;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Sakuya Helper File.
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僀儞僩儘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 193]
Physics  = N
Anim     = 9999

[State 193,~僉儏僢~]
Type       = PlaySnd
TriggerAll = FVar(2) = 0.5
Trigger1   = Root,Command = "up"
Trigger2   = Root,Command = "down"
Value      = S2,10
Channel    = 0

[State 193,~儉僀僢~]
Type     = PlaySnd
Trigger1 = Var(1) = 1 || Var(2) = 1
Value    = S2,11
Channel  = 0

[State 193,~堧晞忋堏摦~]
Type     = VarSet
Trigger1 = Time = 0
V        = 50
Value    = IfElse(Root,TeamSide = 1, 30, -30)

[State 193,~暥帤 Ver.1~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(194) = 0
Trigger1    = Root,Var(51) = 2 && Root,Command = "up"
Trigger2    = Root,Var(51) = 1
Trans       = None
Anim        = 184
ID          = 194
PosType     = Left
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.2~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(195) = 0
Trigger1    = Root,Var(51) = 1 && Root,Command = "down"
Trigger2    = Root,Var(51) = 3 && Root,Command = "up"
Trigger3    = Root,Var(51) = 2
Trans       = None
Anim        = 185
ID          = 195
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.3~]
Type        = Explod
TriggerAll  = Var(1) = 0 && StateTime <= 179
TriggerAll  = NumExplod(196) = 0
Trigger1    = Root,Var(51) = 2 && Root,Command = "down"
Trigger2    = Root,Var(51) = 3
Trans       = None
Anim        = 186
ID          = 196
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5

[State 193,~暥帤 Ver.4~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(197) = 0
Trigger1    = Root,Var(52) = 2 && Root,Command = "up"
Trigger2    = Root,Var(52) = 1
Trans       = None
Anim        = 187
ID          = 197
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.5~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(198) = 0
Trigger1    = Root,Var(52) = 1 && Root,Command = "down"
Trigger2    = Root,Var(52) = 3 && Root,Command = "up"
Trigger3    = Root,Var(52) = 2
Trans       = None
Anim        = 188
ID          = 198
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5
[State 193,~暥帤 Ver.6~]
Type        = Explod
TriggerAll  = (Var(1) = 30) || (Var(2) = 0)
TriggerAll  = NumExplod(199) = 0
Trigger1    = Root,Var(52) = 2 && Root,Command = "down"
Trigger2    = Root,Var(52) = 3
Trans       = None
Anim        = 189
ID          = 199
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 5

[State 193,~堧晞忋堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(1) = 0 && StateTime <= 179
Trigger1   = Root,Var(51) = 2 && Root,Command = "up"
Trigger2   = Root,Var(51) = 3 && Root,Command = "up"
V          = 51
Value      = -1
[State 193,~堧晞壓堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(1) = 0 && StateTime <= 179
Trigger1   = Root,Var(51) = 1 && Root,Command = "down"
Trigger2   = Root,Var(51) = 2 && Root,Command = "down"
V          = 51
Value      = 1

[State 193,~堦斣忋傊~]
Type     = ParentVarSet
Trigger1 = Var(2) = -1
V        = 52
Value    = 1

[State 193,~擉晞忋堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(2) = 0
Trigger1   = Root,Var(52) = 2 && Root,Command = "up"
Trigger2   = Root,Var(52) = 3 && Root,Command = "up"
V          = 52
Value      = -1
[State 193,~擉晞壓堏摦~]
Type       = ParentVarAdd
TriggerAll = Var(2) = 0
Trigger1   = Root,Var(52) = 1 && Root,Command = "down"
Trigger2   = Root,Var(52) = 2 && Root,Command = "down"
V          = 52
Value      = 1

[State 193,~偲傝偁偊偢楇偵~]
Type     = VarSet
Trigger1 = Time = 0
V        = 1
Value    = 0
[State 193,~擉晞慖戰傊曄峏~]
Type     = VarAdd
Trigger1 = Var(1) >= 1
Trigger2 = Var(2) = -1 && Time <= 179 && Root,Command = "start"
V        = 1
Value    = 1

[State 193,~擉晞慖戰偝傟側偄傛偆偵~]
Type     = VarSet
Trigger1 = Time = 0
V        = 2
Value    = -1
[State 193,~擉晞偵~]
Type     = VarSet
Trigger1 = Var(1) = 0 && Var(2) = -1 && Time = 210 || Var(1) = 40
V        = 2
Value    = 0
[State 193,~廔椆~]
Type     = VarAdd
Trigger1 = Var(2) >= 1
Trigger2 = Var(2) = 0 && Root,Command = "start"
V        = 2
Value    = 1

[State 193,~堧晞慖戰偝傟側偄傛偆偵~]
Type     = VarSet
Trigger1 = Var(1) = 0 && Time = 220 || Var(2) = 0 && Var(1) >= 41 || Var(2) = 0 && Time <= 50 
V        = 1
Value    = -1

[State 193,~側傫偩偭偗?~]
Type     = VarAdd
Trigger1 = Var(2) = 0
V        = 3
Value    = 1

[State 193,~僇乕僪昗弨僒僀僘~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 1
Value    = 0.25
[State 193,~僇乕僪墶弅彫~]
Type     = VarAdd
Trigger1 = (Var(1) = [1,10]) || (Var(1) = 0) && (Time = [180,189])
Trigger2 = (Var(1) = [21,30]) || (Var(1) = 0) && (Time = [200,209])
Trigger3 = (Var(2) = [1,10]) || (Var(2) = 0) && (Time = [380,389])
Trigger4 = (Var(2) = [21,30]) || (Var(2) = 0) && (Time = [400,409])
FV       = 1
Value    = -0.025
[State 193,~僇乕僪墶怢傃~]
Type     = VarAdd
Trigger1 = (Var(1) = [11,20]) || (Var(1) = 0) && (Time = [190,199])
Trigger2 = (Var(1) = [31,40]) || (Var(1) = 0) && (Time = [210,219])
Trigger3 = (Var(2) = [11,20]) || (Var(2) = 0) && (Time = [390,399])
FV       = 1
Value    = 0.025

[State 193,~堧晞僇乕僪~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 191
Scale    = FVar(1),0.25
[State 193,~擉晞僇乕僪~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 192
Scale    = FVar(1),0.25
[State 193,~僇乕僪棤~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 193
Scale    = FVar(1),0.25

[State 193,~杮懱晛捠僒僀僘~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 2
Value    = 0.5

[State 193,~杮懱墶弅彫~]
Type     = VarAdd
Trigger1 = (Var(1) = [1,10]) || (Var(1) = 0) && (Time = [180,189])
Trigger2 = (Var(2) = [1,10]) || (Var(2) = 0) && (Time = [380,389])
FV       = 2
Value    = -0.05
[State 193,~杮懱墶怢傃~]
Type     = VarAdd
Trigger1 = (Var(1) = [31,40]) || (Var(1) = 0) && (Time = [210,219])
FV       = 2
Value    = 0.05

[State 193,~廲昗弨~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 3
Value    = 0.5
[State 193,~廲弅彫~]
Type     = VarSet
Trigger1 = (Var(2) = [21,30]) || (Var(2) = 0) && (Time = [400,409])
FV       = 3
Value    = -0.05

[State 193,~杮懱僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(2),FVar(3)

[State 193,~慖戰暥帤僒僀僘曄峏 Ver.1~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 194
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.2~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 195
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.3~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 196
Scale    = FVar(2),FVar(3)

[State 193,~慖戰暥帤僒僀僘曄峏 Ver.4~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 197
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.5~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 198
Scale    = FVar(2),FVar(3)
[State 193,~慖戰暥帤僒僀僘曄峏 Ver.6~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 199
Scale    = FVar(2),FVar(3)

[State 193,~暥帤僒僀僘曄峏 Ver.1~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 184
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.2~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 185
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.3~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 186
Scale    = FVar(2),FVar(3)

[State 193,~暥帤僒僀僘曄峏 Ver.4~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 187
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.5~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 188
Scale    = FVar(2),FVar(3)
[State 193,~暥帤僒僀僘曄峏 Ver.6~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 189
Scale    = FVar(2),FVar(3)

[State 193,~堧晞僇乕僪~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 191
ID          = 191
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = 0.25,0.25
SprPriority = 3
[State 193,~擉晞僇乕僪~]
Type        = Explod
Trigger1    = (Var(1) >= 30) || (Var(1) = 0) && Time >= 210
Trigger1    = NumExplod(192) = 0
Anim        = 192
ID          = 192
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = FVar(1),0.25
SprPriority = 3
[State 193,~僇乕僪棤~]
Type        = Explod
Trigger1    = (Var(1) = [10,29]) || (Var(2) = 10) || (Var(1) = 0) && (Time >= 190)
Trigger1    = NumExplod(193) = 0
Anim        = 193
ID          = 193
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),100
BindTime    = -1
OwnPal      = 1
Scale       = FVar(1),0.25
SprPriority = 3

[State 193,~暥帤 Ver.1~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(51) != 1
Trigger1    = NumExplod(184) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 184
ID          = 184
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
[State 193,~暥帤 Ver.2~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(51) != 2
Trigger1    = NumExplod(185) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 185
ID          = 185
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4
[State 193,~暥帤 Ver.3~]
Type        = Explod
Trigger1    = (Var(1) = 0) && Time <= 199
Trigger1    = Root,Var(51) != 3
Trigger1    = NumExplod(186) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 186
ID          = 186
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 4

[State 193,~暥帤 Ver.4~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(52) != 1
Trigger1    = NumExplod(187) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 187
ID          = 187
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),70
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4
[State 193,~暥帤 Ver.5~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(52) != 2
Trigger1    = NumExplod(188) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 188
ID          = 188
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),110
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4
[State 193,~暥帤 Ver.6~]
Type        = Explod
Trigger1    = (Var(1) = 30) || (Var(2) = 0) || Time >= 210
Trigger1    = Root,Var(52) != 3
Trigger1    = NumExplod(189) = 0
Trigger1    = Root,StateNo = [190,194]
Anim        = 189
ID          = 189
PosType     = Back
Pos         = IfElse(Root,TeamSide = 1, 30, 290)+Var(50),150
BindTime    = -1
OwnPal      = 1
Scale       = FVar(2),0.5
SprPriority = 4

[State 193,~堧晞僇乕僪徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 190 || Var(1) = 10
Trigger2 = Root,StateNo != [190,194]
ID       = 191
[State 193,~擉晞僇乕僪徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 390 || Var(2) >= 10
Trigger2 = Root,StateNo != [190,194]
ID       = 192

[State 193,~僇乕僪棤徚偟~]
Type     = RemoveExplod
Trigger1 = Time >= 210 && Time <= 389 || Var(1) >= 30 || Var(2) = 30
Trigger2 = Root,StateNo != [190,194]
ID       = 193

[State 193,~慖戰暥帤徚偟 Ver.1~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 1
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 194
[State 193,~慖戰暥帤徚偟 Ver.2~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 2
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 195
[State 193,~慖戰暥帤徚偟 Ver.3~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) != 3
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 196

[State 193,~慖戰暥帤徚偟 Ver.4~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) != 1
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 197
[State 193,~慖戰暥帤徚偟 Ver.5~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) != 2
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 198
[State 193,~慖戰暥帤徚偟 Ver.6~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) != 3
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 199

[State 193,~暥帤徚偟 Ver.1~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 1
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 184
[State 193,~暥帤徚偟 Ver.2~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 2
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 185
[State 193,~暥帤徚偟 Ver.3~]
Type     = RemoveExplod
Trigger1 = Root,Var(51) = 3
Trigger2 = Time >= 190 || Var(1) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 186

[State 193,~暥帤徚偟 Ver.4~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) = 1
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 187
[State 193,~暥帤徚偟 Ver.5~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) = 2
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 188
[State 193,~暥帤徚偟 Ver.6~]
Type     = RemoveExplod
Trigger1 = Root,Var(52) = 3
Trigger2 = Var(2) = 10
Trigger3 = Root,StateNo != [190,194]
ID       = 189

[State 193,~徚柵~]
Type     = DestroySelf
Trigger1 = NumExplod = 0
Trigger2 = Root,StateNo != [190,194]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 婳愓 僄僼僃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 206]
Physics  = N
Anim     = 9999
SprPriority = 3

[State 206,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 206,~僗儔僢僔儏C~]
Type     = BindToRoot
Trigger1 = IsHelper(206) = 1
Time     = 999
Facing   = 1
Pos      = 26,-51
[State 206,~僋儔僢僋僜僂儖~]
Type     = BindToRoot
Trigger1 = IsHelper(216) = 1
Time     = 999
Facing   = 1
Pos      = 25,-55
[State 206,~偟傖偑傒対~]
Type     = BindToRoot
Trigger1 = IsHelper(401) = 1
Time     = 999
Facing   = 1
Pos      = 44,-48
[State 206,~嬻拞対~]
Type     = BindToRoot
Trigger1 = IsHelper(601) = 1
Time     = 999
Facing   = 1
Pos      = 31,-40
[State 206,~嬻拞幩寕~]
Type     = BindToRoot
Trigger1 = IsHelper(651) = 1
Time     = 999
Facing   = 1
Pos      = 6,-42
[State 206,~僴僀僗儔僢僔儏C~]
Type     = BindToRoot
Trigger1 = IsHelper(701) = 1
Time     = 999
Facing   = 1
Pos      = 14,-59

[State 206,~僗儔僢僔儏C~]
Type     = ChangeAnim
Trigger1 = IsHelper(206) = 1
Value    = 206
Persistent = 0
[State 206,~僋儔僢僋僜僂儖~]
Type     = ChangeAnim
Trigger1 = IsHelper(216) = 1
Value    = 216
Persistent = 0
[State 206,~偟傖偑傒対~]
Type     = ChangeAnim
Trigger1 = IsHelper(401) = 1
Value    = 401
Persistent = 0
[State 206,~嬻拞対~]
Type     = ChangeAnim
Trigger1 = IsHelper(601) = 1
Value    = 601
Persistent = 0
[State 206,~嬻拞幩寕~]
Type     = ChangeAnim
Trigger1 = IsHelper(651) = 1
Value    = 651
Persistent = 0
[State 206,~僴僀僗儔僢僔儏C~]
Type     = ChangeAnim
Trigger1 = IsHelper(701) = 1
Value    = 701
Persistent = 0

[State 206,~怓曄偊~]
Type     = PalFx
Trigger1 = IsHelper(206) = 1
Time     = 9999
Mul      = 512,64,64
[State 206,~怓曄偊~]
Type     = PalFx
Trigger1 = IsHelper(216) = 1 || IsHelper(401) = 1 || IsHelper(601) = 1 || IsHelper(651) = 1 || IsHelper(701) = 1
Time     = 9999
Mul      = 512,128,128

[State 206,~徚柵~]
Type     = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = IsHelper(206) = 1 && Root,StateNo != 205 && Root,StateNo != 500
Trigger3 = IsHelper(216) = 1 && Root,StateNo != 215 && Root,StateNo != 3210
Trigger4 = IsHelper(401) = 1 && Root,StateNo != 400
Trigger5 = IsHelper(601) = 1 && Root,StateNo != 600
Trigger6 = IsHelper(701) = 1 && Root,StateNo != 700
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 崅懍僫僀僼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 231]
MoveType    = A
Physics     = N
Anim        = 255
VelSet      = IfElse(IsHelper(231), 15, 10), IfElse(IsHelper(231), 0, IfElse(IsHelper(232), -5, 4))
SprPriority = 3

[State 231,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 231,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 231,~堏摦懍搙~]
Type     = VelSet
Trigger1 = IsHelper(231) || IsHelper(232) || IsHelper(233) || IsHelper(234)
X        = 15*IfElse(IsHelper(231), Cos(0*Pi/180), IfElse(IsHelper(232), Cos(25*Pi/180), Cos(-25*Pi/180)))
Y        = -15*IfElse(IsHelper(231), Sin(0*Pi/180), IfElse(IsHelper(232), Sin(25*Pi/180), Sin(-25*Pi/180)))

[State 231,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.35

[State 231,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)
Scale    = 1+FVar(0),1

[State 231,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 231,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 1 && !MoveContact
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 20
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -5,-4
Air.Velocity               = -5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*Root,FVar(20)) <= 15, 15, Ceil(40*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0

[State 231,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 231,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 231,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 231,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.02
IgnoreHitPause = 1
Persistent = 0
[State 231,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.02*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 231,~夞揮傾僯儊偵~]
Type     = Null;ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 231,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = FrontEdgeBodyDist <= -50
Trigger3 = MoveHit && EnemyNear,MoveType != H
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 斀幩僫僀僼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 241]
MoveType    = A
Physics     = N
Anim        = 256
VelSet      = 0,0
SprPriority = 3

[State 241,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 241,~巆憸~]
Type     = Helper
Trigger1 = Time = 0 && Root,Var(56) = 1
Name     = "After"
Stateno  = 258
ID       = 258
Pos      = 0,0
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 241,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(241) || IsHelper(242) || IsHelper(243) || IsHelper(244) || IsHelper(245)
X        = 7.5
Y        = 7.5*IfElse(IsHelper(241), Sin(25*Pi/180), IfElse(IsHelper(242), Sin(23*Pi/180), IfElse(IsHelper(243), Sin(21*Pi/180), IfElse(IsHelper(244), Sin(19*Pi/180), Sin(17*Pi/180)))))

[State 241,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(246) || IsHelper(247) || IsHelper(248) || IsHelper(249) || IsHelper(250)
X        = 7.5*IfElse(IsHelper(246), Cos(-10*Pi/180), IfElse(IsHelper(247), Cos(-20*Pi/180), IfElse(IsHelper(248), Cos(-30*Pi/180), IfElse(IsHelper(249), Cos(-40*Pi/180), Cos(-50*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(246), Sin(-45*Pi/180), IfElse(IsHelper(247), Sin(-52*Pi/180), IfElse(IsHelper(248), Sin(-59*Pi/180), IfElse(IsHelper(249), Sin(-66*Pi/180), Sin(-73*Pi/180)))))

[State 241,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(251) || IsHelper(252) || IsHelper(253) || IsHelper(254) || IsHelper(255)
X        = 5*IfElse(IsHelper(251), Cos(-10*Pi/180), IfElse(IsHelper(252), Cos(-20*Pi/180), IfElse(IsHelper(253), Cos(-30*Pi/180), IfElse(IsHelper(254), Cos(-40*Pi/180), Cos(-50*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(251), Sin(-45*Pi/180), IfElse(IsHelper(252), Sin(-52*Pi/180), IfElse(IsHelper(253), Sin(-59*Pi/180), IfElse(IsHelper(254), Sin(-66*Pi/180), Sin(-73*Pi/180)))))

[State 241,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(256) || IsHelper(257) || IsHelper(258) || IsHelper(259) || IsHelper(260)
X        = 7.5
Y        = 7.5*IfElse(IsHelper(256), Sin(0*Pi/180), IfElse(IsHelper(257), Sin(5*Pi/180), IfElse(IsHelper(258), Sin(10*Pi/180), IfElse(IsHelper(259), Sin(15*Pi/180), Sin(20*Pi/180)))))

[State 241,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(261) || IsHelper(262) || IsHelper(263) || IsHelper(264) || IsHelper(265)
X        = 5*IfElse(IsHelper(261), Cos(-10*Pi/180), IfElse(IsHelper(262), Cos(-20*Pi/180), IfElse(IsHelper(263), Cos(-30*Pi/180), IfElse(IsHelper(264), Cos(-40*Pi/180), Cos(-50*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(261), Sin(45*Pi/180), IfElse(IsHelper(262), Sin(52*Pi/180), IfElse(IsHelper(263), Sin(59*Pi/180), IfElse(IsHelper(264), Sin(66*Pi/180), Sin(73*Pi/180)))))

[State 241,~斀幩 Y~]
Type     = VelSet
Trigger1 = Var(0) = 1 || Var(0) = 3
Y        = Vel Y * -1
IgnoreHitPause = 1
Persistent = 0

[State 241,~斀幩 X~]
Type     = Turn
Trigger1 = Var(0) = 2 || Var(0) = 4
IgnoreHitPause = 1
Persistent = 0
[State 241,~斀幩 X~]
Type     = VelSet
Trigger1 = Var(0) = 2 || Var(0) = 4
X        = Vel X * -1
IgnoreHitPause = 1
Persistent = 0

[State 241,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = 1
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)

[State 241,~壒梡~]
Type                       = Projectile
TriggerAll                 = Var(0) = 0
Trigger1                   = Vel Y >= 0 && Pos Y >= 0 || Vel Y <= 0 && ScreenPos Y <= 10
Trigger2                   = FrontEdgeBodyDist <= 0 || BackEdgeBodyDist <= 0
ProjID                     = 241
ProjAnim                   = 9999
ProjRemoveTime             = 0
SuperMoveTime              = 999
PauseMoveTime              = 999

[State 241,~斀幩偟偨~]
Type     = VarSet
Trigger1 = Vel Y >= 0 && Pos Y >= 0 || Vel Y <= 0 && ScreenPos Y <= 10
Trigger2 = FrontEdgeBodyDist <= 0 || BackEdgeBodyDist <= 0
V        = 0
Value    = IfElse(Vel Y >= 0 && Pos Y >= 0, 1, IfElse(FrontEdgeBodyDist <= 0, 2, IfElse(Vel Y <= 0 && ScreenPos Y <= 10, 3, IfElse(BackEdgeBodyDist <= 0, 4, 0))))
IgnoreHitPause = 1
Persistent = 0

[State 241,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 241,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact && Var(1) = 0 && Var(0) != 2
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 15
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -5,0
Air.Velocity               = -5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*Root,FVar(20)) <= 15, 15, Ceil(35*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 241,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact && Var(1) = 0 && Var(0) = 2
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 15
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = 5,0
Air.Velocity               = 5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*Root,FVar(20)) <= 15, 15, Ceil(35*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 241,~摉偨偭偨応崌~]
Type     = VarSet
Trigger1 = MoveContact
V        = 1
Value    = 1
IgnoreHitPause = 1

[State 241,~敾掕弌偡~]
Type     = VarSet
Trigger1 = Var(0) != 0
V        = 1
Value    = 0
IgnoreHitPause = 1
Persistent = 0

[State 241,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1

[State 241,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 241,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 241,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.06
IgnoreHitPause = 1
[State 241,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.06*Root,FVar(21)
IgnoreHitPause = 1

[State 241,~夞揮傾僯儊偵~]
Type     = ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 241,~僸僢僩偟偰側偄忬懺偵~]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 241,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = Pos Y >= 50 || ScreenPos Y <= -50
Trigger3 = FrontEdgeBodyDist <= -50 || BackEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楢幩僫僀僼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 251]
MoveType    = A
Physics     = N
Anim        = 256
SprPriority = 3

[State 251,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 251,~堏摦懍搙(棫偪幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(251) || IsHelper(252) || IsHelper(253) || IsHelper(254) || IsHelper(255)
X        = 4
Y        = IfElse(IsHelper(251), Sin(30*Pi/180), IfElse(IsHelper(252), Sin(15*Pi/180), IfElse(IsHelper(253), Sin(0*Pi/180), IfElse(IsHelper(254), Sin(-15*Pi/180), Sin(-30*Pi/180)))))
[State 251,~堏摦懍搙(棫偪幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(256) || IsHelper(257)
X        = 4
Y        = IfElse(IsHelper(256), Sin(-45*Pi/180), Sin(-60*Pi/180))

[State 251,~堏摦懍搙(仺棫偪幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(258) || IsHelper(259) || IsHelper(260) || IsHelper(261) || IsHelper(262)
X        = 4*IfElse(IsHelper(258), Cos(30*Pi/180), IfElse(IsHelper(259), Cos(34*Pi/180), IfElse(IsHelper(260), Cos(38*Pi/180), IfElse(IsHelper(261), Cos(42*Pi/180), Cos(46*Pi/180)))))
Y        = -4*IfElse(IsHelper(258), Sin(30*Pi/180), IfElse(IsHelper(259), Sin(34*Pi/180), IfElse(IsHelper(260), Sin(38*Pi/180), IfElse(IsHelper(261), Sin(42*Pi/180), Sin(46*Pi/180)))))
[State 251,~堏摦懍搙(仺棫偪幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(263) || IsHelper(264)
X        = 4*IfElse(IsHelper(263), Cos(50*Pi/180), Cos(54*Pi/180))
Y        = -4*IfElse(IsHelper(263), Sin(50*Pi/180), Sin(54*Pi/180))

[State 251,~堏摦懍搙(孅幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(265) || IsHelper(266) || IsHelper(267) || IsHelper(268) || IsHelper(269)
X        = 4*IfElse(IsHelper(265), Cos(45*Pi/180), IfElse(IsHelper(266), Cos(50*Pi/180), IfElse(IsHelper(267), Cos(55*Pi/180), IfElse(IsHelper(268), Cos(60*Pi/180), Cos(65*Pi/180)))))
Y        = -4*IfElse(IsHelper(265), Sin(45*Pi/180), IfElse(IsHelper(266), Sin(50*Pi/180), IfElse(IsHelper(267), Sin(55*Pi/180), IfElse(IsHelper(268), Sin(60*Pi/180), Sin(65*Pi/180)))))
[State 251,~堏摦懍搙(孅幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(270) || IsHelper(271)
X        = 4*IfElse(IsHelper(270), Cos(70*Pi/180), Cos(75*Pi/180))
Y        = -4*IfElse(IsHelper(270), Sin(70*Pi/180), Sin(75*Pi/180))

[State 251,~堏摦懍搙(嬻伀幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(272) || IsHelper(273) || IsHelper(274) || IsHelper(275) || IsHelper(276)
X        = 4*IfElse(IsHelper(272), Cos(50*Pi/180), IfElse(IsHelper(273), Cos(46*Pi/180), IfElse(IsHelper(274), Cos(42*Pi/180), IfElse(IsHelper(275), Cos(38*Pi/180), Cos(34*Pi/180)))))
Y        = 4*IfElse(IsHelper(272), Sin(50*Pi/180), IfElse(IsHelper(273), Sin(46*Pi/180), IfElse(IsHelper(274), Sin(42*Pi/180), IfElse(IsHelper(275), Sin(38*Pi/180), Sin(34*Pi/180)))))
[State 251,~堏摦懍搙(嬻伀幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(277) || IsHelper(278)
X        = 4*IfElse(IsHelper(277), Cos(30*Pi/180), Cos(26*Pi/180))
Y        = 4*IfElse(IsHelper(277), Sin(30*Pi/180), Sin(26*Pi/180))

[State 251,~堏摦壛懍~]
Type     = VelMul
Trigger1 = 1
X        = 1.04
Y        = 1.04

[State 251,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Vel X != 0
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)

[State 251,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 251,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 1 && !MoveContact
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 8
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 12
Ground.HitTime             = 14
Air.HitTime                = 14
Ground.Velocity            = -4.6,0
Air.Velocity               = -4.6,-4.3
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(25*Root,FVar(20)) <= 15, 15, Ceil(25*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 20,10
Hitonce                    = 1
NumHits                    = 0

[State 251,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 251,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 251,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 251,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.02
IgnoreHitPause = 1
Persistent = 0
[State 251,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.02*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 251,~夞揮傾僯儊偵~]
Type     = ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 251,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = FrontEdgeBodyDist <= -50
Trigger3 = MoveHit && EnemyNear,MoveType != H
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僫僀僼巆憸
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 258]
Physics     = N
Anim        = 258
SprPriority = 0

[State 258,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 258,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 258,~僘儗杊巭~]
Type     = BindToParent
Trigger1 = Parent,StateNo != 259
Time     = 1
Facing   = 1
Pos      = 0,0

[State 258,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Parent,StateNo != 259
X        = Parent,Vel X
Y        = Parent,Vel Y
[State 258,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Parent,StateNo = 259
X        = 0
Y        = 0

[State 258,~僒僀僘彫偝偔~]
Type     = VarAdd
Trigger1 = Vel X = 0 && FVar(0) >= -0.45
FV       = 0
Value    = -0.2
[State 258,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = Vel X != 0 && FVar(0) <= 0.9
FV       = 0
Value    = 0.1

[State 258,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5+FVar(0),0.5

[State 258,~僒僀僘曄峏~]
Type     = AngleSet
Trigger1 = Vel X != 0
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)

[State 258,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 190
Trigger2 = FVar(0) <= -0.45
Trigger3 = Pos Y >= 40 || ScreenPos Y <= -40
Trigger4 = FrontEdgeBodyDist <= -40 || BackEdgeBodyDist <= -40
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僫僀僼  夞揮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 259]
MoveType    = I
Physics     = N
Anim        = 256
VelSet      = -2,-7.5
SprPriority = 3

[State 259,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 259,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256 + Var(10),Var(11)

[State 259,~崟偔~]
Type     = VarAdd
Trigger1 = Time >= 15
V        = 10
Value    = -8
[State 259,~摟柧偵~]
Type     = VarAdd
Trigger1 = Time >= 15
V        = 11
Value    = 8

[State 259,~廳椡~]
Type     = VelAdd
Trigger1 = 1
Y        = .3

[State 259,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1,1

[State 259,~僒僀僘曄峏~]
Type     = AngleAdd
Trigger1 = 1
Value    = -45

[State 259,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 40
Trigger2 = Var(11) >= 248
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 棧寱偺尒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 1001]
MoveType    = I
Physics     = N
Anim        = 255
SprPriority = 3

[State 1001,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 1001,~堏摦懍搙(a)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1001) || IsHelper(1002) || IsHelper(1003) || IsHelper(1004) || IsHelper(1005)
X        = 7.5*IfElse(IsHelper(1001), Cos(-30*Pi/180), IfElse(IsHelper(1002), Cos(-24*Pi/180), IfElse(IsHelper(1003), Cos(-18*Pi/180), IfElse(IsHelper(1004), Cos(-12*Pi/180), Cos(-6*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1001), Sin(-30*Pi/180), IfElse(IsHelper(1002), Sin(-24*Pi/180), IfElse(IsHelper(1003), Sin(-18*Pi/180), IfElse(IsHelper(1004), Sin(-12*Pi/180), Sin(-6*Pi/180)))))
[State 1001,~堏摦懍搙(a)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1006) || IsHelper(1007) || IsHelper(1008) || IsHelper(1009) || IsHelper(1010)
X        = 7.5*IfElse(IsHelper(1006), Cos(0*Pi/180), IfElse(IsHelper(1007), Cos(6*Pi/180), IfElse(IsHelper(1008), Cos(12*Pi/180), IfElse(IsHelper(1009), Cos(18*Pi/180), Cos(24*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1006), Sin(0*Pi/180), IfElse(IsHelper(1007), Sin(6*Pi/180), IfElse(IsHelper(1008), Sin(12*Pi/180), IfElse(IsHelper(1009), Sin(18*Pi/180), Sin(24*Pi/180)))))

[State 1001,~堏摦懍搙(b晛捠)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1011) || IsHelper(1012) || IsHelper(1013) || IsHelper(1014) || IsHelper(1015)
X        = 7.5*IfElse(IsHelper(1011), Cos(-30*Pi/180), IfElse(IsHelper(1012), Cos(-24*Pi/180), IfElse(IsHelper(1013), Cos(-18*Pi/180), IfElse(IsHelper(1014), Cos(-12*Pi/180), Cos(-6*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1011), Sin(-30*Pi/180), IfElse(IsHelper(1012), Sin(-24*Pi/180), IfElse(IsHelper(1013), Sin(-18*Pi/180), IfElse(IsHelper(1014), Sin(-12*Pi/180), Sin(-6*Pi/180)))))
[State 1001,~堏摦懍搙(b晛捠)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1016) || IsHelper(1017) || IsHelper(1018) || IsHelper(1019) || IsHelper(1020)
X        = 7.5*IfElse(IsHelper(1016), Cos(0*Pi/180), IfElse(IsHelper(1017), Cos(6*Pi/180), IfElse(IsHelper(1018), Cos(12*Pi/180), IfElse(IsHelper(1019), Cos(18*Pi/180), Cos(24*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1016), Sin(0*Pi/180), IfElse(IsHelper(1017), Sin(6*Pi/180), IfElse(IsHelper(1018), Sin(12*Pi/180), IfElse(IsHelper(1019), Sin(18*Pi/180), Sin(24*Pi/180)))))

[State 1001,~堏摦懍搙(b仾搳偘)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1021) || IsHelper(1022) || IsHelper(1023) || IsHelper(1024) || IsHelper(1025)
X        = 7.5*IfElse(IsHelper(1021), Cos(-75*Pi/180), IfElse(IsHelper(1022), Cos(-69*Pi/180), IfElse(IsHelper(1023), Cos(-63*Pi/180), IfElse(IsHelper(1024), Cos(-57*Pi/180), Cos(-51*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1021), Sin(-75*Pi/180), IfElse(IsHelper(1022), Sin(-69*Pi/180), IfElse(IsHelper(1023), Sin(-63*Pi/180), IfElse(IsHelper(1024), Sin(-57*Pi/180), Sin(-51*Pi/180)))))
[State 1001,~堏摦懍搙(b仾搳偘)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1026) || IsHelper(1027) || IsHelper(1028) || IsHelper(1029) || IsHelper(1030)
X        = 7.5*IfElse(IsHelper(1026), Cos(-45*Pi/180), IfElse(IsHelper(1027), Cos(-39*Pi/180), IfElse(IsHelper(1028), Cos(-33*Pi/180), IfElse(IsHelper(1029), Cos(-27*Pi/180), Cos(-21*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1026), Sin(-45*Pi/180), IfElse(IsHelper(1027), Sin(-39*Pi/180), IfElse(IsHelper(1028), Sin(-33*Pi/180), IfElse(IsHelper(1029), Sin(-27*Pi/180), Sin(-21*Pi/180)))))

[State 1001,~堏摦懍搙(b伀搳偘)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1031) || IsHelper(1032) || IsHelper(1033) || IsHelper(1034) || IsHelper(1035)
X        = 7.5*IfElse(IsHelper(1031), Cos(75*Pi/180), IfElse(IsHelper(1032), Cos(69*Pi/180), IfElse(IsHelper(1033), Cos(63*Pi/180), IfElse(IsHelper(1034), Cos(57*Pi/180), Cos(51*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1031), Sin(75*Pi/180), IfElse(IsHelper(1032), Sin(69*Pi/180), IfElse(IsHelper(1033), Sin(63*Pi/180), IfElse(IsHelper(1034), Sin(57*Pi/180), Sin(51*Pi/180)))))
[State 1001,~堏摦懍搙(b伀搳偘)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1036) || IsHelper(1037) || IsHelper(1038) || IsHelper(1039) || IsHelper(1040)
X        = 7.5*IfElse(IsHelper(1036), Cos(45*Pi/180), IfElse(IsHelper(1037), Cos(39*Pi/180), IfElse(IsHelper(1038), Cos(33*Pi/180), IfElse(IsHelper(1039), Cos(27*Pi/180), Cos(21*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1036), Sin(45*Pi/180), IfElse(IsHelper(1037), Sin(39*Pi/180), IfElse(IsHelper(1038), Sin(33*Pi/180), IfElse(IsHelper(1039), Sin(27*Pi/180), Sin(21*Pi/180)))))


[State 1001,~掆巭~]
Type     = PosFreeze
Trigger1 = Time = [10,187]
Value    = 1

[State 1001,~摟柧搙~]
Type     = Trans
Trigger1 = Time = [10,187]
Trans    = AddAlpha
Alpha    = 128,128

[State 1001,~掆巭~]
Type     = StateTypeSet
Trigger1 = Time = 188
MoveType = A

[State 1001,~僫僀僼曄峏~]
Type     = ChangeAnim
Trigger1 = Time = 188
Value    = 257

[State 1001,~斀揮 X~]
Type       = Turn
TriggerAll = Time = 10
Trigger1   = IsHelper(1011) || IsHelper(1012) || IsHelper(1013) || IsHelper(1014) || IsHelper(1015)
Trigger2   = IsHelper(1016) || IsHelper(1017) || IsHelper(1018) || IsHelper(1019) || IsHelper(1020)
Persistent = 0
[State 1001,~斀揮 X~]
Type       = VelSet
TriggerAll = Time = 10
Trigger1   = IsHelper(1011) || IsHelper(1012) || IsHelper(1013) || IsHelper(1014) || IsHelper(1015)
Trigger2   = IsHelper(1016) || IsHelper(1017) || IsHelper(1018) || IsHelper(1019) || IsHelper(1020)
X          = Vel X * -1
Persistent = 0

[State 1001,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = 1
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)

[State 1001,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 1001,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 189 && !MoveContact
Attr                       = S, SP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 15
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -4,0
Air.Velocity               = -4.6,-4.8
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*Root,FVar(20)) <= 15, 15, Ceil(40*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 1001,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 1001,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 1001,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 1001,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.06
IgnoreHitPause = 1
Persistent = 0
[State 1001,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.06*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 1001,~夞揮傾僯儊偵~]
Type     = ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 1001,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 500
Trigger2 = Pos Y >= 50 || ScreenPos Y <= -50
Trigger3 = FrontEdgeBodyDist <= -50 || BackEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 傾儞價僔儍僗僕儍僢僋
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 1011]
MoveType    = A
Physics     = N
Anim        = 256
SprPriority = 3

[State 1011,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 1011,~堏摦懍搙(a)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1011) || IsHelper(1012) || IsHelper(1013) || IsHelper(1014) || IsHelper(1015)
X        = 7.5*IfElse(IsHelper(1011), Cos(-30*Pi/180), IfElse(IsHelper(1012), Cos(-24*Pi/180), IfElse(IsHelper(1013), Cos(-18*Pi/180), IfElse(IsHelper(1014), Cos(-12*Pi/180), Cos(-6*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1011), Sin(-30*Pi/180), IfElse(IsHelper(1012), Sin(-24*Pi/180), IfElse(IsHelper(1013), Sin(-18*Pi/180), IfElse(IsHelper(1014), Sin(-12*Pi/180), Sin(-6*Pi/180)))))
[State 1011,~堏摦懍搙(a)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1016) || IsHelper(1017) || IsHelper(1018) || IsHelper(1019) || IsHelper(1020)
X        = 7.5*IfElse(IsHelper(1016), Cos(0*Pi/180), IfElse(IsHelper(1017), Cos(6*Pi/180), IfElse(IsHelper(1018), Cos(12*Pi/180), IfElse(IsHelper(1019), Cos(18*Pi/180), Cos(24*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(1016), Sin(0*Pi/180), IfElse(IsHelper(1017), Sin(6*Pi/180), IfElse(IsHelper(1018), Sin(12*Pi/180), IfElse(IsHelper(1019), Sin(18*Pi/180), Sin(24*Pi/180)))))

[State 1011,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = 1
V        = 10
Range    = -90,90

[State 1011,~堏摦懍搙(a)~]
Type     = VelSet
Trigger1 = Time%5 = 0 && Time >= 5
X        = 7.5*Cos(Var(10)*Pi/180)
Y        = 7.5*Sin(Var(10)*Pi/180)

[State 1011,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = 1
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)

[State 1011,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 1011,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact
Attr                       = S, SP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 12
PauseTime                  = 0,10
Guard.PauseTime            = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -5,0
Air.Velocity               = -5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(15*Root,FVar(20)) <= 15, 15, Ceil(15*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 1011,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 1011,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 1011,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 1011,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.08
IgnoreHitPause = 1
Persistent = 0
[State 1011,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.08*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 1011,~夞揮傾僯儊偵~]
Type     = ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 1011,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 500
Trigger2 = Pos Y >= 50 || ScreenPos Y <= -50
Trigger3 = FrontEdgeBodyDist <= -50 || BackEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僋儘乕僗傾僢僾儅僕僢僋  僫僀僼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 1021]
MoveType    = I
Physics     = N
Anim        = 1025
VelSet      = 0,0
SprPriority = 3

[State 1021,~巆憸傾僯儊偵~]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = IsHelper(1023) || IsHelper(1024)
Value    = 1026

[State 1021,~偮偄偰偔傞~]
Type     = BindToRoot
Trigger1 = Var(20) = 0
Trigger1 = IsHelper(1021) || IsHelper(1023)
Time     = 1
Facing   = 1
Pos      = 0,-50
[State 1021,~偮偄偰偔傞~]
Type     = BindToRoot
Trigger1 = Var(20) = 0
Trigger1 = IsHelper(1022) || IsHelper(1024)
Time     = 1
Facing   = -1
Pos      = 0,-50

[State 1021,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 1021,~摟柧搙~]
Type     = Trans
Trigger1 = IsHelper(1021) || IsHelper(1022)
Trans    = AddAlpha
Alpha    = 256 - Var(10),Var(10)
[State 1021,~摟柧搙~]
Type     = Trans
Trigger1 = IsHelper(1023) || IsHelper(1024)
Trans    = AddAlpha
Alpha    = 256 - Var(10),256

[State 1021,~摟柧搙~]
Type     = VarAdd
Trigger1 = Var(20) = 1
V        = 10
Value    = 16

[State 1021,~廔椆~]
Type     = VarSet
Trigger1 = Root,Anim = [1023,1024]
V        = 20
Value    = 1

[State 1021,~巆憸墶 X~]
Type     = VarSet
Trigger1 = IsHelper(1021) || IsHelper(1023)
FV       = 0
Value    = 1.5
[State 1021,~巆憸墶 Y~]
Type     = VarSet
Trigger1 = IsHelper(1021) || IsHelper(1023)
FV       = 1
Value    = 0.75

[State 1021,~巆憸廲 X~]
Type     = VarSet
Trigger1 = IsHelper(1022) || IsHelper(1024)
FV       = 0
Value    = 0.6
[State 1021,~巆憸廲 Y~]
Type     = VarSet
Trigger1 = IsHelper(1022) || IsHelper(1024)
FV       = 1
Value    = 1.2

[State 1021,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),FVar(1)

[State 1021,~巆憸墶 妏搙~]
Type     = AngleSet
Trigger1 = IsHelper(1021) || IsHelper(1023)
Value    = 20
[State 1021,~巆憸廲 妏搙~]
Type     = AngleSet
Trigger1 = IsHelper(1022) || IsHelper(1024)
Value    = -25

[State 1021,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = Var(10) >= 240
Trigger3 = Root,MoveType = H
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僶僂儞僗僲乕僶僂儞僗
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 1031]
MoveType    = A
Physics     = N
Anim        = 256
VelSet      = 0,0
SprPriority = 3

[State 1031,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 1031,~巆憸~]
Type     = Null;Helper
Trigger1 = Time = 0
Name     = "After"
Stateno  = 258
ID       = 258
Pos      = 0,0
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 1031,~堏摦懍搙(a,1乣5)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1031) || IsHelper(1032) || IsHelper(1033) || IsHelper(1034) || IsHelper(1035)
X        = -5*IfElse(IsHelper(1031), Cos(-74*Pi/180), IfElse(IsHelper(1032), Cos(-82*Pi/180), IfElse(IsHelper(1033), Cos(-90*Pi/180), IfElse(IsHelper(1034), Cos(-98*Pi/180), Cos(-106*Pi/180)))))
Y        = 5*IfElse(IsHelper(1031), Sin(-74*Pi/180), IfElse(IsHelper(1032), Sin(-82*Pi/180), IfElse(IsHelper(1033), Sin(-90*Pi/180), IfElse(IsHelper(1034), Sin(-98*Pi/180), Sin(-106*Pi/180)))))

[State 1031,~堏摦懍搙(a,6乣10)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1036) || IsHelper(1037) || IsHelper(1038) || IsHelper(1039) || IsHelper(1040)
X        = -5*IfElse(IsHelper(1036), Cos(-78*Pi/180), IfElse(IsHelper(1037), Cos(-86*Pi/180), IfElse(IsHelper(1038), Cos(-94*Pi/180), IfElse(IsHelper(1039), Cos(-102*Pi/180), Cos(-110*Pi/180)))))
Y        = 5*IfElse(IsHelper(1036), Sin(-78*Pi/180), IfElse(IsHelper(1037), Sin(-86*Pi/180), IfElse(IsHelper(1038), Sin(-94*Pi/180), IfElse(IsHelper(1039), Sin(-102*Pi/180), Sin(-110*Pi/180)))))

[State 1031,~堏摦懍搙(a,11乣15)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1041) || IsHelper(1042) || IsHelper(1043) || IsHelper(1044) || IsHelper(1045)
X        = -5*IfElse(IsHelper(1041), Cos(-84*Pi/180), IfElse(IsHelper(1042), Cos(-92*Pi/180), IfElse(IsHelper(1043), Cos(-100*Pi/180), IfElse(IsHelper(1044), Cos(-108*Pi/180), Cos(-114*Pi/180)))))
Y        = 5*IfElse(IsHelper(1041), Sin(-84*Pi/180), IfElse(IsHelper(1042), Sin(-92*Pi/180), IfElse(IsHelper(1043), Sin(-100*Pi/180), IfElse(IsHelper(1044), Sin(-108*Pi/180), Sin(-114*Pi/180)))))

[State 1031,~堏摦懍搙(b,1乣5)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1051) || IsHelper(1052) || IsHelper(1053) || IsHelper(1054) || IsHelper(1055)
X        = -5*IfElse(IsHelper(1051), Cos(-61*Pi/180), IfElse(IsHelper(1052), Cos(-53*Pi/180), IfElse(IsHelper(1053), Cos(-45*Pi/180), IfElse(IsHelper(1054), Cos(-37*Pi/180), Cos(-29*Pi/180)))))
Y        = 5*IfElse(IsHelper(1051), Sin(-61*Pi/180), IfElse(IsHelper(1052), Sin(-53*Pi/180), IfElse(IsHelper(1053), Sin(-45*Pi/180), IfElse(IsHelper(1054), Sin(-37*Pi/180), Sin(-29*Pi/180)))))

[State 1031,~堏摦懍搙(b,6乣10)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1056) || IsHelper(1057) || IsHelper(1058) || IsHelper(1059) || IsHelper(1060)
X        = -5*IfElse(IsHelper(1056), Cos(-57*Pi/180), IfElse(IsHelper(1057), Cos(-49*Pi/180), IfElse(IsHelper(1058), Cos(-41*Pi/180), IfElse(IsHelper(1059), Cos(-33*Pi/180), Cos(-25*Pi/180)))))
Y        = 5*IfElse(IsHelper(1056), Sin(-57*Pi/180), IfElse(IsHelper(1057), Sin(-49*Pi/180), IfElse(IsHelper(1058), Sin(-41*Pi/180), IfElse(IsHelper(1059), Sin(-33*Pi/180), Sin(-25*Pi/180)))))

[State 1031,~堏摦懍搙(b,11乣15)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1061) || IsHelper(1062) || IsHelper(1063) || IsHelper(1064) || IsHelper(1065)
X        = -5*IfElse(IsHelper(1061), Cos(-53*Pi/180), IfElse(IsHelper(1062), Cos(-45*Pi/180), IfElse(IsHelper(1063), Cos(-37*Pi/180), IfElse(IsHelper(1064), Cos(-29*Pi/180), Cos(-21*Pi/180)))))
Y        = 5*IfElse(IsHelper(1061), Sin(-53*Pi/180), IfElse(IsHelper(1062), Sin(-45*Pi/180), IfElse(IsHelper(1063), Sin(-37*Pi/180), IfElse(IsHelper(1064), Sin(-29*Pi/180), Sin(-21*Pi/180)))))

[State 1031,~斀幩 Y~]
Type     = VelSet
Trigger1 = Vel Y <= -1 && Var(0) = 2
Y        = Vel Y * -1.0

[State 1031,~斀幩 X~]
Type     = Turn
Trigger1 = Time = 0 && Vel X < 0
Trigger2 = Var(5) <= 1
Trigger2 = Var(0) = 1 || Var(0) = 3
[State 1031,~斀幩 X~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(1031) || IsHelper(1032) || IsHelper(1033) || IsHelper(1034) || IsHelper(1035)
Trigger2 = Time = 0
Trigger2 = IsHelper(1036) || IsHelper(1037) || IsHelper(1038) || IsHelper(1039) || IsHelper(1040)
Trigger3 = Time = 0
Trigger3 = IsHelper(1041) || IsHelper(1042) || IsHelper(1043) || IsHelper(1044) || IsHelper(1045)
Trigger4 = Var(5) <= 1
Trigger4 = Var(0) = 1 || Var(0) = 3
X        = Vel X * -1.0

[State 1031,~斀幩夞悢~]
Type     = VarAdd
Trigger1 = Var(0) != 0
V        = 5
Value    = 1
IgnoreHitPause = 1
[State 1031,~斀幩偟側偄傛偆偵~]
Type     = VarSet
Trigger1 = Var(0) != 0 && Var(5) <= 1
V        = 0
Value    = 0
IgnoreHitPause = 1
[State 1031,~斀幩偟側偄傛偆偵2nd.~]
Type     = VarSet
Trigger1 = Var(5) >= 3
V        = 6
Value    = 0
IgnoreHitPause = 1

[State 1031,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(1051) || IsHelper(1052) || IsHelper(1053) || IsHelper(1054) || IsHelper(1055)
Trigger2 = IsHelper(1056) || IsHelper(1057) || IsHelper(1058) || IsHelper(1059) || IsHelper(1060)
Trigger3 = IsHelper(1061) || IsHelper(1062) || IsHelper(1063) || IsHelper(1064) || IsHelper(1065)
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)
[State 1031,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(1031) || IsHelper(1032) || IsHelper(1033) || IsHelper(1034) || IsHelper(1035)
Trigger2 = IsHelper(1036) || IsHelper(1037) || IsHelper(1038) || IsHelper(1039) || IsHelper(1040)
Trigger3 = IsHelper(1041) || IsHelper(1042) || IsHelper(1043) || IsHelper(1044) || IsHelper(1045)
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi) - 180

[State 1031,~壒梡~]
Type                       = Projectile
TriggerAll                 = Var(0) = 0
Trigger1                   = Vel Y <= -0.00001 && ScreenPos Y <= 10
Trigger2                   = Vel X >= 0.00001 && FrontEdgeBodyDist <= -10 || Vel X <= -0.00001 && BackEdgeBodyDist <= 0
ProjID                     = 241
ProjAnim                   = 9999
ProjRemoveTime             = 0
SuperMoveTime              = 999
PauseMoveTime              = 999

[State 1031,~斀幩偟偨~]
Type       = VarSet
TriggerAll = Var(5) <= 1
Trigger1   = Vel Y < 0 && ScreenPos Y <= 10
Trigger2   = Vel X >= 0 && FrontEdgeBodyDist <= -10 || Vel X < 0 && BackEdgeBodyDist <= 0
V          = 0
Value      = IfElse(FrontEdgeBodyDist <= 0,1, IfElse(Vel Y <= 0 && ScreenPos Y <= 10,2, IfElse(BackEdgeBodyDist <= 0,3, 0)))

[State 1031,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 1031,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact && Var(1) = 0 && Facing = 1
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 15
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = IfElse(EnemyNear,Facing = 1, 5, -5),0
Air.Velocity               = IfElse(EnemyNear,Facing = 1, 4, -4),-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*Root,FVar(20)) <= 15, 15, Ceil(35*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 1031,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact && Var(1) = 0 && Facing = -1
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 15
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = IfElse(EnemyNear,Facing = 1, -5, 5),0
Air.Velocity               = IfElse(EnemyNear,Facing = 1, -4, 4),-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*Root,FVar(20)) <= 15, 15, Ceil(35*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 1031,~摉偨偭偨応崌~]
Type     = VarSet
Trigger1 = MoveContact
V        = 1
Value    = 1
IgnoreHitPause = 1

[State 1031,~敾掕弌偡~]
Type     = VarSet
Trigger1 = Var(0) != 0
V        = 1
Value    = 0
IgnoreHitPause = 1
Persistent = 0

[State 1031,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1

[State 1031,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 1031,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 1031,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.06
IgnoreHitPause = 1
[State 1031,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.06*Root,FVar(21)
IgnoreHitPause = 1

[State 1031,~夞揮傾僯儊偵~]
Type     = ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 1031,~僸僢僩偟偰側偄忬懺偵~]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 1031,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = Pos Y >= 50 || ScreenPos Y <= -50
Trigger3 = FrontEdgeBodyDist <= -50 || BackEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僶僯僔儞僌僄僽儕僔儞僌   僇乕僪
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 1041]
Physics     = N
SprPriority = -1

[State 1041,~慜偵~]
Type     = SprPriority
Trigger1 = Time >= 2
Value    = 3

[State 1041,~摟柧搙~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256 + Var(10),Var(10)

[State 1041,~崟偔~]
Type     = VarAdd
Trigger1 = Time >= 10
V        = 10
Value    = 8

[State 1041,~傾僯儊愝掕~]
Type     = ChangeAnim
Trigger1 = Time = 0
Value    = IfElse(IsHelper(1042),1042 ,IfElse(IsHelper(1043),1043, IfElse(IsHelper(1044),1044, IfElse(IsHelper(1045),1045, IfElse(IsHelper(1046),1046,1047)))))

[State 1041,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,28

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 0
X        = -1.35
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 1
X        = -1.25
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 2
X        = -1.15
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 3
X        = -1.05
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 4
X        = -0.95
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 5
X        = -0.85
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 6
X        = -0.75
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 7
X        = -0.65
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 8
X        = -0.55
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 9
X        = -0.45
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 10
X        = -0.35
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 11
X        = -0.25
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 12
X        = -0.15
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 13
X        = -0.05
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 14
X        = 0.05
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 15
X        = 0.15
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 16
X        = 0.25
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 17
X        = 0.35
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 18
X        = 0.45
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 19
X        = 0.55
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 20
X        = 0.65
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 21
X        = 0.75
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 22
X        = 0.85
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 23
X        = 0.95
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 24
X        = 1.05
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 25
X        = 1.15
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 26
X        = 1.25
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 27
X        = 1.35
[State 1041,~懍搙愝掕~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 28
X        = 1.45

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 1041,~懍搙愝掕 Y~]
Type     = VelSet
Trigger1 = Time = 0
Y        = -0.45

[State 1041,~廳椡~]
Type     = VelAdd
Trigger1 = 1
Y        = .15

[State 1041,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 1,1

[State 1041,~妏搙曄峏~]
Type     = AngleAdd
Trigger1 = Vel X <= 0
Value    = 3
[State 1041,~妏搙曄峏~]
Type     = AngleAdd
Trigger1 = Vel X >= 0.00001
Value    = -3

[State 1041,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 26
Trigger2 = Var(10) >= 248
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僶僯僔儞僌僄僽儕僔儞僌   岝偺棻
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 1042]
Physics     = N
Anim        = 1048
SprPriority = 5

[State 1042,~妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = 1
V        = 1
Range    = 0,3

[State 1042,~僒僀僘儔儞僟儉~]
Type     = VarRandom
Trigger1 = 1
V        = 2
Range    = 25,100

[State 1042,~僒僀僘~]
Type     = VarSet
Trigger1 = 1
FV       = 0
Value    = Var(2)/100.0

[State 1042,~昗弨~]
Type        = Explod
Trigger1    = Var(1) = 0
Anim        = 1048
ID          = 1048
PosType     = P1
Pos         = -25+Random%50,-40+Random%40
Accel       = 0,-0.3
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 0.25+FVar(0),0.25+FVar(0)
SprPriority = 5
PauseMoveTime = IfElse(Root,Var(31) <= 0, 0, 9999)
[State 1042,~斀懳~]
Type        = Explod
Trigger1    = Var(1) = 1
Anim        = 1048
ID          = 1048
PosType     = P1
Pos         = -25+Random%50,-40+Random%40
Accel       = 0,-0.3
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 0.25+FVar(0),0.25+FVar(0)
SprPriority = 5
PauseMoveTime = IfElse(Root,Var(31) <= 0, 0, 9999)
[State 1042,~廲斀懳~]
Type        = Explod
Trigger1    = Var(1) = 2
Anim        = 1048
ID          = 1048
PosType     = P1
Pos         = -25+Random%50,-40+Random%40
Accel       = 0,-0.3
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 0.25+FVar(0),0.25+FVar(0)
SprPriority = 5
PauseMoveTime = IfElse(Root,Var(31) <= 0, 0, 9999)
[State 1042,~恀媡~]
Type        = Explod
Trigger1    = Var(1) = 3
Anim        = 1048
ID          = 1048
PosType     = P1
Pos         = -25+Random%50,-40+Random%40
Accel       = 0,-0.3
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 0.25+FVar(0),0.25+FVar(0)
SprPriority = 5
PauseMoveTime = IfElse(Root,Var(31) <= 0, 0, 9999)

[State 1042,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 30
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 尪晞乽嶦恖僪乕儖乿 僫僀僼 夞揮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3001]
MoveType    = I
Physics     = N
Anim        = 255
SprPriority = 3

[State 3001,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3001,~摟柧~]
Type     = Trans
Trigger1 = 0
Trans    = Add

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State 3001, 儔僕傾儞曄姺]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3001) || IsHelper(3002) || IsHelper(3003) || IsHelper(3004) || IsHelper(3005)
Trigger2   = IsHelper(3006) || IsHelper(3007) || IsHelper(3008) || IsHelper(3009)
X          = Root,FVar(10)
Y          = Root,FVar(11)
[State 3001, 儔僕傾儞曄姺]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3010) || IsHelper(3011) || IsHelper(3012) || IsHelper(3013) || IsHelper(3014)
Trigger2   = IsHelper(3015) || IsHelper(3016) || IsHelper(3017) || IsHelper(3018)
X          = -Root,FVar(10)
Y          = -Root,FVar(11)

[State 3001,~尭懍~]
Type     = VelAdd
Trigger1 = 1
X        = -FVar(10)/50
Y        = -FVar(11)/50

[State 3001,~X~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 10
Value    = Vel X
[State 3001,~Y~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 11
Value    = Vel Y

;**************************************************
[State 3001,~埵抲曄峏~]
Type     = PosAdd
Trigger1 = Time = 0
X        = (fvar(10))*10
Y        = (fvar(11))*10
;**************************************************

[State 3001,~媡僫僀僼~]
Type     = ChangeAnim
Trigger1 = Vel X < 0 && Time = 0
Value    = 3002
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3001,~妏搙曄峏~]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = 18

[State 3001,~夞揮~]
Type     = AngleDraw
Trigger1 = 1
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi) + Var(1)
Scale    = 1+FVar(0),1

[State 3001,~憡庤偵岦偐傢偣傞~]
Type     = ChangeState
Trigger1 = Time >= 45
Value    = 3002
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 尪晞乽嶦恖僪乕儖乿 僫僀僼 憡庤偵岦偐偆
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3002]
MoveType    = A
Physics     = N
SprPriority = 3

[State 3002,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3002,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3002,~憡庤偵岦偐偆~]
Type     = VelSet
Trigger1 = Time = 0
X        = 2.0*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 2.0*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))

;[State 3002,~媡僫僀僼~]
;Type     = ChangeAnim
;Trigger1 = Vel X < 0 && Time = 0
;Value    = 3002
[State 3002,~僫僀僼~]
Type     = ChangeAnim
Trigger1 = Time = 0;Vel X >= 0 && Time = 0
Value    = 255

[State 3002,~X~]
Type     = VarSet
Trigger1 = Time = 1
FV       = 10
Value    = Vel X
[State 3002,~Y~]
Type     = VarSet
Trigger1 = Time = 1
FV       = 11
Value    = Vel Y

[State 3002,~懍搙傾僢僾~]
Type     = VelAdd
Trigger1 = Time >= 1
X        = FVar(10)/2.5
Y        = FVar(11)/2.5

[State 3002,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.5

;**************************************************
[State 3002, 妏搙]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)
IgnoreHitPause = 1

[State 3002, 妏搙]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)
IgnoreHitPause = 1
;**************************************************
[State 3002,~妏搙 僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
;Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)
Scale    = 1+FVar(0),1

[State 3002,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3002,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact
Attr                       = S, HP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = IfElse(Root,Var(53) = 0, 8*3, 8), IfElse(Root,Var(53) = 0, 2, 1)
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -4.6,-3.2
Air.Velocity               = -4.6,-5.3
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(60*Root,FVar(20)) <= 15, 15, Ceil(60*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0

[State 3002,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 3002,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3002,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3002,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.04
IgnoreHitPause = 1
Persistent = 0
[State 3002,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.04*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 3002,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = Pos Y >= 100 && Vel Y >= 0 || ScreenPos Y <= -100 && Vel Y <= 0
Trigger3 = FrontEdgeBodyDist <= -100 && Vel X >= 0 || BackEdgeBodyDist <= -100 && Vel X <= 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 尪憭乽栭柖偺尪塭嶦恖婼乿 僫僀僼 夋柺奜傊
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3003]
MoveType    = I
Physics     = N
Anim        = 256
SprPriority = 3

[State 3003,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3003,~摟柧~]
Type     = Trans
Trigger1 = Time >= 45
Trans    = Add

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State 3003, 儔僕傾儞曄姺]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3001) || IsHelper(3002) || IsHelper(3003) || IsHelper(3004) || IsHelper(3005)
Trigger2   = IsHelper(3006) || IsHelper(3007) || IsHelper(3008) || IsHelper(3009)
X          = Root,FVar(10)
Y          = Root,FVar(11)
[State 3003, 儔僕傾儞曄姺]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3010) || IsHelper(3011) || IsHelper(3012) || IsHelper(3013) || IsHelper(3014)
Trigger2   = IsHelper(3015) || IsHelper(3016) || IsHelper(3017) || IsHelper(3018)
X          = -Root,FVar(10)
Y          = -Root,FVar(11)

[State 3003,~尭懍~]
Type     = VelAdd
Trigger1 = Time <= 44
X        = -FVar(10)/45.0
Y        = -FVar(11)/45.0

[State 3003,~懍搙傾僢僾~]
Type     = VelAdd
Trigger1 = Time >= 45 && Time <= 149
X        = FVar(10)/9.0
Y        = FVar(11)/9.0

[State 3003,~X~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 10
Value    = Vel X
[State 3003,~Y~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 11
Value    = Vel Y

;**************************************************
[State 3003,~儔僕傾儞~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 12
Value    = Root,fvar(12)

[State 3003,~埵抲曄峏~]
Type     = PosAdd
Trigger1 = Time = 0
X        = (fvar(10))*10
Y        = (fvar(11))*10
;**************************************************
[State 3003,~掆巭~]
Type     = VelSet
Trigger1 = Time = 155
X        = 0
Y        = 0

[State 3003,~媡僫僀僼~]
Type     = ChangeAnim
Trigger1 = Vel X < 0 && Time = 0
Value    = 3004
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3003,~妏搙曄峏~]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = 18
;[State 3003,~僒僀僘戝偒偔~]
;Type     = VarAdd
;Trigger1 = Time >= 10 && Time <= 24
;FV       = 0
;Value    = 0.05
[State 3003,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = Time = [45,95]
FV       = 0
Value    = 0.3

[State 3003,~夞揮~]
Type     = AngleDraw
Trigger1 = Time <= 44
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi) + Var(1)
Scale    = 1,1
[State 3003,~夞揮~]
Type     = AngleDraw
Trigger1 = Time >= 45 && Time <= 149
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)
Scale    = 1+FVar(0),1
[State 3003,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Time >= 150
Scale    = 1,1

[State 3003,~憡庤偵岦偐傢偣傞~]
Type     = ChangeState
Trigger1 = Time >= 160
Trigger1 = IsHelper(3001) || IsHelper(3002) || IsHelper(3003) || IsHelper(3004) || IsHelper(3005)
Trigger2 = Time >= 160
Trigger2 = IsHelper(3006) || IsHelper(3007) || IsHelper(3008) || IsHelper(3009)
Trigger3 = Time >= 211
Trigger3 = IsHelper(3010) || IsHelper(3011) || IsHelper(3012) || IsHelper(3013) || IsHelper(3014)
Trigger4 = Time >= 211
Trigger4 = IsHelper(3015) || IsHelper(3016) || IsHelper(3017) || IsHelper(3018)
Value    = 3004
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 尪憭乽栭柖偺尪塭嶦恖婼乿 僫僀僼 憡庤偵岦偐偆
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3004]
MoveType    = A
Physics     = N
Anim        = 3005
SprPriority = 3

;**************************************************
[State 3004,~埵抲曄峏~]
Type     = PosAdd
TriggerAll = Time = 0
Trigger1   = IsHelper(3001) || IsHelper(3002) || IsHelper(3003) || IsHelper(3004) || IsHelper(3005)
Trigger2   = IsHelper(3006) || IsHelper(3007) || IsHelper(3008) || IsHelper(3009)
X        = P2Dist X+300*Cos(fvar(12)*1.25)
Y        = -40+P2Dist Y+300*Sin(fvar(12)*1.25)
[State 3004,~埵抲曄峏~]
Type     = PosAdd
TriggerAll = Time = 0
Trigger1   = IsHelper(3010) || IsHelper(3011) || IsHelper(3012) || IsHelper(3013) || IsHelper(3014)
Trigger2   = IsHelper(3015) || IsHelper(3016) || IsHelper(3017) || IsHelper(3018)
X        = P2Dist X-300*Cos(fvar(12)*1.25)
Y        = -40+P2Dist Y+-300*Sin(fvar(12)*1.25)
;**************************************************
[State 3004,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3004,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3004,~憡庤偵岦偐偆~]
Type     = VelSet
Trigger1 = Time = 0
X        = 35*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 35*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
[State 3004,~側傫偲側偔~]
Type     = VelSet
Trigger1 = Vel X = 0 && Time <= 10
X        = 0.00001

[State 3004,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.05

;**************************************************
[State 3004, 妏搙]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)
IgnoreHitPause = 1

[State 3004, 妏搙]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)
IgnoreHitPause = 1
;**************************************************
[State 3004,~妏搙 僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
;Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)
Scale    = 1+FVar(0),1

[State 3004,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3004,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact
Attr                       = S, HP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 8*3, 2
PauseTime                  = 0,0
Guard.PauseTime            = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -4.6,-3.2
Air.Velocity               = -4.6,-5.3
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(60*Root,FVar(20)) <= 15, 15, Ceil(60*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0

[State 3004,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 3004,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3004,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3004,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.04
IgnoreHitPause = 1
Persistent = 0
[State 3004,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.04*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 3004,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 260
Trigger2 = (Vel X > 0 && FrontEdgeBodyDist <= -200) || (Vel X < 0 && BackEdgeBodyDist <= -200)
Trigger3 = (Vel Y > 0 && Pos Y >= 200) || (Vel Y < 0 && ScreenPos Y <= -200)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪晞乽僾儔僀儀乕僩僗僋僂僃傾乿丒乽嶇栭偺悽奅乿  帪娫掆巭
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3011]
Physics     = N
Anim        = 9999
SprPriority = 5

[State 3011,~偮偄偰偔傞~]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,-50

[State 3011,~帪寁~]
Type        = Explod
Trigger1    = Time = 45
Anim        = 3013
ID          = 3013
Pos         = 0,0
PosType     = P1
OwnPal      = 1
Facing      = IfElse(Facing = 1, 1, -1)
BindTime    = -1
Scale       = 0.75,0.75
SprPriority = 5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 3011,~夰拞帪寁1~]
Type        = Explod
Trigger1    = Time = 1
Anim        = 3014
ID          = 3014
Pos         = 160,160
PosType     = Left
Facing      = 1
OwnPal      = 0
BindTime    = -1
Scale       = 0.75,0.75
SprPriority = -999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 3011,~夰拞帪寁1徚偟~]
Type     = RemoveExplod
Trigger1 = Var(10) = 1
ID       = 3014

[State 3011,~夰拞帪寁2~]
Type        = Explod
Trigger1    = Var(10) = 1
Anim        = 3015
ID          = 3015
Pos         = 160,160
PosType     = Left
Facing      = 1
OwnPal      = 0
BindTime    = -1
Scale       = 0.75,0.75
SprPriority = -999
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 0

[State 3011,~偳傫偳傫崟偔~]
Type     = VarAdd
Trigger1 = Var(10) = 1
V        = 1
Value    = 10
[State 3011,~攚宨傪昗弨怓偵~]
Type     = VarAdd
Trigger1 = Var(10) = 1
V        = 2
Value    = 10

[State 3011,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 5
Mul      = 256-Var(1),256-Var(1),256-Var(1)
color    = 2
[State 3011,~怓曄偊~]
Type     = BGPalFx
Trigger1 = 1
Time     = 1
Mul      = 148,148,148
color    = 2+Var(2)

[State 3011,~帪娫掆巭~]
Type     = ParentVarSet
Trigger1 = Time = 50
V        = 31
Value    = IfElse(Root,Var(53) = 0, 1, 3)
[State 3011,~廔椆~]
Type     = ParentVarSet
Trigger1 = Time >= 50 && Root,FVar(4) <= 10
V        = 31
Value    = 0

[State 3011,~怓張棟~]
Type     = VarSet
Trigger1 = Time >= 50 && Root,FVar(4) <= 10
V        = 10
Value    = 1

[State 3011,~帪寁僒僀僘~]
Type     = VarSet
Trigger1 = Time = 49
FV       = 0
Value    = Root,FVar(4)
[State 3011,~帪寁僒僀僘~]
Type     = VarAdd
Trigger1 = Time >= 49
FV       = 1
Value    = FVar(4)/100

[State 3011,~帪寁僒僀僘~]
Type     = ModifyExplod
Trigger1 = NumExplod(3013) >= 1 && Var(10) = 0
ID       = 3013
Scale    = Root,FVar(4)/1000,Root,FVar(4)/1000
[State 3011,~帪寁僒僀僘~]
Type     = ModifyExplod
Trigger1 = NumExplod(3013) >= 1 && Var(10) = 1
ID       = 3013
Scale    = 0,0

[State 3011,~帪寁徚偟~]
Type     = RemoveExplod
Trigger1 = Var(10) = 1
ID       = 3013
[State 3011,~夰拞帪寁2徚偟~]
Type     = RemoveExplod
Trigger1 = Var(1) >= 246
ID       = 3015

[State 3011,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(1) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪晞乽僾儔僀儀乕僩僗僋僂僃傾乿丒乽嶇栭偺悽奅乿 抶墑 帪寁
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3012]
Physics     = N
Anim        = 3013
SprPriority = 5

[State 3012,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3012,~偮偄偰偔傞~]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Pos      = 0,-50

[State 3012,~摟柧偵~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256-Var(1)

[State 3012,~偳傫偳傫崟偔~]
Type     = VarAdd
Trigger1 = Var(10) = 1
V        = 1
Value    = 10

[State 3012,~怓張棟~]
Type     = VarSet
Trigger1 = Time >= 50 && Root,FVar(4) <= 10
V        = 10
Value    = 1

[State 3012,~帪娫抶墑~]
Type     = ParentVarSet
Trigger1 = Time = 50
V        = 31
Value    = IfElse(Root,Var(53) = 0, 2, 4)
[State 3012,~廔椆~]
Type     = ParentVarSet
Trigger1 = Time >= 50 && Root,FVar(4) <= 10
V        = 31
Value    = 0

[State 3012,~夞揮~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = -1
[State 3012,~夞揮偲僒僀僘~]
Type     = AngleDraw
Trigger1 = 1
Value    = FVar(1)
Scale    = Root,FVar(4)/1000,Root,FVar(4)/1000

[State 3012,~徚柵~]
Type     = DestroySelf
;Trigger1 = Time >= 1000
Trigger1 = Var(1) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪晞乽僾儔僀儀乕僩僗僋僂僃傾乿丒乽嶇栭偺悽奅乿 抶墑 夰拞帪寁
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3013]
Physics     = N
Anim        = 3014
SprPriority = -99

[State 3013,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3013,~摟柧偵~]
Type     = Trans
Trigger1 = Var(10) = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),0+Var(1)

[State 3013,~偳傫偳傫崟偔~]
Type     = VarAdd
Trigger1 = Var(10) = 1
V        = 1
Value    = 10

[State 3013,~怓張棟~]
Type     = VarSet
Trigger1 = Time >= 50 && Root,FVar(4) <= 10
V        = 10
Value    = 1

[State 3013,~摦偄偰偼偄偗傑偣傫~]
Type     = PosSet
Trigger1 = 1
X        = -80
Y        = -160

[State 3013,~夞揮~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.2
[State 3013,~夞揮~]
Type     = AngleDraw
Trigger1 = 1
Value    = FVar(1)
Scale    = 2,2

[State 3013,~徚柵~]
Type     = DestroySelf
;Trigger1 = Time >= 1000
Trigger1 = Var(1) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楢幩僫僀僼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3018]
MoveType    = A
Physics     = N
Anim        = 256
SprPriority = 3

[State 3018,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3018,~堏摦懍搙(棫偪幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3015)
X        = 10
[State 3018,~堏摦懍搙(仺棫偪幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3016)
X        = 10*Cos(45*Pi/180)
Y        = -10*Sin(45*Pi/180)

[State 3018,~堏摦懍搙(孅幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3021) || IsHelper(3022) || IsHelper(3023) || IsHelper(3024) || IsHelper(3025)
X        = 10*IfElse(IsHelper(3021), Cos(-80*Pi/180), IfElse(IsHelper(3022), Cos(-65*Pi/180), IfElse(IsHelper(3023), Cos(-50*Pi/180), IfElse(IsHelper(3024), Cos(-35*Pi/180), Cos(-20*Pi/180)))))
Y        = 10*IfElse(IsHelper(3021), Sin(-80*Pi/180), IfElse(IsHelper(3022), Sin(-65*Pi/180), IfElse(IsHelper(3023), Sin(-50*Pi/180), IfElse(IsHelper(3024), Sin(-35*Pi/180), Sin(-20*Pi/180)))))

[State 3018,~堏摦懍搙(嬻伀幩寕)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3031)
X        = 10*Cos(45*Pi/180)
Y        = 10*Sin(45*Pi/180)

[State 3018,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Vel X != 0
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)

[State 3018,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3018,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 7 && !MoveContact
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 10
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 12
Ground.HitTime             = 14
Air.HitTime                = 14
Ground.Velocity            = -5,-6
Air.Velocity               = -5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*Root,FVar(20)) <= 15, 15, Ceil(40*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 0

[State 3018,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 3018,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6032
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3018,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3018,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.01
IgnoreHitPause = 1
Persistent = 0
[State 3018,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.01*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 3018,~夞揮傾僯儊偵~]
Type     = ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 3018,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = FrontEdgeBodyDist <= -50
Trigger3 = MoveHit && EnemyNear,MoveType != H
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 彎晞乽僀儞僗僋儔僀僽儗僢僪僜僂儖乿丒彎嵃乽僜僂儖僗僇儖僾僠儏傾乿 巃寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3021]
Physics     = N
Anim        = 9999
SprPriority = 4

[State 3021,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,1

[State 3021,~妏搙~]
Type     = VarSet
Trigger1 = Time = 0
fvar(10) = IfElse(Var(0)=0,-Random/22.2,Random/22.2)

[State 3021,~傾僯儊~]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = IsHelper(3021) || IsHelper(3022)
Value    = IfElse(Var(0) = 0 && IsHelper(3021), 3022, 3023)
[State 3021,~傾僯儊~]
Type     = ChangeAnim
Trigger1 = Time = 0
Trigger1 = IsHelper(3023) || IsHelper(3024)
Value    = IfElse(Var(0) = 0 && IsHelper(3023), 3024, 3025)

[State 3021,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3021,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3021,~X僒僀僘儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
Trigger1 = IsHelper(3021) || IsHelper(3022)
V        = 1
Range    = 25,75
[State 3021,~X僒僀僘儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
Trigger1 = IsHelper(3023) || IsHelper(3024)
V        = 1
Range    = 25,215

[State 3021,~Y僒僀僘愝掕~]
Type     = VarAdd
Trigger1 = Time = 0
fvar(0)  = Var(1) / 175.0

[State 3021,~X僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = IsHelper(3021) || IsHelper(3022)
fvar(0)  = .05
[State 3021,~X僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = Time = 0
Trigger1 = IsHelper(3023) || IsHelper(3024)
fvar(0)  = .5
[State 3021,~X僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = IsHelper(3023) || IsHelper(3024)
fvar(0)  = .125

[State 3021,~Y僒僀僘儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
Trigger1 = IsHelper(3021) || IsHelper(3022)
V        = 2
Range    = 50,138
[State 3021,~Y僒僀僘儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
Trigger1 = IsHelper(3023) || IsHelper(3024)
V        = 2
Range    = 50,138

[State 3021,~Y僒僀僘愝掕~]
Type     = VarSet
Trigger1 = IsHelper(3021) || IsHelper(3022)
fvar(1)  = Var(2) / 250.0
[State 3021,~Y僒僀僘愝掕~]
Type     = VarSet
Trigger1 = IsHelper(3023) || IsHelper(3024)
fvar(1)  = Var(2) / 125.0

[State 3021, 幉埵抲堏摦]
Type = PosAdd
Trigger1 = Time = 0
X = 40*Cos(fvar(10)*(Pi/180.0))
Y = -40*Sin(fvar(10)*(Pi/180.0))

[State 3021, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 2*Cos(fvar(10)*(Pi/180.0))
Y = -2*Sin(fvar(10)*(Pi/180.0))

[State 3021,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Time >= 1
Value    = FVar(10)
Scale    = 1+FVar(0),0.5+FVar(1)

[State 3021,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 100
Trigger2 = AnimTime = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 彎嵃乽僜僂儖僗僇儖僾僠儏傾乿 堦慚
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3022]
Physics     = N
Anim        = 3026
SprPriority = 5

[State 3022,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3022,~摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 3022,~崟偔~]
Type     = VarAdd
Trigger1 = Time >= 15 && Var(0) >= -252 && IsHelper(3022)
V        = 0
Value    = -4
[State 3022,~崟偔~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) >= -248 && IsHelper(3200)
V        = 0
Value    = -8

[State 3021,~妏搙~]
Type     = VarSet
Trigger1 = Time = 0
fvar(10) = -10+(Random/49.95)

[State 3022,~怓曄偊~]
Type     = PalFx
Trigger1 = IsHelper(3022)
Time     = 9999
Mul      = 256+Var(0),256+Var(0),256+Var(0)
[State 3022,~怓曄偊~]
Type     = PalFx
Trigger1 = IsHelper(3200)
Time     = 9999
Mul      = 256+Var(0),256+Var(0),512+Var(0)*2

[State 3022,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = IsHelper(3022)
fvar(0)  = .05
[State 3022,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = IsHelper(3200)
fvar(0)  = .075
[State 3022,~僒僀僘彫偝偔~]
Type     = VarAdd
Trigger1 = 1
fvar(1)  = -0.02

[State 3022, 堏摦懍搙]
Type = VelSet
Trigger1 = Time = 0
X = 14*Cos(fvar(10)*(Pi/180.0))
Y = -14*Sin(fvar(10)*(Pi/180.0))*(IsHelper(3022))

[State 3022,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(3022)
Value    = FVar(10)
Scale    = 1+FVar(0),1+FVar(1)
[State 3022,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = IsHelper(3200)
Scale    = 2+FVar(0)*2,1+FVar(1)*2

[State 3022,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = AnimTime = 0
Trigger3 = Var(0) <= -248
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 晞偺堧乽楢懕嶦恖僪乕儖乿 僫僀僼 夞揮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3105]
MoveType    = I
Physics     = N
Anim        = 255
SprPriority = 3

[State 3105,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3105,~摟柧~]
Type     = Trans
Trigger1 = 0
Trans    = Add

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State 3105, 儔僕傾儞曄姺(1乣5)]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3101) || IsHelper(3102) || IsHelper(3103) || IsHelper(3104) || IsHelper(3105)
X          = 5*IfElse(IsHelper(3101), Cos(0*Pi/180), IfElse(IsHelper(3102), Cos(14.4*Pi/180), IfElse(IsHelper(3103), Cos(28.8*Pi/180), IfElse(IsHelper(3104), Cos(43.2*Pi/180), Cos(57.6*Pi/180)))))
Y          = 5*IfElse(IsHelper(3101), Sin(0*Pi/180), IfElse(IsHelper(3102), Sin(14.4*Pi/180), IfElse(IsHelper(3103), Sin(28.8*Pi/180), IfElse(IsHelper(3104), Sin(43.2*Pi/180), Sin(57.6*Pi/180)))))

[State 3105, 儔僕傾儞曄姺(6乣10)]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3106) || IsHelper(3107) || IsHelper(3108) || IsHelper(3109) || IsHelper(3110)
X          = 5*IfElse(IsHelper(3106), Cos(72.0*Pi/180), IfElse(IsHelper(3107), Cos(86.4*Pi/180), IfElse(IsHelper(3108), Cos(100.8*Pi/180), IfElse(IsHelper(3109), Cos(115.2*Pi/180), Cos(129.6*Pi/180)))))
Y          = 5*IfElse(IsHelper(3106), Sin(72.0*Pi/180), IfElse(IsHelper(3107), Sin(86.4*Pi/180), IfElse(IsHelper(3108), Sin(100.8*Pi/180), IfElse(IsHelper(3109), Sin(115.2*Pi/180), Sin(129.6*Pi/180)))))

[State 3105, 儔僕傾儞曄姺(11乣15)]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3111) || IsHelper(3112) || IsHelper(3113) || IsHelper(3114) || IsHelper(3115)
X          = 5*IfElse(IsHelper(3111), Cos(145.0*Pi/180), IfElse(IsHelper(3112), Cos(159.4*Pi/180), IfElse(IsHelper(3113), Cos(173.8*Pi/180), IfElse(IsHelper(3114), Cos(188.2*Pi/180), Cos(202.6*Pi/180)))))
Y          = 5*IfElse(IsHelper(3111), Sin(145.0*Pi/180), IfElse(IsHelper(3112), Sin(159.4*Pi/180), IfElse(IsHelper(3113), Sin(173.8*Pi/180), IfElse(IsHelper(3114), Sin(188.2*Pi/180), Sin(202.6*Pi/180)))))

[State 3105, 儔僕傾儞曄姺(16乣20)]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3116) || IsHelper(3117) || IsHelper(3118) || IsHelper(3119) || IsHelper(3120)
X          = 5*IfElse(IsHelper(3116), Cos(217.0*Pi/180), IfElse(IsHelper(3117), Cos(231.4*Pi/180), IfElse(IsHelper(3118), Cos(245.8*Pi/180), IfElse(IsHelper(3119), Cos(260.2*Pi/180), Cos(274.6*Pi/180)))))
Y          = 5*IfElse(IsHelper(3116), Sin(217.0*Pi/180), IfElse(IsHelper(3117), Sin(231.4*Pi/180), IfElse(IsHelper(3118), Sin(245.8*Pi/180), IfElse(IsHelper(3119), Sin(260.2*Pi/180), Sin(274.6*Pi/180)))))

[State 3105, 儔僕傾儞曄姺(21乣25)]
Type       = VelSet
TriggerAll = Time = 0
Trigger1   = IsHelper(3121) || IsHelper(3122) || IsHelper(3123) || IsHelper(3124) || IsHelper(3125)
X          = 5*IfElse(IsHelper(3121), Cos(289.0*Pi/180), IfElse(IsHelper(3122), Cos(303.4*Pi/180), IfElse(IsHelper(3123), Cos(317.8*Pi/180), IfElse(IsHelper(3124), Cos(332.2*Pi/180), Cos(346.6*Pi/180)))))
Y          = 5*IfElse(IsHelper(3121), Sin(289.0*Pi/180), IfElse(IsHelper(3122), Sin(303.4*Pi/180), IfElse(IsHelper(3123), Sin(317.8*Pi/180), IfElse(IsHelper(3124), Sin(332.2*Pi/180), Sin(346.6*Pi/180)))))

[State 3105,~尭懍~]
Type     = VelAdd
Trigger1 = 1
X        = -FVar(10)/45
Y        = -FVar(11)/45

[State 3105,~X~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 10
Value    = Vel X
[State 3105,~Y~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 11
Value    = Vel Y

[State 3105,~妏搙曄峏~]
Type     = VarAdd
Trigger1 = Vel X < 0 && Time = 0
V        = 1
Value    = 180
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3105,~妏搙曄峏~]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = 18

[State 3105,~夞揮~]
Type     = AngleDraw
Trigger1 = 1
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi) + Var(1)
Scale    = 1+FVar(0),1

[State 3105,~憡庤偵岦偐傢偣傞~]
Type     = ChangeState
Trigger1 = Time >= 45
Value    = 3002
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪晞乽僠僃僢僋儊僀僪乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3112]
Physics     = N
Anim        = 9999
SprPriority = 5

[State 3112,~偮偄偰偔傞~]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,-50

[State 3112,~帪寁~]
Type        = Null;Explod
Trigger1    = Time = 45
Anim        = 3013
ID          = 3013
Pos         = 0,0
PosType     = P1
OwnPal      = 1
Facing      = IfElse(Facing = 1, 1, -1)
BindTime    = -1
Scale       = 0.75,0.75
SprPriority = 5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 3112,~夰拞帪寁1~]
Type        = Explod
Trigger1    = Time = 1
Anim        = 3014
ID          = 3014
Pos         = 160,160
PosType     = Left
Facing      = 1
OwnPal      = 0
BindTime    = -1
Scale       = 0.75,0.75
SprPriority = -999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 3112,~夰拞帪寁1徚偟~]
Type     = RemoveExplod
Trigger1 = Time >= 1000
Trigger2 = Var(10) = 1
ID       = 3014

[State 3112,~夰拞帪寁2~]
Type        = Explod
Trigger1    = Var(10) = 1
Anim        = 3015
ID          = 3015
Pos         = 160,160
PosType     = Left
Facing      = 1
OwnPal      = 0
BindTime    = -1
Scale       = 0.75,0.75
SprPriority = -999
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 0

[State 3112,~偳傫偳傫崟偔~]
Type     = VarAdd
Trigger1 = Var(10) = 1
V        = 1
Value    = 10
[State 3112,~攚宨傪昗弨怓偵~]
Type     = VarAdd
Trigger1 = Var(10) = 1
V        = 2
Value    = 10

[State 3112,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 5
Mul      = 256-Var(1),256-Var(1),256-Var(1)
color    = 2
[State 3112,~怓曄偊~]
Type     = BGPalFx
Trigger1 = 1
Time     = 1
Mul      = 148,148,148
color    = 2+Var(2)

[State 3112,~怓張棟~]
Type     = VarSet
Trigger1 = Time >= 72-30
V        = 10
Value    = 1

[State 3112,~夰拞帪寁徚偟~]
Type     = RemoveExplod
Trigger1 = Time >= 1000
Trigger2 = Var(1) >= 246
ID       = 3015

[State 3112,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 1000
Trigger2 = Var(1) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 晞偺擉乽僠僃僢僋儊僀僪乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3113]
MoveType    = A
Physics     = N
Anim        = 3112
SprPriority = 3

[State 3113,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3113,~嫮惂掆巭~]
Type     = PosFreeze
Trigger1 = Time <= 1
Value    = 1

[State 3113,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,1
[State 3113,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,40

[State 3113,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 0
X        = 10*Cos(-37.5+Random%17*Pi/180)
Y        = -10*Sin(-37.5+Random%17*Pi/180)
[State 3113,~堏摦懍搙~]
Type     = VelSet
Trigger1 = Time = 0 && Var(0) = 1
X        = 10*Cos(37.5-Random%17*Pi/180)
Y        = -10*Sin(37.5-Random%17*Pi/180)

[State 3113,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = Vel X != 0
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)

[State 3113,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3113,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 2 && !MoveContact
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 10, 1
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -3,-4
Air.Velocity               = -3,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*Root,FVar(20)) <= 15, 15, Ceil(40*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 20,10
Hitonce                    = 1
NumHits                    = 0

[State 3113,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 3113,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6032
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3113,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3113,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.02
IgnoreHitPause = 1
Persistent = 0
[State 3113,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.02*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 3113,~夞揮傾僯儊偵~]
Type     = Null;ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 3113,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = FrontEdgeBodyDist <= -50
Trigger3 = MoveHit && EnemyNear,MoveType != H
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 庤昳乽僋儘乕僗傾僢僾嶦恖婼乿  斀幩僫僀僼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3125]
MoveType    = A
Physics     = N
Anim        = 256
VelSet      = 0,0
SprPriority = 3

[State 3125,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 3125,~巆憸~]
Type     = Null;Helper
Trigger1 = Time = 0 && Root,Var(56) = 1
Name     = "After"
Stateno  = 258
ID       = 258
Pos      = 0,0
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 3125,~堏摦懍搙(1乣5)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3121) || IsHelper(3122) || IsHelper(3123) || IsHelper(3124) || IsHelper(3125)
X        = 7.5*IfElse(IsHelper(3121), Cos(115*Pi/180), IfElse(IsHelper(3122), Cos(107*Pi/180), IfElse(IsHelper(3123), Cos(99*Pi/180), IfElse(IsHelper(3124), Cos(91*Pi/180), Cos(83*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(3121), Sin(115*Pi/180), IfElse(IsHelper(3122), Sin(107*Pi/180), IfElse(IsHelper(3123), Sin(99*Pi/180), IfElse(IsHelper(3124), Sin(91*Pi/180), Sin(83*Pi/180)))))

[State 3125,~堏摦懍搙(6乣10)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3126) || IsHelper(3127) || IsHelper(3128) || IsHelper(3129) || IsHelper(3130)
X        = 7.5*IfElse(IsHelper(3126), Cos(75*Pi/180), IfElse(IsHelper(3127), Cos(67*Pi/180), IfElse(IsHelper(3128), Cos(59*Pi/180), IfElse(IsHelper(3129), Cos(51*Pi/180), Cos(43*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(3126), Sin(75*Pi/180), IfElse(IsHelper(3127), Sin(67*Pi/180), IfElse(IsHelper(3128), Sin(59*Pi/180), IfElse(IsHelper(3129), Sin(51*Pi/180), Sin(43*Pi/180)))))

[State 3125,~堏摦懍搙(11乣15)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3131) || IsHelper(3132) || IsHelper(3133) || IsHelper(3134) || IsHelper(3135)
X        = 7.5*IfElse(IsHelper(3131), Cos(35*Pi/180), IfElse(IsHelper(3132), Cos(27*Pi/180), IfElse(IsHelper(3133), Cos(19*Pi/180), IfElse(IsHelper(3134), Cos(11*Pi/180), Cos(3*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(3131), Sin(35*Pi/180), IfElse(IsHelper(3132), Sin(27*Pi/180), IfElse(IsHelper(3133), Sin(19*Pi/180), IfElse(IsHelper(3134), Sin(11*Pi/180), Sin(3*Pi/180)))))

[State 3125,~堏摦懍搙(16乣20)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3136) || IsHelper(3137) || IsHelper(3138) || IsHelper(3139) || IsHelper(3140)
X        = 7.5*IfElse(IsHelper(3136), Cos(-5*Pi/180), IfElse(IsHelper(3137), Cos(-13*Pi/180), IfElse(IsHelper(3138), Cos(-21*Pi/180), IfElse(IsHelper(3139), Cos(-29*Pi/180), Cos(-37*Pi/180)))))
Y        = 7.5*IfElse(IsHelper(3136), Sin(-5*Pi/180), IfElse(IsHelper(3137), Sin(-13*Pi/180), IfElse(IsHelper(3138), Sin(-21*Pi/180), IfElse(IsHelper(3139), Sin(-29*Pi/180), Sin(-37*Pi/180)))))

[State 3125,~斀幩 Y~]
Type     = VelSet
Trigger1 = Var(0) = 1 || Var(0) = 3
X        = Vel X * 0.3
Y        = Vel Y * -0.3
IgnoreHitPause = 1
Persistent = 0

[State 3125,~斀幩 X~]
Type     = Turn
Trigger1 = Var(0) = 2 || Var(0) = 4
IgnoreHitPause = 1
Persistent = 0
[State 3125,~斀幩 X~]
Type     = VelSet
Trigger1 = Var(0) = 2 || Var(0) = 4
X        = Vel X * -0.3
Y        = Vel Y * 0.3
IgnoreHitPause = 1
Persistent = 0

[State 3125,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = Vel X >= 0
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)
[State 3125,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = Vel X < 0
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi) - 180

[State 3125,~壒梡~]
Type                       = Projectile
TriggerAll                 = Var(0) = 0
Trigger1                   = Vel Y >= 0 && Pos Y >= 0 || Vel Y <= 0 && ScreenPos Y <= 10
Trigger2                   = FrontEdgeBodyDist <= 0 || BackEdgeBodyDist <= 0
ProjID                     = 241
ProjAnim                   = 9999
ProjRemoveTime             = 0
SuperMoveTime              = 999
PauseMoveTime              = 999

[State 3125,~斀幩偟偨~]
Type     = VarSet
Trigger1 = Vel Y >= 0 && Pos Y >= 0 || Vel Y <= 0 && ScreenPos Y <= 10
Trigger2 = FrontEdgeBodyDist <= 0 || BackEdgeBodyDist <= 0
V        = 0
Value    = IfElse(Vel Y >= 0 && Pos Y >= 0, 1, IfElse(FrontEdgeBodyDist <= 0, 2, IfElse(Vel Y <= 0 && ScreenPos Y <= 10, 3, IfElse(BackEdgeBodyDist <= 0, 4, 0))))
IgnoreHitPause = 1
Persistent = 0

[State 3125,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3125,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact && Var(1) = 0 && Var(0) != 2
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 15, 2
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -5,0
Air.Velocity               = -5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*Root,FVar(20)) <= 15, 15, Ceil(35*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 3125,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact && Var(1) = 0 && Var(0) = 2
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 15, 2
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = 5,0
Air.Velocity               = 5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*Root,FVar(20)) <= 15, 15, Ceil(35*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 3125,~摉偨偭偨応崌~]
Type     = VarSet
Trigger1 = MoveContact
V        = 1
Value    = 1
IgnoreHitPause = 1

[State 3125,~敾掕弌偡~]
Type     = VarSet
Trigger1 = Var(0) != 0
V        = 1
Value    = 0
IgnoreHitPause = 1
Persistent = 0

[State 3125,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1

[State 3125,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 3125,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 3125,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.06
IgnoreHitPause = 1
[State 3125,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.06*Root,FVar(21)
IgnoreHitPause = 1

[State 3125,~夞揮傾僯儊偵~]
Type     = ChangeState
Trigger1 = MoveGuarded
Value    = 259

[State 3125,~僸僢僩偟偰側偄忬懺偵~]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 3125,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = Pos Y >= 50 || ScreenPos Y <= -50
Trigger3 = FrontEdgeBodyDist <= -50 || BackEdgeBodyDist <= -50
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 庤昳乽僋儘乕僗傾僢僾嶦恖婼乿  慡曽岦斀幩僫僀僼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3126]
MoveType    = A
Physics     = N
Anim        = 255
VelSet      = 0,0
SprPriority = 3

[State 3126,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 3126,~巆憸~]
Type     = Null;Helper
Trigger1 = Time = 0 && Root,Var(56) = 1
Name     = "After"
Stateno  = 258
ID       = 258
Pos      = 0,0
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 3126,~堏摦懍搙(1乣5)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3121) || IsHelper(3122) || IsHelper(3123) || IsHelper(3124) || IsHelper(3125)
X        = 3*IfElse(IsHelper(3121), Cos(0*Pi/180), IfElse(IsHelper(3122), Cos(36*Pi/180), IfElse(IsHelper(3123), Cos(72*Pi/180), IfElse(IsHelper(3124), Cos(108*Pi/180), Cos(144*Pi/180)))))
Y        = 3*IfElse(IsHelper(3121), Sin(0*Pi/180), IfElse(IsHelper(3122), Sin(36*Pi/180), IfElse(IsHelper(3123), Sin(72*Pi/180), IfElse(IsHelper(3124), Sin(108*Pi/180), Sin(144*Pi/180)))))

[State 3126,~堏摦懍搙(6乣10)~]
Type     = VelSet
Trigger1 = Time = 0
Trigger1 = IsHelper(3126) || IsHelper(3127) || IsHelper(3128) || IsHelper(3129) || IsHelper(3130)
X        = 3*IfElse(IsHelper(3126), Cos(180*Pi/180), IfElse(IsHelper(3127), Cos(216*Pi/180), IfElse(IsHelper(3128), Cos(252*Pi/180), IfElse(IsHelper(3129), Cos(288*Pi/180), Cos(324*Pi/180)))))
Y        = 3*IfElse(IsHelper(3126), Sin(180*Pi/180), IfElse(IsHelper(3127), Sin(216*Pi/180), IfElse(IsHelper(3128), Sin(252*Pi/180), IfElse(IsHelper(3129), Sin(288*Pi/180), Sin(324*Pi/180)))))

[State 3126,~斀幩 Y~]
Type     = VelSet
Trigger1 = Var(5) <= 1
Trigger1 = Var(0) != 0
Y        = Vel Y * -1
IgnoreHitPause = 1
Persistent = 0

[State 3126,~斀幩 X~]
Type     = Turn
Trigger1 = Var(5) <= 1
Trigger1 = Var(0) = 2 || Var(0) = 4
IgnoreHitPause = 1
Persistent = 0
[State 3126,~斀幩 X~]
Type     = VelSet
Trigger1 = Var(5) <= 1
Trigger1 = Var(0) = 2 || Var(0) = 4
X        = Vel X * -1
IgnoreHitPause = 1
Persistent = 0

[State 3126,~斀幩夞悢~]
Type     = VarAdd
Trigger1 = Var(0) != 0
V        = 5
Value    = 1
IgnoreHitPause = 1
[State 3126,~斀幩偟側偄傛偆偵~]
Type     = VarSet
Trigger1 = Var(0) != 0 && Var(5) <= 1
V        = 0
Value    = 0
IgnoreHitPause = 1
[State 3126,~斀幩偟側偄傛偆偵2nd.~]
Type     = VarSet
Trigger1 = Var(5) >= 3
V        = 6
Value    = 0
IgnoreHitPause = 1

[State 3126,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = Vel X >= 0
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)
Scale    = 1.25,1.25
[State 3126,~妏搙曄峏~]
Type     = AngleDraw
Trigger1 = Vel X < 0
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi) - 180
Scale    = 1.25,1.25

[State 3126,~壒梡~]
Type                       = Projectile
TriggerAll                 = Var(0) = 0
Trigger1                   = Vel Y >= 0 && Pos Y >= 0 || Vel Y <= 0 && ScreenPos Y <= 10
Trigger2                   = FrontEdgeBodyDist <= 0 || BackEdgeBodyDist <= 0
ProjID                     = 241
ProjAnim                   = 9999
ProjRemoveTime             = 0
SuperMoveTime              = 999
PauseMoveTime              = 999

[State 3126,~斀幩偟偨~]
Type       = VarSet
TriggerAll = Var(5) <= 1 && Var(6) = 0
Trigger1   = Vel Y >= 0 && Pos Y >= 0 || Vel Y < 0 && ScreenPos Y <= 10
Trigger2   = FrontEdgeBodyDist <= 0 || BackEdgeBodyDist <= 0
V          = 0
Value      = IfElse(Vel Y >= 0 && Pos Y >= 0, 1, IfElse(FrontEdgeBodyDist <= 0, 2, IfElse(Vel Y <= 0 && ScreenPos Y <= 10, 3, IfElse(BackEdgeBodyDist <= 0, 4, 0))))
IgnoreHitPause = 1

[State 3126,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3126,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact && Var(1) = 0 && Var(0) != 2
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 20, 2
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -5,0
Air.Velocity               = -5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*Root,FVar(20)) <= 15, 15, Ceil(35*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 3126,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = !MoveContact && Var(1) = 0 && Var(0) = 2
Attr                       = S, NP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 20, 2
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = 5,0
Air.Velocity               = 5,-4
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*Root,FVar(20)) <= 15, 15, Ceil(35*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3

[State 3126,~摉偨偭偨応崌~]
Type     = VarSet
Trigger1 = MoveContact
V        = 1
Value    = 1
IgnoreHitPause = 1

[State 3126,~敾掕弌偡~]
Type     = VarSet
Trigger1 = Var(0) != 0
V        = 1
Value    = 0
IgnoreHitPause = 1
Persistent = 0

[State 3126,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1

[State 3126,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 3126,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 3126,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.06
IgnoreHitPause = 1
[State 3126,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.06*Root,FVar(21)
IgnoreHitPause = 1

[State 3126,~僸僢僩偟偰側偄忬懺偵~]
Type     = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1

[State 3126,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 1000
Trigger2 = Pos Y >= 50 && Vel Y > 0 || ScreenPos Y <= -50 && Vel X < 0
Trigger3 = FrontEdgeBodyDist <= -50 && Vel X > 0 || BackEdgeBodyDist <= -50 && Vel X < 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 孻晞乽僷僯僢僔儏儊僀僪乿丒孻敱乽僷僯僢僔儏儊儞僩乿 僫僀僼 夞揮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3202]
MoveType    = I
Physics     = N
Anim        = 3204
SprPriority = 3

[State 3202,~帺暘徚偟~]
Type     = AssertSpecial
Trigger1 = Time <= 19
Flag     = InVisible
[State 3202,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State 3202, 儔僕傾儞曄姺]
Type       = PosAdd
TriggerAll = Time = 0
Trigger1   = IsHelper(3201) || IsHelper(3202) || IsHelper(3203) || IsHelper(3204) || IsHelper(3205)
X          = -75+Random%150/100.0*IfElse(IsHelper(3201), Cos(16*Pi/180), IfElse(IsHelper(3202), Cos(32*Pi/180), IfElse(IsHelper(3203), Cos(48*Pi/180), IfElse(IsHelper(3204), Cos(64*Pi/180), Cos(80*Pi/180)))))*100
Y          = -180+Random%200/100.0*IfElse(IsHelper(3201), Sin(16*Pi/180), IfElse(IsHelper(3202), Sin(32*Pi/180), IfElse(IsHelper(3203), Sin(48*Pi/180), IfElse(IsHelper(3204), Sin(64*Pi/180), Sin(80*Pi/180)))))*100
[State 3202, 儔僕傾儞曄姺]
Type       = PosAdd
TriggerAll = Time = 0
Trigger1   = IsHelper(3206) || IsHelper(3207) || IsHelper(3208) || IsHelper(3209) || IsHelper(3210)
X          = 75-Random%150/100.0*IfElse(IsHelper(3206), Cos(96*Pi/180), IfElse(IsHelper(3207), Cos(112*Pi/180), IfElse(IsHelper(3208), Cos(128*Pi/180), IfElse(IsHelper(3209), Cos(144*Pi/180), Cos(160*Pi/180)))))*100
Y          = -180+Random%200/100.0*IfElse(IsHelper(3206), Sin(96*Pi/180), IfElse(IsHelper(3207), Sin(112*Pi/180), IfElse(IsHelper(3208), Sin(128*Pi/180), IfElse(IsHelper(3209), Sin(144*Pi/180), Sin(160*Pi/180)))))*100

[State 3202, 儔僕傾儞曄姺]
Type       = PosAdd
TriggerAll = Time = 0
Trigger1   = IsHelper(3211) || IsHelper(3212) || IsHelper(3213) || IsHelper(3214) || IsHelper(3215)
X          = -75+Random%150/100.0*IfElse(IsHelper(3211), Cos(16*Pi/180), IfElse(IsHelper(3212), Cos(32*Pi/180), IfElse(IsHelper(3213), Cos(48*Pi/180), IfElse(IsHelper(3214), Cos(64*Pi/180), Cos(80*Pi/180)))))*100
Y          = -90+Random%135/100.0*IfElse(IsHelper(3211), Sin(16*Pi/180), IfElse(IsHelper(3212), Sin(32*Pi/180), IfElse(IsHelper(3213), Sin(48*Pi/180), IfElse(IsHelper(3214), Sin(64*Pi/180), Sin(80*Pi/180)))))*100
[State 3202, 儔僕傾儞曄姺]
Type       = PosAdd
TriggerAll = Time = 0
Trigger1   = IsHelper(3216) || IsHelper(3217) || IsHelper(3218) || IsHelper(3219) || IsHelper(3220)
X          = 75-Random%150/100.0*IfElse(IsHelper(3216), Cos(96*Pi/180), IfElse(IsHelper(3217), Cos(112*Pi/180), IfElse(IsHelper(3218), Cos(128*Pi/180), IfElse(IsHelper(3219), Cos(144*Pi/180), Cos(160*Pi/180)))))*100
Y          = 50-Random%95/100.0*IfElse(IsHelper(3216), Sin(96*Pi/180), IfElse(IsHelper(3217), Sin(112*Pi/180), IfElse(IsHelper(3218), Sin(128*Pi/180), IfElse(IsHelper(3219), Sin(144*Pi/180), Sin(160*Pi/180)))))*100

[State 3202,~彂偄偲偔~]
Type     = VelSet
Trigger1 = Time = 0 && Vel X = 0
X        = 0.00001
[State 3202,~彂偄偲偔~]
Type     = VelSet
Trigger1 = Time = 0 && Vel Y = 0
Y        = 0.00001

[State 3202,~媡僫僀僼~]
Type     = ChangeAnim
Trigger1 = Vel X < 0 && Time = 0
Value    = 3203
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 3202,~妏搙曄峏~]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = 30

[State 3202,~夞揮~]
Type     = AngleDraw
Trigger1 = 1
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)+Var(1)
Scale    = 1,1

[State 3202,~憡庤偵岦偐傢偣傞~]
Type     = ChangeState
Trigger1 = Time >= 53
Value    = 3203
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 孻晞乽僷僯僢僔儏儊僀僪乿丒孻敱乽僷僯僢僔儏儊儞僩乿 僫僀僼 憡庤偵岦偐偆
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 3203]
MoveType    = A
Physics     = N
SprPriority = 3

[State 3203,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 3203,~塭側偟~]
Type     = Trans
Trigger1 = 1
Trans    = Add1

[State 3203,~憡庤偵岦偐偆~]
Type     = VelSet
Trigger1 = Time = 0
X        = 10.0*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 10.0*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
[State 3203,~彂偄偲偔~]
Type     = VelSet
Trigger1 = Time = 0 && Vel X = 0
X        = 0.00001
[State 3203,~彂偄偲偔~]
Type     = VelSet
Trigger1 = Time = 0 && Vel Y = 0
Y        = 0.00001

[State 3203,~媡僫僀僼~]
Type     = ChangeAnim
Trigger1 = Vel X < 0 && Time = 0
Value    = 3203
[State 3203,~僫僀僼~]
Type     = ChangeAnim
Trigger1 = Vel X >= 0 && Time = 0
Value    = 3204

[State 3203,~X~]
Type     = VarSet
Trigger1 = Time = 1
FV       = 10
Value    = Vel X
[State 3203,~Y~]
Type     = VarSet
Trigger1 = Time = 1
FV       = 11
Value    = Vel Y

[State 3002,~懍搙傾僢僾~]
Type     = VelMul
Trigger1 = Time >= 1
X        = 1.1
Y        = 1.1

[State 3203,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.25

[State 3203,~妏搙 僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Value    = ATan (Vel Y / Vel X) * (-180.0 / Pi)
Scale    = 2+FVar(0),1

[State 3203,~峌寕椡曄峏~]
Type     = AttackMulSet
Trigger1 = 1
Value    = Root,FVar(3)
IgnoreHitPause = 1

[State 3203,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time >= 1 && !MoveContact
Attr                       = S, HP
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 15, 2
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = 0,10
Air.Velocity               = 0,10
Ground.CornerPush.VelOff   = 0
Air.CornerPush.VelOff      = 0
Guard.CornerPush.VelOff    = 0
Airguard.CornerPush.VelOff = 0
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(60*Root,FVar(20)) <= 15, 15, Ceil(60*Root,FVar(20)))
Guard.Kill                 = 0
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0

[State 3203,~僸僢僩悢忋偘~]
Type     = HitAdd
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Value    = 1
IgnoreHitPause = 1
Persistent = 0

[State 3203,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && P2MoveType = H && P2StateNo != [120,159]
Name     = "Hit"
Stateno  = 6030
ID       = 6032
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 3203,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && P2MoveType = H
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 3203,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.03
IgnoreHitPause = 1
Persistent = 0
[State 3203,~曗惓抣~]
Type     = ParentVarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.04*Root,FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 3203,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 200
Trigger2 = Pos Y >= 50 && Vel Y >= 0 || ScreenPos Y <= -50 && Vel Y < 0
Trigger3 = FrontEdgeBodyDist <= -50 && Vel X >= 0 || BackEdgeBodyDist <= -50 && Vel X < 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僗僷乕僋 庛僄僼僃弌偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 6000]
Physics = N
Anim    = 9999

[State 6000,~庛僄僼僃~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 6001
ID       = 6001
Pos      = -15+Random%30,-15+Random%30
OwnPal   = 1
Size.XScale = 1
Size.YScale = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 6000,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僗僷乕僋 庛僄僼僃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 6001]
Physics     = N
Anim        = 6000
SprPriority = 99999

[State 6001,~偳傫偳傫崟偔~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(1),256

[State 6001,~偳傫偳傫崟偔~]
Type     = VarAdd
Trigger1 = 1
V        = 1
Value    = 37

[State 6001,~僒僀僘戝偒偔~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.12+FVar(2)
[State 6001,~僒僀僘旝挷惍~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = -0.012

[State 6001,~妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,359

[State 6001,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.3+FVar(0),0.3+FVar(0)

[State 6001,~妏搙僙僢僩~]
Type     = AngleSet
Trigger1 = 1
Value    = Var(2)

[State 6001,~塭側偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 6001,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 8
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僗僷乕僋 拞僄僼僃弌偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 6010]
Physics = N
Anim    = 9999

[State 6010,~堦屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4
[State 6010,~擇屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,4
[State 6010,~僷儔僷儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 4
Range    = 0,4

[State 6010,~堦屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6010,~擇屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,3
[State 6010,~僷儔僷儔妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 5
Range    = 0,3

[State 6010,~弌尰埵抲~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,30

[State 6010,~堦屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~堦屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6010+Var(0)
ID          = 6011
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010,~擇屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 0
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 1
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 2
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~擇屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 3
Anim        = 6015+Var(2)
ID          = 6012
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010,~僷儔僷儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 0
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 1
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 2
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6010,~僷儔僷儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 3
Anim        = 6100+Var(4)
ID          = 6013
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 0.5,0.5
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6010,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僗僷乕僋 嫮僄僼僃弌偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 6020]
Physics = N
Anim    = 9999

[State 6020,~堦屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 0
Range    = 0,4
[State 6020,~擇屄栚Anim儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,4
[State 6020,~僶儔僶儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 4
Range    = 0,3

[State 6020,~堦屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6020,~擇屄栚妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,3
[State 6020,~僶儔僶儔妏搙儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 5
Range    = 0,3

[State 6020,~弌尰埵抲~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = 0,30

[State 6020,~堦屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~堦屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6020+Var(0)
ID          = 6021
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020,~擇屄栚昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 0
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 1
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 2
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~擇屄栚恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(3) = 3
Anim        = 6025+Var(2)
ID          = 6022
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020,~僶儔僶儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 0
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 1
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 2
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6020,~僶儔僶儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(5) = 3
Anim        = 6110+Var(4)
ID          = 6023
PosType     = P1
Pos         = -15+Var(10),-15+Var(10)
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6020,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僄僼僃僋僩 巃傟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 6030]
Physics     = N
Anim        = 9999

[State 6030,~岦偒儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6030,~僶儔僶儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,3

[State 6030,~巃傝僄僼僃~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 6030
ID          = 6040
PosType     = P1
Pos         = 10,0
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6030,~僶儔僶儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6110+Var(2)
ID          = 6041
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6030,~僶儔僶儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6110+Var(2)
ID          = 6041
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6030,~僶儔僶儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6110+Var(2)
ID          = 6041
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6030,~僶儔僶儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6110+Var(2)
ID          = 6041
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6030]
Type     = DestroySelf
Trigger1 = Time >= 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僸僢僩僄僼僃僋僩 杊屼
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 6050]
Physics     = N
Anim        = 9999

[State 6050,~岦偒儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 1
Range    = 0,3
[State 6050,~僶儔僶儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,3

[State 6050,~僈乕僪僄僼僃~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 6050
ID          = 6050
PosType     = P1
Pos         = 10,0
OwnPal      = 1
Scale       = 0.5,0.8
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6050,~僶儔僶儔昗弨~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 0
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 1
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = 1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔廲斀懳~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 2
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = 1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999
[State 6050,~僶儔僶儔恀媡~]
Type        = Explod
Trigger1    = Time = 0 && Var(1) = 3
Anim        = 6110+Var(2)
ID          = 6051
PosType     = P1
Pos         = 0,0
Facing      = -1
VFacing     = -1
OwnPal      = 1
Scale       = 1,1
SprPriority = 9998
SuperMoveTime = 999
PauseMoveTime = 999

[State 6050]
Type     = DestroySelf
Trigger1 = Time >= 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僴僀僕儍儞僾   儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7150]
Physics     = N
Anim        = 7150
SprPriority = -9

[State 7150,~帺暘徚偟~]
Type     = AssertSpecial
Trigger1 = Time = 0
Flag     = InVisible
[State 7150,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7150,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7150,~愒偲椢~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -185
V        = 0
Value    = -15

[State 7150,~惵~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(1) >= -242
V        = 1
Value    = -14

[State 7150,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 200+Var(0),200+Var(0),256+Var(1)

[State 7150,~廲僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.05
[State 7150,~墶僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.01

[State 7153,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.1+FVar(0),0.1+FVar(1)

[State 7153,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = Var(1) <= -242
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈寕   儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7153]
Physics     = N
Anim        = 7153
SprPriority = 9

[State 7153,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 7153,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7153,~愒偲椢~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -191
V        = 0
Value    = -9

[State 7153,~惵~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(1) >= -246
V        = 1
Value    = -8

[State 7153,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 200+Var(0),200+Var(0),256+Var(1)

[State 7153,~墶僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.1 + FVar(2)
[State 7153,~墶僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = IfElse(Time <= 13,-0.003,-0.006)

[State 7153,~廲僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.1 + FVar(3)
[State 7153,~廲僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 3
Value    = IfElse(Time <= 13,-0.002,-0.007)

[State 7153,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.2+FVar(0),0.1+FVar(1)

[State 7153,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = Var(1) <= -246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈寕   僗僷乕僋?
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7160]
Physics     = N
Anim        = 7160
SprPriority = 8

[State 7160,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow
IgnoreHitPause = 1

[State 7160,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7160,~愒偲椢~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -203
V        = 0
Value    = -17

[State 7160,~惵~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(1) >= -231
V        = 1
Value    = -15

[State 7160,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 220+Var(0),220+Var(0),256+Var(1)

[State 7160,~僒僀僘~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.12

[State 7160,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.4+FVar(0),0.4+FVar(0)

[State 7160,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 50
Trigger2 = Var(1) <= -231
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈寕     抏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7161]
Physics     = N
Anim        = 9999

[State 7161,~Vel X儔儞僟儉1~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 10
Range    = -9,18
[State 7161,~Vel X儔儞僟儉2~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 11
Range    = -9,18
[State 7161,~Vel X儔儞僟儉3~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 12
Range    = -9,18
[State 7161,~Vel X儔儞僟儉4~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 13
Range    = -9,18
[State 7161,~Vel X儔儞僟儉5~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 14
Range    = -9,18

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State 7161,~Vel Y儔儞僟儉1~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 20
Range    = -9,18
[State 7161,~Vel Y儔儞僟儉2~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 21
Range    = -9,18
[State 7161,~Vel Y儔儞僟儉3~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 22
Range    = -9,18
[State 7161,~Vel Y儔儞僟儉4~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 23
Range    = -9,18
[State 7161,~Vel Y儔儞僟儉5~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 24
Range    = -9,18

[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7200
ID          = 7200
PosType     = P1
Pos         = 0,0
Vel         = Var(10),Var(20)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7200
ID          = 7201
PosType     = P1
Pos         = 0,0
Vel         = Var(11),Var(21)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7200
ID          = 7202
PosType     = P1
Pos         = 0,0
Vel         = Var(12),Var(22)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7200
ID          = 7203
PosType     = P1
Pos         = 0,0
Vel         = Var(13),Var(23)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8
[State 7161,~惵嬍~]
Type        = Explod
Trigger1    = Time = 0
Anim        = 7200
ID          = 7204
PosType     = P1
Pos         = 0,0
Vel         = Var(14),Var(24)
OwnPal      = 0
Scale       = 0.1,0.1
ReMoveTime  = 40
SprPriority = 8

[State 7161,~愒偲椢~]
Type     = VarAdd
Trigger1 = Time >= 10 && Var(1) >= -247
V        = 0
Value    = -9
[State 7161,~惵~]
Type     = VarAdd
Trigger1 = Time >= 10 && Var(1) >= -248
V        = 1
Value    = -8

[State 7161,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Mul      = 256+Var(0),256+Var(0),256+Var(1)

[State 7161,~僒僀僘梡~]
Type     = VarSet
Trigger1 = 1
FV       = 1
Value    = -0.02

[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7200
Accel    = IfElse(Var(10) >= 0,Var(10)/-3,Var(10)/3),IfElse(Var(20) >= 0,Var(20)/-3,Var(20)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)
[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7201
Accel    = IfElse(Var(11) >= 0,Var(11)/-3,Var(11)/3),IfElse(Var(21) >= 0,Var(21)/-3,Var(21)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)
[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7202
Accel    = IfElse(Var(12) >= 0,Var(12)/-3,Var(12)/3),IfElse(Var(22) >= 0,Var(22)/-3,Var(22)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)
[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7203
Accel    = IfElse(Var(13) >= 0,Var(13)/-3,Var(13)/3),IfElse(Var(23) >= 0,Var(23)/-3,Var(23)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)
[State 7161,~愝掕曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7204
Accel    = IfElse(Var(14) >= 0,Var(14)/-3,Var(14)/3),IfElse(Var(24) >= 0,Var(24)/-3,Var(24)/3)
Scale    = 0.5+FVar(1), 0.5+FVar(1)

[State 7161,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 30
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僟僢僔儏僄僼僃
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 7170]
Physics  = N
Anim     = 9999

[State 7170,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7170,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 7170,~儕儞僌嵍~]
Type        = Explod
Trigger1    = Time = 1
Anim        = 7170
ID          = 7170
PosType     = P1
Pos         = 0,0
Vel         = -2,0
OwnPal      = 0
RemoveTime  = 12
Scale       = 0.20,0.25
SprPriority = 5
[State 7170,~儕儞僌塃~]
Type        = Explod
Trigger1    = Time = 1
Anim        = 7171
ID          = 7170
PosType     = P1
Pos         = 0,0
Vel         = -2,0
OwnPal      = 0
RemoveTime  = 12
Scale       = 0.20,0.25
SprPriority = -5

[State 7170,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -120
V        = 0
Value    = -8

[State 7170,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 1 && Var(0) >= -237
V        = 1
Value    = -19

[State 7170,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 9999
Add      = 0,0,0
Mul      = 128 + Var(0),128 + Var(0),256 + Var(1)

[State 7170,~X僒僀僘僾儔僗~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.05

[State 7170,~儕儞僌僒僀僘曄峏~]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7170
Scale    = 0.15 + FVar(0),0.25 + FVar(0)

[State 7170,~儕儞僌徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 12
ID       = 7170

[State 7170,~徚柵~]
Type     = DestroySelf
Trigger1 = Time = 12
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩  僗僷乕僋??
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7500]
Physics = N
Anim    = 7500
SprPriority = 8

[State 7500,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7500,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7500,~怓傪崟偔~]
Type     = VarAdd
Trigger1 = Time >= 20 && Var(0) <= 232
V        = 0
Value    = 24
[State 7500,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7500,~嶰昐屲廫嬨搙夞揮~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7500,~僒僀僘憹傗偟~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.08
[State 7500,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = 0.5+FVar(0),0.5+FVar(0)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~儕儞僌1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7501
ID       = 7501
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~儕儞僌2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7501
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~寧偺椫1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~寧偺椫2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~寧偺椫3~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7502
ID       = 7502
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7500,~嵶媴1~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴2~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴3~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴4~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴5~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7500,~嵶媴6~]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 7503
ID       = 7503
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7500,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 30
Trigger2 = Var(0) >= 233
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7501]
Physics     = N
Anim        = 7501
SprPriority = 8

[State 7501,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7501,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7501,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 15 && Var(0) <= 224
V        = 0
Value    = 32
[State 7501,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 15 && Var(1) <= 228
V        = 1
Value    = 28

[State 7501,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7501,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7501) = 1
FV       = 0
Value    = 0.75
[State 7501,~僒僀僘憹壛1~]
Type     = VarAdd
Trigger1 = IsHelper(7501) = 1
FV       = 0
Value    = 0.025

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7501,~僒僀僘愝掕2~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7502) = 1
FV       = 0
Value    = 0.75
[State 7501,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = IsHelper(7502) = 1
FV       = 0
Value    = 0.05

[State 7501,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),FVar(0)

[State 7501,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 229
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂寧偺椫
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7502]
Physics     = N
Anim        = 7502
SprPriority = 8

[State 7502,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7502,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7502,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 7 && Var(0) <= 244
V        = 0
Value    = 12
[State 7502,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 7 && Var(1) <= 246
V        = 1
Value    = 8

[State 7502,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

[State 7502,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7502,~夞揮曽岦梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 2
Range    = 0,1

[State 7502,~妏搙憹壛~]
Type     = AngleAdd
Trigger1 = 1
Value    = IfElse(Var(2) = 1, -1, 0)

[State 7502,~僒僀僘梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 3
Range    = 0,11

[State 7502,~僒僀僘愝掕1~]
Type     = AngleDraw
Trigger1 = Var(3) = 0
Scale    = 0.75 * Cos(Time*0.05),0.75 + Sin(Time*0.05)
[State 7502,~僒僀僘愝掕2~]
Type     = AngleDraw
Trigger1 = Var(3) = 1
Scale    = 0.75 * Cos(Time*0.045),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕3~]
Type     = AngleDraw
Trigger1 = Var(3) = 2
Scale    = 0.75 * Cos(Time*0.04),0.75 + Sin(Time*0.04)
[State 7502,~僒僀僘愝掕4~]
Type     = AngleDraw
Trigger1 = Var(3) = 3
Scale    = 0.75 * Cos(Time*0.035),0.75 + Sin(Time*0.035)
[State 7502,~僒僀僘愝掕5~]
Type     = AngleDraw
Trigger1 = Var(3) = 4
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.03)
[State 7502,~僒僀僘愝掕6~]
Type     = AngleDraw
Trigger1 = Var(3) = 5
Scale    = 0.75 * Cos(Time*0.025),0.75 + Sin(Time*0.025)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7502,~僒僀僘愝掕7~]
Type     = AngleDraw
Trigger1 = Var(3) = 6
Scale    = 0.75 * Cos(Time*0.05),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕8~]
Type     = AngleDraw
Trigger1 = Var(3) = 7
Scale    = 0.75 * Cos(Time*0.04),0.75 + Sin(Time*0.03)
[State 7502,~僒僀僘愝掕9~]
Type     = AngleDraw
Trigger1 = Var(3) = 8
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.035)
[State 7502,~僒僀僘愝掕10~]
Type     = AngleDraw
Trigger1 = Var(3) = 9
Scale    = 0.75 * Cos(Time*0.045),0.75 + Sin(Time*0.04)
[State 7502,~僒僀僘愝掕11~]
Type     = AngleDraw
Trigger1 = Var(3) = 10
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.045)
[State 7502,~僒僀僘愝掕12~]
Type     = AngleDraw
Trigger1 = Var(3) = 11
Scale    = 0.75 * Cos(Time*0.03),0.75 + Sin(Time*0.035)

[State 7502,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 247
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 堧晞敪摦僄僼僃僋僩丂嵶媴
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7503]
Physics     = N
Anim        = 7503
SprPriority = 8

[State 7503,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7503,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7503,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 240
V        = 0
Value    = 16
[State 7503,~惵曄峏~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(1) <= 244
V        = 1
Value    = 12

[State 7503,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(1)

[State 7503,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7503,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 0.5
[State 7503,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.025

[State 7503,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),0.5

[State 7503,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(1) >= 244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂儕儞僌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7550]
Physics     = N
Anim        = 7550
SprPriority = 8

[State 7550,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7550,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7550,~愒 椢曄峏~]
Type     = VarAdd
Trigger1 = Var(2) <= 240
V        = 2
Value    = 16
[State 7550,~惵曄峏~]
Type     = VarAdd
Trigger1 = Var(3) <= 244
V        = 3
Value    = 12

[State 7550,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(2),256-Var(2),256-Var(3)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7550) = 1
FV       = 1
Value    = 0.75
[State 7550,~僒僀僘憹壛1~]
Type     = VarAdd
Trigger1 = IsHelper(7550) = 1
FV       = 1
Value    = 0.025+FVar(2)
[State 7550,~僒僀僘愝掕2~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7551) = 1
FV       = 1
Value    = 0.9
[State 7550,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = IsHelper(7551) = 1
FV       = 1
Value    = 0.065+FVar(2)
[State 7550,~僒僀僘愝掕3~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7552) = 1
FV       = 1
Value    = 1.05
[State 7550,~僒僀僘憹壛3~]
Type     = VarAdd
Trigger1 = IsHelper(7552) = 1
FV       = 1
Value    = 0.105+FVar(2)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘愝掕4~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7553) = 1
FV       = 1
Value    = 0.85
[State 7550,~僒僀僘憹壛4~]
Type     = VarAdd
Trigger1 = IsHelper(7553) = 1
FV       = 1
Value    = 0.02+FVar(2)
[State 7550,~僒僀僘愝掕5~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7554) = 1
FV       = 1
Value    = 1.05
[State 7550,~僒僀僘憹壛5~]
Type     = VarAdd
Trigger1 = IsHelper(7554) = 1
FV       = 1
Value    = 0.05+FVar(2)
[State 7550,~僒僀僘愝掕6~]
Type     = VarSet
Trigger1 = Time = 0 && IsHelper(7555) = 1
FV       = 1
Value    = 1.2
[State 7550,~僒僀僘憹壛6~]
Type     = VarAdd
Trigger1 = IsHelper(7555) = 1
FV       = 1
Value    = 0.09+FVar(2)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~僒僀僘挷惍~]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = IfElse(Time <= 15, -FVar(1)/800, -FVar(1)/400)

[State 7550,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(1),FVar(1)

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~儕儞僌1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7554
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~儕儞僌5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7550
ID       = 7555
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~嵶媴1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~嵶媴6~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7551
ID       = 7551
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 7550,~揹婥1~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥2~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥3~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥4~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7552
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥5~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥6~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥7~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 7550,~揹婥8~]
Type     = Helper
Trigger1 = Time = 0 && IsHelper(7550) = 1
Stateno  = 7552
ID       = 7553
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 7550,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(3) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂嵶媴
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7551]
Physics     = N
Anim        = 7551
SprPriority = 8

[State 7551,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7551,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7551,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 244
V        = 0
Value    = 12

[State 7551,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7551,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7551,~僒僀僘愝掕1~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 0.5
[State 7551,~僒僀僘憹壛2~]
Type     = VarAdd
Trigger1 = 1
FV       = 0
Value    = 0.025

[State 7551,~僒僀僘曄峏~]
Type     = AngleDraw
Trigger1 = 1
Scale    = FVar(0),0.5

[State 7551,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 35
Trigger2 = Var(0) >= 244
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 擉晞敪摦僄僼僃僋僩丂揹婥
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7552]
Physics     = N
Anim        = 7552
SprPriority = 8

[State 7552,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add
[State 7552,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 7552,~偩傫偩傫崟偔~]
Type     = VarAdd
Trigger1 = Time >= 5 && Var(0) <= 246
V        = 0
Value    = 10

[State 7552,~怓曄峏~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 256-Var(0),256-Var(0),256-Var(0)

[State 7552,~妏搙愝掕~]
Type     = AngleSet
Trigger1 = Time = 0
Value    = Random%359

[State 7552,~妏搙梡儔儞僟儉~]
Type     = VarRandom
Trigger1 = Time = 0
V        = 20
Value    = 0,1

[State 7552,~妏搙憹尭~]
Type     = AngleAdd
Trigger1 = 1
Value    = IfElse(Var(20) = 0, 1, -1)

[State 7552,~僒僀僘愝掕~]
Type     = AngleDraw
Trigger1 = IsHelper(7552)
Scale    = 1.5,1.5
[State 7552,~僒僀僘愝掕~]
Type     = AngleDraw
Trigger1 = IsHelper(7553)
Scale    = 1,0.5

[State 7552,~徚柵~]
Type     = DestroySelf
Trigger1 = Var(0) >= 246
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 暥帤
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 7900]
Physics = N
Anim    = 9999

[State 7900,~暥帤抲偒 1P 3P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Time >= 1 && TeamSide = 1
Anim        = 7900
ID          = 7900
PosType     = Left
Pos         = 50,200+Var(0)
Facing      = 1
OwnPal      = 1
SprPriority = -5
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 7900,~暥帤抲偒 2P 4P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Time >= 1 && TeamSide = 2
Anim        = 7900
ID          = 7900
PosType     = Right
Pos         = -50,200+Var(0)
Facing      = 1
OwnPal      = 1
SprPriority = -5
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 7900,~嶦恖僪乕儖~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Time >= 1 && TeamSide = 1
Anim        = 7905
ID          = 7905
PosType     = Left
Pos         = 40+Var(1),196+Var(2)+Var(0)
Facing      = 1
OwnPal      = 1
SprPriority = -3
Scale       = FVar(0),FVar(0)
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 7900,~嶦恖僪乕儖~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Time >= 1 && TeamSide = 2
Anim        = 7905
ID          = 7905
PosType     = Right
Pos         = -60-Var(1),196+Var(2)+Var(0)
Facing      = 1
OwnPal      = 1
SprPriority = -3
Scale       = FVar(0),FVar(0)
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 7900,~暥帤抲偒埵抲曄峏~]
Type     = VarAdd
Trigger1 = Time >= 25 && Time <= 30
V        = 0
Value    = -5
[State 7900,~暥帤抲偒埵抲曄峏~]
Type     = VarAdd
Trigger1 = Time >= 31 && Time <= 40
V        = 0
Value    = -4
[State 7900,~暥帤抲偒埵抲曄峏Y~]
Type     = VarAdd
Trigger1 = Time >= 41 && Time <= 50
V        = 0
Value    = -3
[State 7900,~暥帤抲偒埵抲曄峏Y~]
Type     = VarAdd
Trigger1 = Time >= 51 && Time <= 60
V        = 0
Value    = -2
[State 7900,~暥帤抲偒埵抲曄峏Y~]
Type     = VarAdd
Trigger1 = Time >= 61 && Time <= 70
V        = 0
Value    = -1

[State 7900,~暥帤埵抲曄峏X~]
Type     = VarSet
Trigger1 = Time = 0
V        = 1
Value    = 120
[State 7900,~暥帤埵抲曄峏X~]
Type     = VarAdd
Trigger1 = Time <= 14
V        = 1
Value    = -8
[State 7900,~暥帤埵抲曄峏Y~]
Type     = VarSet
Trigger1 = Time = 0
V        = 2
Value    = 15
[State 7900,~暥帤埵抲曄峏Y~]
Type     = VarAdd
Trigger1 = Time <= 14
V        = 2
Value    = -1

[State 7900,~暥帤僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 0
Value    = 2
[State 7900,~暥帤僒僀僘曄峏~]
Type     = VarAdd
Trigger1 = Time <= 14
FV       = 0
Value    = -0.1

[State 7900,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 20000
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 杺曽恮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 8000]
Physics     = N
SprPriority = -5

[State 8000]
Type     = ChangeAnim
Trigger1 = Anim != [8000,8001]
Value    = 8000
[State 8000]
Type     = ChangeAnim
Trigger1 = Anim = 8000 && AnimTime = 0
Value    = 8001

[State 8000,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 8000,~敿摟柧~]
Type     = Trans
Trigger1 = 1
Trans    = Add

[State 8000,~僶僀儞僪~]
Type     = PosSet
Trigger1 = 1
X        = Root,Pos X
Y        = 0

[State 8000, 曄悢]
Type     = VarSet
Trigger1 = Time = 0
FV       = 5
Value    = (Root,Power)+(Root,Power*0.11)

[State 8000]
Type     = AngleDraw
Trigger1 = Time <= 39
Trigger2 = Var(0) = 0 || Var(0) = -180
Scale    = Root,FVar(5)/FVar(5),Root,FVar(5)/FVar(5)*.2
Value    = Var(0)
[State 8000]
Type     = AngleDraw
Trigger1 = Var(0) = -90 || Var(0) = -270
Scale    = Root,FVar(5)/FVar(5)*.2,Root,FVar(5)/FVar(5)
Value    = Var(0)

[State 8000,~妏搙曄峏~]
Type     = VarAdd
Trigger1 = Anim = 8001 && AnimTime = -1 && Var(0) >= -270
V        = 0
Value    = -90
[State 8000,~妏搙曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 8001 && AnimTime = -1 && Var(0) <= -271
V        = 0
Value    = 0

[State 8000,~X 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 8000 && AnimTime = -1
Trigger3 = Anim = 8001 && AnimTime = -1 && Var(0) = 0
Trigger4 = Anim = 8001 && AnimTime = -1 && Var(0) = -180
FV       = 0
Value    = 1
[State 8000,~X 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Anim = 8001 && AnimTime = -1 && Var(0) = -90
Trigger2 = Anim = 8001 && AnimTime = -1 && Var(0) = -270
FV       = 0
Value    = 0.2

[State 8000,~Y 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Anim = 8001 && AnimTime = -1 && Var(0) = -90
Trigger2 = Anim = 8001 && AnimTime = -1 && Var(0) = -270
FV       = 1
Value    = 1
[State 8000,~Y 僒僀僘曄峏~]
Type     = VarSet
Trigger1 = Time = 0
Trigger2 = Anim = 8000 && AnimTime = -1
Trigger3 = Anim = 8001 && AnimTime = -1 && Var(0) = 0
Trigger4 = Anim = 8001 && AnimTime = -1 && Var(0) = -180
FV       = 1
Value    = 0.2

[State 8000,~徚柵~]
Type     = DestroySelf
Trigger1 = Root,Var(5) != 1
Trigger2 = Root,FVar(5) = 0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僇僢僩僀儞      懠偵曽朄偑尒偮偐傫側偄偺偱弌尰朄偼彑庤偵僀儞僗僷僀傾
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 9100]
Physics = N
Anim    = 9999

[State 9100,~僇僢僩僀儞昗弨 1P 3P~]
Type        = Explod
Trigger1    = IsHelper(9100) && Time >= 1 && TeamSide = 1
Anim        = 9100
ID          = 9100
PosType     = Left
Pos         = -50+Var(0),250
Facing      = 1
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100,~僇僢僩僀儞昗弨 2P 4P~]
Type        = Explod
Trigger1    = IsHelper(9100) && Time >= 1 && TeamSide = 2
Anim        = 9100
ID          = 9100
PosType     = Right
Pos         = 50-Var(0),250
Facing      = -1
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100,~僫僀僼峔偊僇僢僩僀儞 1P 3P~]
Type        = Explod
Trigger1    = IsHelper(9101) && Time >= 1 && TeamSide = 1
Anim        = 9101
ID          = 9100
PosType     = Left
Pos         = 140+Var(0),250
Facing      = -1          ;側傫偲側偔媡偝
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999
[State 9100,~僫僀僼峔偊僇僢僩僀儞 2P 4P~]
Type        = Explod
Trigger1    = IsHelper(9101) && Time >= 1 && TeamSide = 2
Anim        = 9101
ID          = 9100
PosType     = Right
Pos         = -140-Var(0),250
Facing      = 1          ;側傫偲側偔媡偝
OwnPal      = 0
OnTop       = 1
Scale       = 0.5,0.5
BindTime    = -1
ReMoveTime  = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 9100,~埵抲曄峏~]
Type     = VarAdd
Trigger1 = Time >= 2
V        = 0
Value    = 1

[State 9100,~敀偔~]
Type     = VarAdd
Trigger1 = Time <= 19 && Var(1) <= 128
V        = 1
Value    = 8
[State 9100,~崟偔~]
Type     = VarAdd
Trigger1 = Time >= 40 && Var(1) >= 8
V        = 1
Value    = -8

[State 9100,~怓曄偊~]
Type     = PalFx
Trigger1 = 1
Time     = 999
Mul      = 0+Var(1),0+Var(1),0+Var(1)

[State 9100,~塭徚偟~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = NoShadow

[State 9100,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 59
Trigger2 = Var(1) <= -249
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僌儗僀僘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 9500]
Physics = N
Anim    = 9500

[State 9500,~杮懱偵偔偭晅偗~]
Type     = BindToRoot
Trigger1 = 1
Time     = -1
Pos      = 0,0

[State 9500,~僌儗僀僘~]
Type          = ReversalDef
Trigger1      = 1
Reversal.Attr = SCA, NP, SP, HP
PauseTime     = 0,0
NumHits       = 0
SparkNo       = -1

[State 9500,~僌儗僀僘僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Stateno  = 9501
ID       = 9501
PosType  = P1
Pos      = 0,-40
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 9500,~壒梡~]
Type                       = Projectile
Trigger1                   = MoveHit
ProjID                     = 9501
ProjAnim                   = 9999
ProjRemoveTime             = 1
SuperMoveTime              = 999
PauseMoveTime              = 999
IgnoreHitPause = 1

[State 9500,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僌儗僀僘     僄僼僃弌偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[StateDef 9501]
Physics     = N
Anim        = 9999

[State 9501,~儔儞僟儉~]
Type     = VarRandom
Trigger1 = 1
V        = 0
Range    = 0,5

[State 9501,~僒僀僘愝掕~]
Type     = VarSet
Trigger1 = 1
FV       = 1
Value    = IfElse(Var(0) = 0, 0.5, IfElse(Var(0) = 1, 0.45, IfElse(Var(0) = 2, 0.4, IfElse(Var(0) = 3, 0.35, IfElse(Var(0) = 4, 0.3, 0.25)))))

[State 9501,~僌儗僀僘僄僼僃~]
Type        = Explod
Trigger1    = 1
Anim        = 7201
ID          = 7200
PosType     = P1
Pos         = 0,0
OwnPal      = 1
RemoveTime  = 13
Scale       = FVar(1),FVar(1)
Vel         = -5 + Random%10,-5 + Random%10
SprPriority = 8
SuperMoveTime = 999
PauseMoveTime = 999

[State 9501,~徚柵~]
Type     = DestroySelf
Trigger1 = Time >= 4
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈椡僎乕僕丒曗彆學  No.1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 9990]
Physics = N
Anim    = 9999

[State 9990,~楈椡~]
Type     = ParentVarSet
Trigger1 = Time = 0
FV       = 4
Value    = 1000

[State 9990,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) >= 0
ID       = 7002

[State 9990,~惵僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7001
[State 9990,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
Trigger2 = RoundState != 2
Trigger3 = Root,FVar(4) >= 0
ID       = 7002
[State 9990,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7000

[State 9990,~惵僎乕僕~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7001) = 0
Trigger1    = Root,FVar(4) >= 0.0001
Anim        = 7001
ID          = 7001
Pos         = IfElse(Root,TeamSide = 1, 5, 316),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990,~惵僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) <= 0
ID       = 7001

[State 9990,~愒僎乕僕~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7002) = 0
Trigger1    = Root,FVar(4) <= -0.0001
Anim        = 7002
ID          = 7002
Pos         = IfElse(Root,TeamSide = 1, 5, 316),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) >= 0
ID       = 7002

[State 9990,~僎乕僕榞~]
Type        = Explod
TriggerAll  = RoundState = 2
TriggerAll  = NumExplod(7000) = 0
Trigger1    = Root,FVar(4) <= -0.001
Trigger2    = Root,FVar(4) >= 0.001
Anim        = 7000
ID          = 7000
Pos         = IfElse(Root,TeamSide = 1, 5, 214+30),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
RemoveTime  = -1
SprPriority = 5
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9990,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = NumExplod(7000) >= 2
ID       = 7000

[State 9990]
Type     = ModifyExplod
Trigger1 = NumExplod(7001) >= 1
ID       = 7001
Scale    = Root,FVar(4)/2825,0.35

[State 9990,~杮懱偵偔偭偮偗偲偔~]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,0

[State 9990,~庛僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6000) >= 1
Value    = S1, 0
Channel  = 1

[State 9990,~拞僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6010) >= 1
Value    = S1, 1
Channel  = 1

[State 9990,~嫮僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6020) >= 1
Value    = S1, 2
Channel  = 2

[State 9990,~壩墛宯僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6021) >= 1
Value    = S1, 3
Channel  = 3

[State 9990,~價乕儉宯僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6040) >= 1
Value    = S1, 4
Channel  = 4

[State 9990,~庛巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(3029) >= 1
Trigger2 = NumHelper(6030) >= 1
Value    = S1, 5
Channel  = 5

[State 9990,~拞巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6031) >= 1
Value    = S1, 6
Channel  = 5

[State 9990,~戝巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6032) >= 1
Value    = S1, 7
Channel  = 5

[State 9990,~僈乕僪壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6050) >= 1
Value    = S1, 8
Channel  = 6

[State 9990,~僌儗僀僘壒~]
Type     = PlaySnd
Trigger1 = Root,NumProjID(9501) >= 1
Value    = S2, 3
Channel  = 7

[State 9990,~斀幩壒~]
Type     = PlaySnd
Trigger1 = Root,NumProjID(241) >= 1
Value    = S3, 2
Channel  = 8

[State 9990,~埫揮側偟~]
Type     = VarSet
Trigger1 = Root,Var(5) != 1
V        = 2
Value    = 0
[State 9990,~埫揮偝偣傞~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 2
Value    = 1

[State 9990,~嵟弶偼偪傚偭偲柧傞偔~]
Type     = VarSet
Trigger1 = Root,Var(5) = 1 && Var(2) = 1
V        = 1
Value    = 40
[State 9990,~埫偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -80
V        = 1
Value    = -8
[State 9990,~埫偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -76
V        = 1
Value    = -4
[State 9990,~柧傞偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) != 1 && Var(1) <= -4
V        = 1
Value    = 4

[State 9990,~攚宨偩偗埫偔~]
Type     = BGPalFx
Trigger1 = Var(1) <= -1 && Root,Anim != 3201
Trigger2 = Root,Anim = 3201 && Root,AnimElem = 6,<= 13
Time     = 1
Add      = Var(1),Var(1),Var(1)

[State 9990,~愰尵帪娫傪尭傜偟偰偙偆~]
Type     = ParentVarAdd
Trigger1 = Root,Var(5) = 1
FV       = 5
Value    = -2

[State 9990,~楈寕暅妶抣偁偘偰傗傠偆~]
Type     = ParentVarAdd
Trigger1 = NumHelper(3029) >= 1
Trigger2 = NumHelper(6000) >= 1
Trigger3 = NumHelper(6010) >= 1
Trigger4 = NumHelper(6020) >= 1
Trigger5 = NumHelper(6021) >= 1
Trigger6 = NumHelper(6030) >= 1
Trigger7 = NumHelper(6031) >= 1
Trigger8 = NumHelper(6032) >= 1
Trigger9 = NumHelper(6040) >= 1
V        = 9
Value    = 1

;劅劅劅劅劅劅劅劅劅

[State 9990,~暥帤抲偒~]
Type        = Explod
TriggerAll  = Time >= 1
Trigger1    = Root,Var(5) = 1 && Var(23) = 0
Trigger2    = Root,Var(5) = 1 && Var(23) >= 20
Anim        = IfElse(Var(23) <= 19, 7900, 7901)
ID          = 7200
PosType     = Left
Pos         = Ifelse(Root,TeamSide = 1, 10, 240),190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = IfElse(Var(23) <= 19, 20, 1)
Scale       = 0.5,0.5
SprPriority = 4
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~堧晞暥帤1P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 0 && Root,TeamSide = 1
Anim        = IfElse(Root,Var(51) <= 1, 7905, IfElse(Root,Var(51) >= 3, 7907, 7906))
ID          = 7905
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~堧晞暥帤2P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 0 && Root,TeamSide != 1
Anim        = IfElse(Root,Var(51) <= 1, 7920, IfElse(Root,Var(51) >= 3, 7922, 7921))
ID          = 7920
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~擉晞暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) <= 1
Anim        = IfElse(Root,Var(52) <= 1, 7908, IfElse(Root,Var(52) >= 3, 7910, 7909))
ID          = 7908
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~擉晞暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) <= 1
Anim        = IfElse(Root,Var(52) <= 1, 7923, IfElse(Root,Var(52) >= 3, 7925, 7924))
ID          = 7923
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990,~懘偺懠暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) >= 2
Anim        = 7911+Root,Var(58)-2
ID          = 7920
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9990,~懘偺懠暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) >= 2
Anim        = 7926+Root,Var(58)-2
ID          = 7920
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9990]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7220
Scale    = 3.5+FVar(1),3.5+FVar(1)
;劅劅劅劅劅劅劅劅劅

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
FV       = 1
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) <= 30 && FVar(1) >= -2.9
FV       = 1
Value    = -0.1
[State 9990]
Type     = VarSet
Trigger1 = Var(23) >= 30 || FVar(1) <= -3
FV       = 1
Value    = -3

;劅劅劅劅劅劅劅劅劅

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 23
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 23
Value    = 1

[State 9990]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 24
Value    = 0
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [41,50]
V        = 24
Value    = 20
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [51,52]
V        = 24
Value    = 15
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [53,54]
V        = 24
Value    = 10
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [55,56]
V        = 24
Value    = 5
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = 57
V        = 24
Value    = 3
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [58,59]
V        = 24
Value    = 2
[State 9990]
Type     = VarAdd
Trigger1 = Var(23) = [60,62]
V        = 24
Value    = 1

;劅劅劅劅劅劅劅劅劅

[State 9990,~楈椡屚妷~]
Type     = ChangeState
Trigger1 = Root,FVar(4) <= 0 
Value    = 9991

[State 9990,~擇屄埲忋弌偨傜嫋偟傑偣傫~]
Type     = DestroySelf
Trigger1 = NumHelper(9990) >= 2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈椡僎乕僕丒曗彆學 No.2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 9991]
Physics = N
Anim    = 9999

[State 9991,~嬻偭傐壒~]
Type     = PlaySnd
Trigger1 = Time = 0
Value    = S2, 7
Channel  = -1

[State 9991,~楈椡嬻偭傐~]
Type     = ParentVarSet
Trigger1 = FVar(5) <= 0.0002
FV       = 4
Value    = 0

[State 9991,~楈椡夞暅~]
Type     = VarSet
Trigger1 = Time = 0
FV       = 5
Value    = 0
[State 9991,~愒楈椡夞暅抣~]
Type     = VarAdd
Trigger1 = FVar(5) <= 0.5
FV       = 5
Value    = 0.001

[State 9991,~楈椡~]
Type     = ParentVarSet
Trigger1 = FVar(5) >= 0.5
FV       = 4
Value    = 1000

[State 9991,~惵僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
Trigger2 = RoundState != 2
Trigger3 = Root,FVar(4) <= 0
ID       = 7001
[State 9991,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7002
[State 9991,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = Time = 0
ID       = 7000

[State 9991,~愒僎乕僕~]
Type        = Explod
TriggerAll  = RoundState = 2
Trigger1    = NumExplod(7002) = 0
Anim        = 7002
ID          = 7002
Pos         = IfElse(Root,TeamSide = 1, 5, 316),217
PosType     = Left
Facing      = IfElse(Root,TeamSide = 1, 1, -1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
SprPriority = 4
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9991,~愒僎乕僕徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = Root,FVar(4) >= 0.00001
ID       = 7002

[State 9991,~僎乕僕榞~]
Type        = Explod
TriggerAll  = RoundState = 2
Trigger1    = NumExplod(7000) = 0
Anim        = 7000
ID          = 7000
Pos         = Ifelse(Root,TeamSide = 1, 5, 214+30),217
PosType     = Left
Facing      = Ifelse(Root,TeamSide = 1, 1, 1)
OnTop       = 1
OwnPal      = 0
BindTime    = -1
RemoveTime  = -1
SprPriority = 5
Scale       = 0.35,0.35
SuperMoveTime = 99999999
PauseMoveTime = 99999999
[State 9991,~僎乕僕榞徚偟~]
Type     = RemoveExplod
Trigger1 = RoundState != 2
Trigger2 = NumExplod(7000) >= 2
ID       = 7000

[State 9991,~僎乕僕僒僀僘~]
Type     = ModifyExplod
Trigger1 = NumExplod(7002) >= 1
ID       = 7002
Scale    = FVar(5)/1.42,0.35

[State 9991,~杮懱偵偔偭偮偗偲偔~]
Type     = BindToRoot
Trigger1 = 1
Time     = 999
Facing   = 1
Pos      = 0,0

[State 9991,~庛僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6000) >= 1
Value    = S1, 0
Channel  = 1

[State 9991,~拞僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6010) >= 1
Value    = S1, 1
Channel  = 1

[State 9991,~嫮僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6020) >= 1
Value    = S1, 2
Channel  = 2

[State 9991,~壩墛宯僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6021) >= 1
Value    = S1, 3
Channel  = 3

[State 9991,~價乕儉宯僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6040) >= 1
Value    = S1, 4
Channel  = 4

[State 9991,~庛巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(3029) >= 1
Trigger2 = NumHelper(6030) >= 1
Value    = S1, 5
Channel  = 5

[State 9991,~拞巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6031) >= 1
Value    = S1, 6
Channel  = 5

[State 9991,~戝巃傝僸僢僩壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6032) >= 1
Value    = S1, 7
Channel  = 5

[State 9991,~僈乕僪壒~]
Type     = PlaySnd
Trigger1 = NumHelper(6050) >= 1
Value    = S1, 8
Channel  = 6

[State 9991,~僌儗僀僘壒~]
Type     = PlaySnd
Trigger1 = Root,NumProjID(9501) >= 1
Value    = S2, 3
Channel  = 7

[State 9991,~斀幩壒~]
Type     = PlaySnd
Trigger1 = Root,NumProjID(241) >= 1
Value    = S3, 2
Channel  = 8

[State 9991,~埫揮側偟~]
Type     = VarSet
Trigger1 = Root,Var(5) != 1
V        = 2
Value    = 0
[State 9991,~埫揮偝偣傞~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 2
Value    = 1

[State 9991,~埫偝~]
Type     = VarSet
Trigger1 = Root,Var(5) = 1 && Var(2) = 1
V        = 1
Value    = 40
[State 9991,~埫偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -80
V        = 1
Value    = -8
[State 9991,~埫偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1 && Var(1) >= -76
V        = 1
Value    = -4
[State 9991,~柧傞偔側傟~]
Type     = VarAdd
Trigger1 = Root,Var(5) != 1 && Var(1) <= -4
V        = 1
Value    = 4

[State 9991,~攚宨偩偗埫偔~]
Type     = BGPalFx
Trigger1 = Var(1) <= -1 && Root,Anim != 3201
Trigger2 = Root,Anim = 3201 && Root,AnimElem = 6,<= 13
Time     = 1
Add      = Var(1),Var(1),Var(1)

[State 9991,~愰尵帪娫傪尭傜偟偰偙偆~]
Type     = ParentVarAdd
Trigger1 = Root,Var(5) = 1
FV       = 5
Value    = -2

[State 9991,~楈寕暅妶抣偁偘偰傗傞~]
Type     = ParentVarAdd
Trigger1 = NumHelper(3029) >= 1
Trigger2 = NumHelper(6000) >= 1
Trigger3 = NumHelper(6010) >= 1
Trigger4 = NumHelper(6020) >= 1
Trigger5 = NumHelper(6021) >= 1
Trigger6 = NumHelper(6030) >= 1
Trigger7 = NumHelper(6031) >= 1
Trigger8 = NumHelper(6032) >= 1
Trigger9 = NumHelper(6040) >= 1
V        = 9
Value    = 1

[State 9991,~曗廩姰椆壒~]
Type     = PlaySnd
Trigger1 = Root,FVar(4) >= 1000
Value    = S2, 8
Channel  = -1

;劅劅劅劅劅劅劅劅劅

[State 9991,~暥帤抲偒~]
Type        = Explod
TriggerAll  = Time >= 1
Trigger1    = Root,Var(5) = 1 && Var(23) = 0
Trigger2    = Root,Var(5) = 1 && Var(23) >= 20
Anim        = IfElse(Var(23) <= 19, 7900, 7901)
ID          = 7200
PosType     = Left
Pos         = Ifelse(Root,TeamSide = 1, 10, 240),190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = IfElse(Var(23) <= 19, 20, 1)
Scale       = 0.5,0.5
SprPriority = 4
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~堧晞暥帤1P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 0 && Root,TeamSide = 1
Anim        = IfElse(Root,Var(51) <= 1, 7905, IfElse(Root,Var(51) >= 3, 7907, 7906))
ID          = 7905
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~堧晞暥帤2P~]
Type        = Explod
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 0 && Root,TeamSide != 1
Anim        = IfElse(Root,Var(51) <= 1, 7920, IfElse(Root,Var(51) >= 3, 7922, 7921))
ID          = 7920
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~擉晞暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) <= 1
Anim        = IfElse(Root,Var(52) <= 1, 7908, IfElse(Root,Var(52) >= 3, 7910, 7909))
ID          = 7908
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~擉晞暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) <= 1
Anim        = IfElse(Root,Var(52) <= 1, 7923, IfElse(Root,Var(52) >= 3, 7925, 7924))
ID          = 7923
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991,~懘偺懠暥帤1P~]
Type        = Explod
Trigger1    = Root,TeamSide = 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) >= 2
Anim        = 7911+Root,Var(58)-2
ID          = 7920
PosType     = Left
Pos         = 10,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999
[State 9991,~懘偺懠暥帤2P~]
Type        = Explod
Trigger1    = Root,TeamSide != 1
Trigger1    = Root,Var(5) = 1 && Root,Var(53) = 1 && Root,Var(58) >= 2
Anim        = 7926+Root,Var(58)-2
ID          = 7920
PosType     = Left
Pos         = 310,190-Var(24)/2
OwnPal      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = 3.5+FVar(1),3.5+FVar(1)
SprPriority = 5
SuperMoveTime = 999
PauseMoveTime = 999

[State 9991]
Type     = ModifyExplod
Trigger1 = 1
ID       = 7220
Scale    = 3.5+FVar(1),3.5+FVar(1)
;劅劅劅劅劅劅劅劅劅

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
FV       = 1
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) <= 30 && FVar(1) >= -2.9
FV       = 1
Value    = -0.1
[State 9991]
Type     = VarSet
Trigger1 = Var(23) >= 30 || FVar(1) <= -3
FV       = 1
Value    = -3

;劅劅劅劅劅劅劅劅劅

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 23
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Root,Var(5) = 1
V        = 23
Value    = 1

[State 9991]
Type     = VarSet
Trigger1 = Root,Var(5) = 0
V        = 24
Value    = 0
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [41,50]
V        = 24
Value    = 20
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [51,52]
V        = 24
Value    = 15
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [53,54]
V        = 24
Value    = 10
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [55,56]
V        = 24
Value    = 5
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = 57
V        = 24
Value    = 3
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [58,59]
V        = 24
Value    = 2
[State 9991]
Type     = VarAdd
Trigger1 = Var(23) = [60,62]
V        = 24
Value    = 1

;劅劅劅劅劅劅劅劅劅

[State 9991,~楈椡暅妶~]
Type     = ChangeState
Trigger1 = Root,FVar(4) >= 1000
Value    = 9990

[State 9991,~擇屄埲忋弌偨傜嫋偟傑偣傫~]
Type     = DestroySelf
Trigger1 = NumHelper(9990) >= 2