 
[Begin Action 9899]
9999,13, 0,0, 4, , S
9999,14, 0,0, 4, , S
9999,15, 0,0, 4, , S
9999,16, 0,0, 4, , S
9999,17, 0,0, 4, , S

; 
[Begin Action 4747]
4747,0, 0,0, 3, , A
4747,1, 0,0, 3, , A
4747,2, 0,0, 3, , A
4747,3, 0,0, 3, , A
4747,4, 0,0, 3, , A
4747,5, 0,0, 3, , A
4747,6, 0,0, 3, , A
4747,7, 0,0, 3, , A
4747,8, 0,0, 3, , A
4747,9, 0,0, 3, , A
4747,10, 0,0, 3, , A
4747,11, 0,0, 3, , A
4747,12, 0,0, 3, , A
4747,13, 0,0, 3, , A
4747,14, 0,0, 3, , A
4747,15, 0,0, 3, , A
4747,16, 0,0, 3, , A
4747,17, 0,0, 3, , A
4747,18, 0,0, 3, , A
4747,19, 0,0, 3, , A
4747,20, 0,0, 3, , A
4747,21, 0,0, 3, , A
4747,22, 0,0, 3, , A
4747,23, 0,0, 3, , A
4747,24, 0,0, 3, , A
4747,25, 0,0, 3, , A
4747,26, 0,0, 3, , A
4747,27, 0,0, 3, , A
4747,28, 0,0, 3, , A
4747,29, 0,0, 3, , A

; 
[Begin Action 4301]
0,0, 0,0, 20, 
1000,0, 0,0, 3, 
Loopstart
1000,2, 0,0, 3, 
1000,3, 0,0, 4, 
1000,4, 0,0, 4, 
1000,5, 0,0, 4, 
1000,6, 0,0, 4, 
1000,7, 0,0, 4, 
1000,8, 0,0, 4, 

; 
[Begin Action 32710]
32710,100, -152,0, 0, 

; 
[Begin Action 32711]
32710,100, 168,0, 0, H, 

; 
[Begin Action 32712]
32710,100, -152,240, 0, V, 

; 
[Begin Action 32713]
32710,100, 168,240, 0, VH, 

; 
[Begin Action 68901]
6890,100, 0,0, 1, 

; 
[Begin Action 689010]
6890,0, 0,0, 4, 
6890,1, 0,0, 5, 
6890,2, 0,0, 4, 
6890,3, 0,0, 5, 
6890,4, 0,0, 4, 
6890,5, 0,0, 5, 
6890,6, 0,0, 4, 
6890,7, 0,0, 5, 
6890,8, 0,0, 4, 
6890,9, 0,0, 5, 
6890,10, 0,0, 4, 

; 
[Begin Action 75100]
7510,0, 0,0, -1, 

; 
[Begin Action 4103]
0,-1, 0,0, 20, 
1000,-1, 0,0, 3, 
Loopstart
1000,-1, 0,0, 3, 
1000,-1, 0,0, 4, 
1000,-1, 0,0, 4, 
1000,-1, 0,0, 4, 
1000,-1, 0,0, 4, 
1000,-1, 0,0, 4, 
1000,-1, 0,0, 4, 

; 
[Begin Action 4000]
Clsn1: 1
  Clsn1[0] = -18, -120, 40, 20
Clsn2: 1
  Clsn2[0] = -18, -102, 16, 1
245,0, 0,0, 48, 

; 
[Begin Action 4001]
750,4, 0,0, 40, 
300,4, 0,0, 8, 
300,4, 0,0, 20, 
300,4, 0,0, 8, 
300,4, 0,0, 8, 
300,4, 0,0, 8, 
300,4, 0,0, 20, 
300,4, 0,0, 7, 
300,4, 0,0, 7, 
300,4, 0,0, 7, 
300,4, 0,0, 6, 
300,4, 0,0, 6, 
300,4, 0,0, 6, 
300,4, 0,0, 5, 
300,4, 0,0, 5, 
300,4, 0,0, 5, 
300,4, 0,0, 5, 
300,4, 0,0, 4, 
300,4, 0,0, 4, 
300,4, 0,0, 4, 
300,4, 0,0, 4, 
300,4, 0,0, 4, 
300,4, 0,0, 4, 
300,4, 0,0, 3, 
300,4, 0,0, 3, 
300,4, 0,0, 3, 
300,4, 0,0, 3, 
300,4, 0,0, 3, 
300,4, 0,0, 3, 
300,4, 0,0, 2, 
300,4, 0,0, 2, 
300,4, 0,0, 2, 
300,4, 0,0, 2, 
300,4, 0,0, 1, 

; 
[Begin Action 4002]
5000,0, 0,0, -1, 

; 
[Begin Action 5910]
Clsn2Default: 2
  Clsn2[0] = -5, -41, 22, 3
  Clsn2[1] = -32, -56, -4, 3
6,1, 0,0, 9, 
Loopstart
6,0, 0,0, 9, 
11,1, 0,0, 9, 

; 
[Begin Action 5911]
Clsn2: 1
  Clsn2[0] = -28, -94, 6, 2
10,3, 0,0, 6, 
Clsn2: 1
  Clsn2[0] = -21, -94, 18, 2
10,2, 0,0, 6, 

; 
[Begin Action 4003]
Clsn2: 1
  Clsn2[0] = -23, -18, 24, 3
5040,10, 0,0, 94, 

; 
[Begin Action 30050]
0,0, 0,0, 3, 
1306,0, 0,0, 5, 
1306,1, 0,0, 5, 
1306,2, 0,0, 5, 
1306,3, 0,0, 5, 
1306,4, 0,0, 5, 
1306,5, 0,0, 5, 
1306,6, 0,0, 5, 
1306,7, 0,0, 5, 
1306,8, 0,0, 5, 
1306,9, 0,0, 5, 
1306,10, 0,0, 5, 
1306,11, 0,0, 5, 
1306,12, 0,0, 5, 
1306,10, 0,0, 5, 
1306,8, 0,0, 5, 
Clsn1: 2
  Clsn1[0] = -5, -96, 23, -69
  Clsn1[1] = -19, -71, 15, 2
1306,10, 0,0, 270, 
1306,11, 0,0, 15, 
1306,12, 0,0, 6, 
1306,13, 0,0, 6, 
1306,0, 0,0, 6, 

; 
[Begin Action 30060]
200,0, 0,0, 2, 
200,1, 0,0, 1, 
200,2, 0,0, 10, 
200,3, 0,0, 60, 
200,4, 0,0, 60, 
200,3, 0,0, 10, 
200,4, 0,0, 10, 
200,3, 0,0, 5, 
200,5, 0,0, 5, 
200,6, 0,0, 5, 
200,7, 0,0, 5, 
200,0, 0,0, 5, 

; 
[Begin Action 30070]
5100,0, 0,0, 2, , A
5100,1, 0,0, 2, , A
5100,2, 0,0, 2, , A
5100,2, 0,0, 2, , A
5100,-1, 0,0, -1, , A

; 
[Begin Action 31070]
5100,0, 0,0, 2, H, A
5100,1, 0,0, 2, H, A
5100,2, 0,0, 2, H, A
5100,2, 0,0, 2, H, A
5100,-1, 0,0, -1, H, 

; 
[Begin Action 30080]
5100,3, 0,0, 2, , A
5100,4, 0,0, 2, , A
5100,5, 0,0, 2, , A
5100,6, 0,0, 2, , A
5100,7, 0,0, 2, , A
5100,8, 0,0, 2, , A
5100,9, 0,0, 2, , A
5100,10, 0,0, 2, , A
5100,11, 0,0, 2, , A
5100,-1, 0,0, -1, 

; 
[Begin Action 31080]
5100,3, 0,0, 2, VH, A
5100,4, 0,0, 2, VH, A
5100,5, 0,0, 2, VH, A
5100,6, 0,0, 2, VH, A
5100,7, 0,0, 2, VH, A
5100,8, 0,0, 2, VH, A
5100,9, 0,0, 2, VH, A
5100,10, 0,0, 2, VH, A
5100,11, 0,0, 2, VH, A
5100,-1, 0,0, -1, VH, 

; 
[Begin Action 30090]
5100,20, 0,0, 2, , A
5100,21, 0,0, 2, , A
5100,22, 0,0, 2, , A
5100,23, 0,0, 2, , A
5100,24, 0,0, 2, , A
5100,25, 0,0, 2, , A
5100,26, 0,0, 2, , A
5100,27, 0,0, 2, , A
5100,28, 0,0, 2, , A
5100,-1, 0,0, -1, , A

; 
[Begin Action 31090]
5100,20, 0,0, 2, V, A
5100,21, 0,0, 2, V, A
5100,22, 0,0, 2, V, A
5100,23, 0,0, 2, V, A
5100,24, 0,0, 2, V, A
5100,25, 0,0, 2, V, A
5100,26, 0,0, 2, V, A
5100,27, 0,0, 2, V, A
5100,28, 0,0, 2, V, A
5100,-1, 0,0, -1, V, A

; 
[Begin Action 32090]
5100,20, 0,0, 2, H, A
5100,21, 0,0, 2, H, A
5100,22, 0,0, 2, H, A
5100,23, 0,0, 2, H, A
5100,24, 0,0, 2, H, A
5100,25, 0,0, 2, H, A
5100,26, 0,0, 2, H, A
5100,27, 0,0, 2, H, A
5100,28, 0,0, 2, H, A
5100,-1, 0,0, -1, H, A

; 
[Begin Action 33090]
5100,20, 0,0, 2, VH, A
5100,21, 0,0, 2, VH, A
5100,22, 0,0, 2, VH, A
5100,23, 0,0, 2, VH, A
5100,24, 0,0, 2, VH, A
5100,25, 0,0, 2, VH, A
5100,26, 0,0, 2, VH, A
5100,27, 0,0, 2, VH, A
5100,28, 0,0, 2, VH, A
5100,-1, 0,0, -1, VH, A

; 
[Begin Action 20000]
5011,20, -49,-18, -1, 

; 
[Begin Action 2503]
Clsn1: 1
  Clsn1[0] = -999999999, -1000000000, 1000000000, 999999999
-1,0, 0,0, 9, 

; 
[Begin Action 250310]
Clsn2: 1
  Clsn2[0] = -9999, -10000, 9999, 9998
-1,0, 0,0, 9, 

; 
[Begin Action 4302]
Clsn1: 1
  Clsn1[0] = -839, -240, 687, 57
-1,0, 0,0, 1, 

; 
[Begin Action 9980]
Clsn1: 2
  Clsn1[0] = -500, -500, 500, 2500
  Clsn1[1] = -33, -4, -33, -4
-32314,0, 5,-11, 1, 

; 
[Begin Action 70000]
Clsn2: 1
  Clsn2[0] = -20000, -20000, 20000, 20000
-32203,0, 0,0, 1, 

; 
[Begin Action 56000]
Clsn1: 1
  Clsn1[0] = -999, -999, 999, 999
-1,0, -10,-1, 1, 

; 
[Begin Action 9741]
-1,-1, 0,0, -1, 

; 
[Begin Action 7500]
7500,1000, 0,0, -1, 

; 
[Begin Action 5672]
-32084,0, 0,0, 3, 
-32084,1, 0,0, 3, 
-32084,2, 0,0, 3, 
-32084,3, 0,0, 3, 
-32084,4, 0,0, 3, 
-32084,5, 0,0, 3, 
-32084,6, 0,0, 3, 
-32084,7, 0,0, 3, 
-32084,8, 0,0, 3, 
-32084,9, 0,0, 3, 
-32084,10, 0,0, 3, 
-32084,11, 0,0, 3, 
-32084,12, 0,0, 3, 
-32084,13, 0,0, 3, 
-32084,14, 0,0, 3, 
-32084,15, 0,0, 3, 
-32084,16, 0,0, 3, 
-32084,17, 0,0, 3, 
-32084,18, 0,0, 3, 
-32084,19, 0,0, 3, 
-32084,20, 0,0, 3, 
-32084,21, 0,0, 3, 
-32084,22, 0,0, 3, 
-32084,23, 0,0, 3, 
-32084,24, 0,0, 3, 
-32084,25, 0,0, 3, 
-32084,26, 0,0, 3, 
-32084,27, 0,0, 3, 
-32084,28, 0,0, 3, 
-32084,29, 0,0, 3, 
-32084,30, 0,0, 3, 
-32084,31, 0,0, 3, 
-32084,32, 0,0, 3, 
-32084,33, 0,0, 3, 
-32084,34, 0,0, 3, 
-32084,35, 0,0, 3, 
-32084,36, 0,0, 3, 
-32084,37, 0,0, 3, 
-32084,38, 0,0, 3, 
-32084,39, 0,0, 3, 
-32084,40, 0,0, 3, 
-32084,41, 0,0, 3, 
-32084,42, 0,0, 3, 
-32084,43, 0,0, 3, 
-32084,44, 0,0, 3, 
-32084,45, 0,0, 3, 
-32084,46, 0,0, 3, 
-32084,47, 0,0, 3, 
-32084,48, 0,0, 3, 
-32084,49, 0,0, 3, 
-32084,50, 0,0, 3, 
-32084,51, 0,0, 3, 
-32084,52, 0,0, 3, 
-32084,53, 0,0, 3, 
-32084,54, 0,0, 3, 
-32084,55, 0,0, 3, 
-32084,56, 0,0, 3, 
-32084,57, 0,0, 3, 
-32084,58, 0,0, 3, 
-32084,59, 0,0, 3, 
-32084,60, 0,0, 3, 
-32084,61, 0,0, 3, 

; 
[Begin Action 64300]
-1236,0, 0,0, 2, , A
-1236,1, 0,0, 2, , A
-1236,2, 0,0, 2, , A
-1236,3, 0,0, 2, , A
-1236,4, 0,0, 2, , A
-1236,5, 0,0, 2, , A
-1236,6, 0,0, 2, , A
-1236,7, 0,0, 2, , A
-1236,8, 0,0, 2, , A
-1236,9, 0,0, 2, 
-1236,10, 0,0, 2, 
-1236,11, 0,0, 2, 
-1236,12, 0,0, 2, 
-1236,13, 0,0, 2, 
-1236,10, 0,0, 2, 
-1236,11, 0,0, 2, 
-1236,12, 0,0, 2, 
-1236,13, 0,0, 2, 
-1236,14, 0,0, 2, 
-1236,15, 0,0, 2, 
-1236,16, 0,0, 2, 
-1236,17, 0,0, 2, 
-1236,18, 0,0, 2, 
-1236,19, 0,0, 2, 
-1236,20, 0,0, 2, 
-1236,21, 0,0, 2, 
-1236,22, 0,0, 2, 
-1236,23, 0,0, 2, 
-1236,24, 0,0, 2, 
-1236,25, 0,0, 2, 
-1236,26, 0,0, 2, 
-1236,27, 0,0, 2, 
-1236,28, 0,0, 2, 
-1236,29, 0,0, 2, 
-1236,30, 0,0, 2, 
-1236,31, 0,0, 2, 
-1236,32, 0,0, 2, 
-1236,33, 0,0, 2, 
-1236,34, 0,0, 2, 
-1236,35, 0,0, 2, 
-1236,36, 0,0, 2, 
-1236,37, 0,0, 2, 
-1236,38, 0,0, 2, 
-1236,39, 0,0, 2, 
-1236,40, 0,0, 2, 
-1236,41, 0,0, 2, 
-1236,42, 0,0, 2, 
-1236,43, 0,0, 2, 
-1236,44, 0,0, 2, 
-1236,45, 0,0, 2, 
-1236,46, 0,0, 2, 
-1236,47, 0,0, 2, 
-1236,48, 0,0, 2, 
-1236,49, 0,0, 2, 
-1236,50, 0,0, 2, 
-1236,51, 0,0, 2, 
-1236,52, 0,0, 2, 
-1236,53, 0,0, 2, 
-1236,54, 0,0, 2, 
-1236,55, 0,0, 2, 
-1236,56, 0,0, 2, 
-1236,57, 0,0, 2, 
-1236,58, 0,0, 2, 
-1236,59, 0,0, 2, 
-1236,60, 0,0, 2, 
-1236,61, 0,0, 2, 
-1236,62, 0,0, 2, 
-1236,63, 0,0, 2, 
-1236,64, 0,0, 2, 
-1236,65, 0,0, 2, 
-1236,66, 0,0, 2, 
-1236,67, 0,0, 2, 
-1236,68, 0,0, 2, 
-1236,69, 0,0, 2, 
-1236,70, 0,0, 2, 
-1236,71, 0,0, 2, 
-1236,72, 0,0, 2, 
-1236,73, 0,0, 2, 
-1236,74, 0,0, 2, 
-1236,75, 0,0, 2, 
-1236,76, 0,0, 2, 
-1236,77, 0,0, 2, 
-1236,78, 0,0, 2, 
-1236,79, 0,0, 2, 
-1236,80, 0,0, 2, 
-1236,81, 0,0, 2, 
-1236,82, 0,0, 2, 
-1236,83, 0,0, 2, 
-1236,84, 0,0, 2, 
-1236,85, 0,0, 2, 
-1236,86, 0,0, 2, 
-1236,87, 0,0, 2, 
-1236,88, 0,0, 2, 
-1236,89, 0,0, 2, 
-1236,90, 0,0, 2, 
-1236,91, 0,0, 2, 
-1236,92, 0,0, 2, 
-1236,93, 0,0, 2, 
-1236,94, 0,0, 2, 
-1236,95, 0,0, 2, 
-1236,96, 0,0, 2, 
-1236,97, 0,0, 2, 
-1236,98, 0,0, 2, 
-1236,99, 0,0, 2, 
-1236,100, 0,0, 2, 
-1236,101, 0,0, 2, 
-1236,102, 0,0, 2, 
-1236,103, 0,0, 2, 
-1236,104, 0,0, 2, 
-1236,105, 0,0, 2, 
-1236,106, 0,0, 2, 
-1236,107, 0,0, 2, 
-1236,108, 0,0, 2, 
-1236,109, 0,0, 2, 
-1236,110, 0,0, 2, 
-1236,111, 0,0, 2, 
-1236,112, 0,0, 2, 
-1236,113, 0,0, 2, 
-1236,114, 0,0, 2, 
-1236,115, 0,0, 2, 
-1236,116, 0,0, 2, 
-1236,117, 0,0, 2, 
-1236,118, 0,0, 2, 
-1236,119, 0,0, 2, 
-1236,120, 0,0, 2, 
-1236,121, 0,0, 2, 
-1236,122, 0,0, 2, 
-1236,123, 0,0, 2, 
-1236,124, 0,0, 2, 
-1236,125, 0,0, 2, 
-1236,126, 0,0, 2, 
-1236,127, 0,0, 2, 
-1236,128, 0,0, 2, 
-1236,129, 0,0, 2, 
-1236,130, 0,0, 2, 
-1236,131, 0,0, 2, 
-1236,132, 0,0, 2, 
-1236,133, 0,0, 2, 
-1236,134, 0,0, 2, 
-1236,135, 0,0, 2, 
-1236,136, 0,0, 2, 
-1236,137, 0,0, 2, 
-1236,138, 0,0, 2, 
-1236,139, 0,0, 2, 
-1236,140, 0,0, 2, 
-1236,141, 0,0, 2, 
-1236,142, 0,0, 2, 
-1236,143, 0,0, 2, 
-1236,144, 0,0, 2, 
-1236,145, 0,0, 2, 
-1236,146, 0,0, 2, 
-1236,147, 0,0, 2, 
-1236,148, 0,0, 2, 
-1236,149, 0,0, 2, 
-1236,150, 0,0, 2, 
-1236,151, 0,0, 2, 
-1236,152, 0,0, 2, 
-1236,153, 0,0, 2, 
-1236,154, 0,0, 2, 
-1236,155, 0,0, 2, 
-1236,156, 0,0, 2, 
-1236,157, 0,0, 2, 
-1236,158, 0,0, 2, 
-1236,159, 0,0, 2, 
-1236,160, 0,0, 2, 
-1236,161, 0,0, 2, 
-1236,162, 0,0, 2, 
-1236,163, 0,0, 2, 

; 
[Begin Action 11321]
Clsn2: 1
  Clsn2[0] = -5000, 0, 10000, 5000
-1,-1, 0,0, -1, 

; 
[Begin Action 8996]
Clsn1: 1
  Clsn1[0] = -99999999, 1000010000, 99999999, 999990000
-1,0, 0,0, 9, 

; 
[Begin Action 8997]
Clsn2: 1
  Clsn2[0] = -42106, -42106, 42106, 42106
-1,0, 0,0, 1, 

; 
[Begin Action 8999]
Clsn1: 1
  Clsn1[0] = -999999999, -999999999, 999999999, 999999999
-1,0, 0,0, 7, 

; 
[Begin Action 9000]
Clsn1: 1
  Clsn1[0] = -89013, -89013, 89013, 89013
-1,0, 0,0, 1, 

; 
[Begin Action 9008]
9008,0, 0,0, 60, 
9008,1, 0,0, 4, 
9008,2, 0,0, 4, 
9008,3, 0,0, 4, 
9008,4, 0,0, 4, 
9008,5, 0,0, 4, 
9008,6, 0,0, 4, 
9008,7, 0,0, 4, 
9008,8, 0,0, 4, 
9008,9, 0,0, 4, 
9008,10, 0,0, 4, 
9008,11, 0,0, 4, 
9008,12, 0,0, 4, 
9008,13, 0,0, 4, 
9008,14, 0,0, 4, 
9008,15, 0,0, 4, 
9008,16, 0,0, 4, 
9008,17, 0,0, 4, 
9008,18, 0,0, 4, 
9008,19, 0,0, 4, 
9008,20, 0,0, 4, 
9008,21, 0,0, 4, 
9008,22, 0,0, 4, 
9008,23, 0,0, 4, 
9008,24, 0,0, 4, 
9008,25, 0,0, 4, 
9008,26, 0,0, 4, 
9008,27, 0,0, 4, 
9008,28, 0,0, 4, 
9008,29, 0,0, 4, 
9008,30, 0,0, 4, 
9008,31, 0,0, 4, 
9008,32, 0,0, 4, 

; 
[Begin Action 9028]
5031,30, 0,0, 6, 

; 
[Begin Action 6033]
6033,0, 0,0, 7, , A
6033,0, 0,0, 6, , AS225D256
6033,0, 0,0, 6, , AS200D256
6033,0, 0,0, 5, , AS175D256
6033,0, 0,0, 4, , AS150D256
6033,0, 0,0, 3, , AS125D256
6033,0, 0,0, 3, , AS100D256
6033,0, 0,0, 2, , AS75D256
6033,0, 0,0, 2, , AS50D256
6033,0, 0,0, 2, , AS25D256
6033,0, 0,0, 2, , AS50D256
6033,0, 0,0, 2, , AS75D256
6033,0, 0,0, 3, , AS100D256
6033,0, 0,0, 3, , AS125D256
6033,0, 0,0, 4, , AS150D256
6033,0, 0,0, 5, , AS175D256
6033,0, 0,0, 6, , AS200D256
6033,0, 0,0, 6, , AS225D256
6033,0, 0,0, 7, , A

