;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 Cns 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
[Data]
Life              = 1000
Power             = 9000
Attack            = 100
Defence           = 100
Fall.Defence_Up   = 50
LieDown.Time      = 40
AirJuggle         = 15
SparkNo           = -1
Guard.SparkNo     = -1
KO.Echo           = 0
Volume            = 255
IntPersistIndex   = 
FloatPersistIndex = 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Size]
XScale            = 1
YScale            = 1
Ground.Back       = 13
Ground.Front      = 13
Air.Back          = 15
Air.Front         = 15
Height            = 40
Attack.Dist       = 160
Proj.Attack.Dist  = 90
Proj.Doscale      = 0
Head.Pos          = 0, -77
Mid.Pos           = 0, -50
ShadowOffset      = 0
Draw.Offset       = 0,0
;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
[Velocity]
Walk.Fwd          = 3
Walk.Back         = -3
Run.Fwd           = 6, 0
Run.Back          = -5.5, -2.2
Jump.Neu          = 0,-7.5
Jump.Back         = -2
Jump.Fwd          = 2.5
Runjump.Back      = -3.5,-9
Runjump.Fwd       = 4,-9
Airjump.Neu       = 0,0
Airjump.Back      = 0
Airjump.Fwd       = 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
[Movement]
Airjump.Num       = 0
Airjump.Height    = 30
Yaccel            = .35
Stand.Friction    = .85
Crouch.Friction   = .82
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪娫愗傟 晧偗
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 170]
Type   = S
Ctrl   = 0
Anim   = 170
VelSet = 0,0

[State 170,~敾掕側偔偰傕柍揋~]
Type     = NotHitBy
Trigger1 = 1
Value    = SCA
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
; 帪娫愗傟 寛拝晅偐偢
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 175]
Type   = S
Ctrl   = 0
Anim   = 175
VelSet = 0,0

[State 175,~敾掕側偔偰傕柍揋~]
Type     = NotHitBy
Trigger1 = 1
Value    = SCA
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
; 彑棙 僀僄儘乕僇乕僪
;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 180]
Type   = S
Anim   = 180
VelSet = 0,0

[State -3, 彑棙儃僀僗]
type = PlaySnd
triggerall = time = 1
trigger1 = alive
value = 180, 3
channel = 0

[State 180,~彑偪億乕僘嘦~]
Type     = ChangeState
Trigger1 = MatchOver = 1
Value    = 181 + 1

[State 180,~彑庤偵廔傢傜傫偱~]
Type     = AssertSpecial
Trigger1 = Time <= 200
Flag     = RoundNotOver

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 愴摤廔椆   帪巭傔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 181]
Type   = S
Anim   = 181
VelSet = 0,0

[State -3, 彑棙儃僀僗]
type = PlaySnd
triggerall = time = 1
trigger1 = alive
value = 180, 0+(Random % 3)
channel = 0

[State 181,~摟柧偱偡~]
Type     = Trans
Trigger1 = 1
Trans    = AddAlpha
Alpha    = 256-Var(16),Var(16)

[State 181,~僩儔儞僗僆僼~]
Type     = VarSet
Trigger1 = Time = 0
V        = 15
Value    = 0
[State 181,~僩儔儞僗僆儞~]
Type     = VarSet
Trigger1 = AnimTime = 0
V        = 15
Value    = 1

[State 181,~晛捠~]
Type     = VarSet
Trigger1 = Time = 0
V        = 16
Value    = 0
[State 181,~摟柧偵~]
Type     = VarAdd
Trigger1 = Var(15) = 1 && Var(16) <= 248
V        = 16
Value    = 8

[State 181,~儚乕僾壒~]
Type     = PlaySnd
Trigger1 = AnimElem = 9
Value    = S3,6
Channel  = -1

[State 181,~帪娫掆巭~]
Type     = Helper
Trigger1 = AnimElem = 9
Name     = "StopTime"
StateNo  = 3011
ID       = 3011
Pos      = 0,-50
PosType  = P1
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 181,~彑庤偵廔傢傜傫偱~]
Type     = AssertSpecial
Trigger1 = Time <= 200
Flag     = RoundNotOver
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 愴摤廔椆   偪傚偭偲偟偨儅僕僢僋  (夞廂偑戝曄偦偆ゥ?
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 182]
Type   = S
Anim   = 182
VelSet = 0,0

[State -3, 彑棙儃僀僗]
type = PlaySnd
triggerall = time = 1
trigger1 = alive
value = 180, 0+(Random % 3)
channel = 0

[State 182,~僇乕僪~]
Type     = Helper
Trigger1 = Time%2 = 0
Trigger1 = AnimElem = 5,>= 0 || AnimTime = 0
Trigger2 = AnimElem = 5
Name     = "Card"
Stateno  = 1041
ID       = 1042+Random%8
Pos      = 2,-62
PosType  = P1
OwnPal   = 1

[State 182,~彑庤偵廔傢傜傫偱~]
Type     = AssertSpecial
Trigger1 = Time <= 200
Flag     = RoundNotOver
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 儊僀僪側僀儞僩儘
;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 190]
Type   = S
Anim   = 0
Ctrl   = 0
VelSet = 0,0

[State 190, 僀儞僩儘]
type = PlaySnd
triggerall = time = 60
trigger1 = alive
value = 190, 0+(Random % 2)
channel = 0

[State 190, 峠杺娰僀儞僩儘]
type = PlaySnd
triggerall = time = 60
triggerall = enemy,name = "Remilia_Scarlet" || enemy,name = "Patchouli_Knowledge"
trigger1 = alive
value = 191, 0
channel = 0

[State 190,~僀儞僩儘擇偮栚~]
Type     = ChangeState
Trigger1 = Time = 0 && Random >= 500
Value    = 191

[State 190,~僇乕僪慖戰~]
Type     = Helper
Trigger1 = Time = 0
Name     = "Spell"
Stateno  = 193
ID       = 193
Pos      = IfElse(TeamSide = 1, 0, 265),-210
PosType  = Left
OwnPal   = 1

[State 190,~僀儞僩儘偱偡~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Intro

[State 190,~棫偪Anim傊~]
Type     = ChangeAnim
Trigger1 = Time = 70
Value    = 190
[State 190,~棫偪Anim傊~]
Type     = ChangeAnim
Trigger1 = Anim = 190 && AnimTime = 0
Value    = 0

[State 190,~棫偪State傊~]
Type     = ChangeState
Trigger1 = Time >= 400
Trigger2 = Anim = 0 && NumHelper(193) = 0
Value    = 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
; 儚乕僾偱僀儞僩儘
;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 191]
Type   = S
Anim   = 194
Ctrl   = 0
VelSet = 0,0

[State 191,~僇乕僪慖戰~]
Type     = Helper
Trigger1 = Time = 0
Name     = "Spell"
Stateno  = 193
ID       = 193
Pos      = IfElse(TeamSide = 1, 0, 265),-210
PosType  = Left
OwnPal   = 1

[State 191,~僇儊儔~]
Type     = ScreenBound
Trigger1 = 1
Value    = 1
MoveCamera = 1,0

[State 191,~嬻拞偵~]
Type     = PosAdd
Trigger1 = Anim = 194 && AnimElem = 2
Y        = -20
[State 191,~崀傝傞~]
Type     = VelAdd
Trigger1 = Pos Y <= -1
Y        = 0.1

[State 191,~拝抧~]
Type     = VelSet
Trigger1 = Pos Y >= 0
Y        = 0
[State 191,~拝抧~]
Type     = PosSet
Trigger1 = Pos Y >= 0
Y        = 0

[State 191,~儚乕僾壒~]
Type     = PlaySnd
Trigger1 = Anim = 194 && AnimElem = 7
Value    = S3,3
Channel  = 15
[State 191,~拝抧~]
Type     = PlaySnd
Trigger1 = Anim = 194 && AnimElem = 24
Value    = S2,0
Channel  = -1

[State 191,~僀儞僩儘偱偡~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Intro

[State 191, 僀儞僩儘]
type = PlaySnd
triggerall = time = 160
trigger1 = alive
value = 190, 0+(Random % 2)
channel = 0

[State 191, 峠杺娰僀儞僩儘]
type = PlaySnd
triggerall = time = 160
triggerall = enemy,name = "Remilia_Scarlet" || enemy,name = "Patchouli_Knowledge"
trigger1 = alive
value = 191, 0
channel = 0

[State 191,~棫偪Anim傊~]
Type     = ChangeAnim
Trigger1 = Anim = 194 && Vel Y >= 0 && Pos Y >= 0 && AnimElem = 22,>= 1 && AnimElem = 23,<= 998
Value    = Anim
Elem     = 24
[State 191,~棫偪Anim傊~]
Type     = ChangeAnim
Trigger1 = Anim = 194 && AnimTime = 0
Value    = 0

[State 191,~棫偪State傊~]
Type     = ChangeState
Trigger1 = Time >= 400
Trigger2 = Anim = 0 && NumHelper(193) = 0
Value    = 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
; 儚乕僾偱僀儞僩儘  垻慼壩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 195]
Type   = S
Anim   = 194
Ctrl   = 0
VelSet = 0,0

[State 191,~僇儊儔~]
Type     = ScreenBound
Trigger1 = 1
Value    = 1
MoveCamera = 1,0

[State 191,~嬻拞偵~]
Type     = PosAdd
Trigger1 = Anim = 194 && AnimElem = 2
Y        = -20
[State 191,~崀傝傞~]
Type     = VelAdd
Trigger1 = Pos Y <= -1
Y        = 0.1

[State 191,~拝抧~]
Type     = VelSet
Trigger1 = Pos Y >= 0
Y        = 0
[State 191,~拝抧~]
Type     = PosSet
Trigger1 = Pos Y >= 0
Y        = 0

[State 191,~儚乕僾壒~]
Type     = PlaySnd
Trigger1 = Anim = 194 && AnimElem = 7
Value    = S3,3
Channel  = 15
[State 191,~拝抧~]
Type     = PlaySnd
Trigger1 = Anim = 194 && AnimElem = 24
Value    = S2,0
Channel  = -1

[State 191,~僀儞僩儘偱偡~]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Intro

[State 191,~棫偪Anim傊~]
Type     = ChangeAnim
Trigger1 = Anim = 194 && Vel Y >= 0 && Pos Y >= 0 && AnimElem = 22,>= 1 && AnimElem = 23,<= 998
Value    = Anim
Elem     = 24
[State 191,~棫偪Anim傊~]
Type     = ChangeAnim
Trigger1 = Anim = 194 && AnimTime = 0
Value    = 0

[State 191,~棫偪State傊~]
Type     = ChangeState
Trigger1 = Time >= 400
Trigger2 = Anim = 0 && NumHelper(193) = 0
Value    = 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
; 棫偪  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 200]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 200

[State 200,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S0,0
Channel  = -1

[State 200,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 4
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Light
Damage                     = 20
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 10
Ground.HitTime             = 12
Air.HitTime                = 12
Ground.Velocity            = -4,0
Air.Velocity               = -4,-4
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(25*FVar(20)) <= 15, 15, Ceil(25*FVar(20)))
GetPower                   = 20,10

[State 200,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6000
ID       = 6000
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 200,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 200,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.02
IgnoreHitPause = 1
Persistent = 0
[State 200,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.02*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 200,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 僗儔僢僔儏C
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 205]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 205

[State 205,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S0,2
Channel  = -1

[State 205,~僄僼僃~]
Type     = Helper
Trigger1 = AnimElem = 3, = 1
Name     = "zan"
Stateno  = 206
ID       = 206
Pos      = 26,-51
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 205,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 65
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            = -6,0
Air.Velocity               = -6,-4
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(20)) <= 15, 15, Ceil(35*FVar(20)))
GetPower                   = 60,40

[State 205,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 205,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 205,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 205,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.1*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 205,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 棫偪  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 210]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 210

[State 210,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S0,1
Channel  = -1

[State 210,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Medium
Damage                     = 58
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            = -5,0
Air.Velocity               = -5,-4
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(20)) <= 15, 15, Ceil(35*FVar(20)))
GetPower                   = 60,40

[State 210,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 210,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 210,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 210,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.1*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 210,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 僋儔僢僋僜僂儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 215]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 215

[State 215,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 8
Value    = S0,2
Channel  = -1

[State 215,~僄僼僃~]
Type     = Helper
Trigger1 = AnimElem = 7, = 1
Name     = "Soul"
Stateno  = 206
ID       = 216
Pos      = 25,-55
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 215,~嬻拞偵~]
Type      = StateTypeSet
Trigger1  = AnimElem = 3
StateType = A
Physics   = N
[State 215,~抧忋偵~]
Type      = StateTypeSet
Trigger1  = Vel Y >= 0.1 && Pos Y >= 0 || Anim = 217
StateType = S
Physics   = S

[State 215,~堏摦懍搙~]
Type     = VelSet
Trigger1 = AnimElem = 3
X        = 6.0
Y        = -4.5
[State 215,~懍搙尭傜偟~]
Type     = VelMul
Trigger1 = AnimElem = 3,>= 1
X        = 0.94

[State 215,~廳椡~]
Type     = VelAdd
Trigger1 = StateType = A
Y        = 0.3

[State 215,~棫偪偵~]
Type     = ChangeAnim
Trigger1 = Vel Y >= 0.1 && Pos Y >= 0 && Anim != 217
Value    = 217

[State 215,~抧偵崀傝棫偮~]
Type     = PosSet
Trigger1 = Vel Y >= 0.1 && Pos Y >= 0 || Anim = 217
Y        = 0
[State 215,~掆巭~]
Type     = VelSet
Trigger1 = Vel Y >= 0.1 && Pos Y >= 0 || Anim = 217
Y        = 0

[State 215,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 9
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Herd
Damage                     = 95
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -4,8
Air.Velocity               = -4,8
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(20)) <= 15, 15, Ceil(40*FVar(20)))
GetPower                   = 60,40

[State 215,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 215,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 215,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 215,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.1*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 215,~棫偪偵~]
Type     = ChangeState
Trigger1 = Anim = 217 && AnimTime = 0
Value    = 0
Ctrl     = 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
; 墦棫偪  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 230]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = IfElse(Command != "holdfwd", 230, 231)

[State 230,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = Anim = 230 && AnimElem = 7
Trigger2 = Anim = 231 && AnimElem = 6
Value    = S3,0
Channel  = 1

[State 230,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = Anim = 230 && AnimElem = 7
Trigger2 = Anim = 231 && AnimElem = 6
FV       = 4
Value    = -150
[State 230,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = Anim = 230 && AnimElem = 7
Trigger2 = Anim = 231 && AnimElem = 6
V        = 7
Value    = 60

[State 230,~崅懍僫僀僼1~]
Type     = Helper
Trigger1 = Anim = 230 && AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 12,-72
PosType  = P1
OwnPal   = 1
[State 230,~崅懍僫僀僼2~]
Type     = Helper
Trigger1 = Anim = 230 && AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 14,-64
PosType  = P1
OwnPal   = 1
[State 230,~崅懍僫僀僼3~]
Type     = Helper
Trigger1 = Anim = 230 && AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 16,-56
PosType  = P1
OwnPal   = 1
[State 230,~崅懍僫僀僼4~]
Type     = Helper
Trigger1 = Anim = 230 && AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 18,-48
PosType  = P1
OwnPal   = 1
[State 230,~崅懍僫僀僼5~]
Type     = Helper
Trigger1 = Anim = 230 && AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 20,-40
PosType  = P1
OwnPal   = 1

[State 230,~崅懍僫僀僼幬傔1~]
Type     = Helper
Trigger1 = Anim = 231 && AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = 232
Pos      = 18,-60
PosType  = P1
OwnPal   = 1
[State 230,~崅懍僫僀僼幬傔2~]
Type     = Helper
Trigger1 = Anim = 231 && AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = 232
Pos      = 20,-55
PosType  = P1
OwnPal   = 1
[State 230,~崅懍僫僀僼幬傔3~]
Type     = Helper
Trigger1 = Anim = 231 && AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = 232
Pos      = 22,-50
PosType  = P1
OwnPal   = 1
[State 230,~崅懍僫僀僼幬傔4~]
Type     = Helper
Trigger1 = Anim = 231 && AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = 232
Pos      = 24,-45
PosType  = P1
OwnPal   = 1
[State 230,~崅懍僫僀僼幬傔5~]
Type     = Helper
Trigger1 = Anim = 231 && AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = 232
Pos      = 26,-40
PosType  = P1
OwnPal   = 1

[State 230,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 墦棫偪  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 240]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = IfElse(Command != "holdfwd", 240, 241)

[State 240,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = Anim = 240
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = Anim = 240
Trigger2 = AnimElem = 8, = 2 || AnimElem = 8, = 4
Trigger3 = Anim = 241
Trigger3 = AnimElem = 6 || AnimElem = 6, = 2 || AnimElem = 7, = 1
Trigger4 = Anim = 241
Trigger4 = AnimElem = 8 || AnimElem = 8, = 2
Value    = S3,0
Channel  = 1

[State 240,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = Anim = 240
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = Anim = 240
Trigger2 = AnimElem = 8, = 2 || AnimElem = 8, = 4
Trigger3 = Anim = 241
Trigger3 = AnimElem = 6 || AnimElem = 6, = 2 || AnimElem = 7, = 1
Trigger4 = Anim = 241
Trigger4 = AnimElem = 8 || AnimElem = 8, = 2
FV       = 4
Value    = -40
[State 240,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = Anim = 240
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = Anim = 240
Trigger2 = AnimElem = 8, = 2 || AnimElem = 8, = 4
Trigger3 = Anim = 241
Trigger3 = AnimElem = 6 || AnimElem = 6, = 2 || AnimElem = 7, = 1
Trigger4 = Anim = 241
Trigger4 = AnimElem = 8 || AnimElem = 8, = 2
V        = 7
Value    = 60

[State 240,~斀幩僫僀僼1~]
Type     = Helper
Trigger1 = Anim = 240 && AnimElem = 7
Name     = "Knife"
Stateno  = 241
ID       = 241
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 240,~斀幩僫僀僼2~]
Type     = Helper
Trigger1 = Anim = 240 && AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 241
ID       = 242
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 240,~斀幩僫僀僼3~]
Type     = Helper
Trigger1 = Anim = 240 && AnimElem = 7, = 4
Name     = "Knife"
Stateno  = 241
ID       = 243
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 240,~斀幩僫僀僼4~]
Type     = Helper
Trigger1 = Anim = 240 && AnimElem = 8, = 2
Name     = "Knife"
Stateno  = 241
ID       = 244
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 240,~斀幩僫僀僼5~]
Type     = Helper
Trigger1 = Anim = 240 && AnimElem = 8, = 4
Name     = "Knife"
Stateno  = 241
ID       = 245
Pos      = 20,-62
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State 240,~斀幩僫僀僼忋1~]
Type     = Helper
Trigger1 = Anim = 241 && AnimElem = 6
Name     = "Knife"
Stateno  = 241
ID       = 246
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 240,~斀幩僫僀僼忋2~]
Type     = Helper
Trigger1 = Anim = 241 && AnimElem = 6, = 2
Name     = "Knife"
Stateno  = 241
ID       = 247
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 240,~斀幩僫僀僼忋3~]
Type     = Helper
Trigger1 = Anim = 241 && AnimElem = 7, = 1
Name     = "Knife"
Stateno  = 241
ID       = 248
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 240,~斀幩僫僀僼忋4~]
Type     = Helper
Trigger1 = Anim = 241 && AnimElem = 8
Name     = "Knife"
Stateno  = 241
ID       = 249
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 240,~斀幩僫僀僼忋5~]
Type     = Helper
Trigger1 = Anim = 241 && AnimElem = 8, = 2
Name     = "Knife"
Stateno  = 241
ID       = 250
Pos      = 45,-63
PosType  = P1
OwnPal   = 1

[State 240,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 棫偪  幩寕
;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 250]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = IfElse(Command != "holdfwd", 250, 251)

[State 250,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = Anim = 250
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = Anim = 250
Trigger2 = AnimElem = 8, = 2 || AnimElem = 8, = 4
Trigger3 = Anim = 251
Trigger3 = AnimElem = 6 || AnimElem = 6, = 2 || AnimElem = 7, = 1
Trigger4 = Anim = 251
Trigger4 = AnimElem = 8 || AnimElem = 8, = 2
Value    = S3,0
Channel  = 1

[State 250,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = Anim = 250
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = Anim = 250
Trigger2 = AnimElem = 8, = 2 || AnimElem = 8, = 4
Trigger3 = Anim = 251
Trigger3 = AnimElem = 6 || AnimElem = 6, = 2 || AnimElem = 7, = 1
Trigger4 = Anim = 251
Trigger4 = AnimElem = 8 || AnimElem = 8, = 2
FV       = 4
Value    = -40
[State 250,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = Anim = 250
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = Anim = 250
Trigger2 = AnimElem = 8, = 2 || AnimElem = 8, = 4
Trigger3 = Anim = 251
Trigger3 = AnimElem = 6 || AnimElem = 6, = 2 || AnimElem = 7, = 1
Trigger4 = Anim = 251
Trigger4 = AnimElem = 8 || AnimElem = 8, = 2
V        = 7
Value    = 60

[State 250,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = 251
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = 252
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = 253
Pos      = 20,-62
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = 252
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = 253
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = 254
Pos      = 20,-62
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7, = 4
Name     = "Knife"
Stateno  = 251
ID       = 253
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7, = 4
Name     = "Knife"
Stateno  = 251
ID       = 254
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 7, = 4
Name     = "Knife"
Stateno  = 251
ID       = 255
Pos      = 20,-62
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 8, = 2
Name     = "Knife"
Stateno  = 251
ID       = 254
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 8, = 2
Name     = "Knife"
Stateno  = 251
ID       = 255
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 8, = 2
Name     = "Knife"
Stateno  = 251
ID       = 256
Pos      = 20,-62
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 8, = 4
Name     = "Knife"
Stateno  = 251
ID       = 255
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 8, = 4
Name     = "Knife"
Stateno  = 251
ID       = 256
Pos      = 20,-62
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = Anim = 250 && AnimElem = 8, = 4
Name     = "Knife"
Stateno  = 251
ID       = 257
Pos      = 20,-62
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼忋1~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 6
Name     = "Knife"
Stateno  = 251
ID       = 258
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋1~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 6
Name     = "Knife"
Stateno  = 251
ID       = 259
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋1~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 6
Name     = "Knife"
Stateno  = 251
ID       = 260
Pos      = 45,-63
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼忋2~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 6, = 2
Name     = "Knife"
Stateno  = 251
ID       = 259
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋2~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 6, = 2
Name     = "Knife"
Stateno  = 251
ID       = 260
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋2~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 6, = 2
Name     = "Knife"
Stateno  = 251
ID       = 261
Pos      = 45,-63
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼忋3~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 7, = 1
Name     = "Knife"
Stateno  = 251
ID       = 260
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋3~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 7, = 1
Name     = "Knife"
Stateno  = 251
ID       = 261
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋3~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 7, = 1
Name     = "Knife"
Stateno  = 251
ID       = 262
Pos      = 45,-63
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼忋4~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 8
Name     = "Knife"
Stateno  = 251
ID       = 261
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋4~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 8
Name     = "Knife"
Stateno  = 251
ID       = 262
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋4~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 8
Name     = "Knife"
Stateno  = 251
ID       = 263
Pos      = 45,-63
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 250,~楢幩僫僀僼忋5~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 8, = 2
Name     = "Knife"
Stateno  = 251
ID       = 262
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋5~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 8, = 2
Name     = "Knife"
Stateno  = 251
ID       = 263
Pos      = 45,-63
PosType  = P1
OwnPal   = 1
[State 250,~楢幩僫僀僼忋5~]
Type     = Helper
Trigger1 = Anim = 251 && AnimElem = 8, = 2
Name     = "Knife"
Stateno  = 251
ID       = 264
Pos      = 45,-63
PosType  = P1
OwnPal   = 1

[State 250,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 偟傖偑傒  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 400]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 400

[State 400,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 5
Value    = S0,2
Channel  = -1

[State 400,~僄僼僃~]
Type     = Helper
Trigger1 = AnimElem = 3, = 1
Name     = "zan"
Stateno  = 206
ID       = 401
Pos      = 44,-48
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 400,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 7
Attr                       = C, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Medium
Damage                     = 92
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = Low
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = -9,0
Air.Velocity               = -3,-5
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(20)) <= 15, 15, Ceil(35*FVar(20)))
GetPower                   = 60,40

[State 400,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6030
ID       = 6031
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 400,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 400,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0
[State 400,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.15*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 400,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 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
; 偟傖偑傒  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 410]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 410

[State 410,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 3
Value    = S0,1
Channel  = -1

[State 410,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5
Attr                       = C, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Medium
Damage                     = 62
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = Low
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -5,0
Air.Velocity               = -3,-3.5
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(20)) <= 15, 15, Ceil(35*FVar(20)))
GetPower                   = 60,40

[State 410,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 410,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 410,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 410,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.1*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 410,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 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
; 墦偟傖偑傒  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 430]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 430

[State 430,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S3,0
Channel  = 1

[State 430,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 7
FV       = 4
Value    = -150
[State 430,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 7
V        = 7
Value    = 60

[State 430,~崅懍僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 18,-52
PosType  = P1
OwnPal   = 1
[State 430,~崅懍僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 20,-44
PosType  = P1
OwnPal   = 1
[State 430,~崅懍僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 22,-36
PosType  = P1
OwnPal   = 1
[State 430,~崅懍僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 24,-28
PosType  = P1
OwnPal   = 1
[State 430,~崅懍僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 231
ID       = 231
Pos      = 26,-20
PosType  = P1
OwnPal   = 1

[State 430,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 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
; 墦偟傖偑傒  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 440]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 440

[State 440,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = AnimElem = 7, = 6 || AnimElem = 7, = 8
Value    = S3,0
Channel  = 1

[State 440,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = AnimElem = 7, = 6 || AnimElem = 7, = 8
FV       = 4
Value    = -40
[State 440,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = AnimElem = 7, = 6 || AnimElem = 7, = 8
V        = 7
Value    = 60

[State 440,~斀幩僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 241
ID       = 251
Pos      = 32,-42
PosType  = P1
OwnPal   = 1
[State 440,~斀幩僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 241
ID       = 252
Pos      = 27,-47
PosType  = P1
OwnPal   = 1
[State 440,~斀幩僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7, = 4
Name     = "Knife"
Stateno  = 241
ID       = 253
Pos      = 22,-52
PosType  = P1
OwnPal   = 1
[State 440,~斀幩僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 7, = 6
Name     = "Knife"
Stateno  = 241
ID       = 254
Pos      = 17,-57
PosType  = P1
OwnPal   = 1
[State 440,~斀幩僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 7, = 8
Name     = "Knife"
Stateno  = 241
ID       = 255
Pos      = 12,-62
PosType  = P1
OwnPal   = 1

[State 440,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 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
; 偟傖偑傒  幩寕
;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 450]
Type     = C
MoveType = A
Physics  = C
Ctrl     = 0
VelSet   = IfElse(PrevStateNo != 101, 0, Vel X),0
Anim     = 450

[State 450,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = AnimElem = 7, = 6 || AnimElem = 7, = 8
Value    = S3,0
Channel  = 1

[State 450,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = AnimElem = 7, = 6 || AnimElem = 7, = 8
FV       = 4
Value    = -40
[State 450,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 7 || AnimElem = 7, = 2 || AnimElem = 7, = 4
Trigger2 = AnimElem = 7, = 6 || AnimElem = 7, = 8
V        = 7
Value    = 60

[State 450,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = 265
Pos      = 29,-38
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = 266
Pos      = 29,-38
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = 267
Pos      = 29,-38
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 450,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = 266
Pos      = 22,-45
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = 267
Pos      = 22,-45
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = 268
Pos      = 22,-45
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 450,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7, = 4
Name     = "Knife"
Stateno  = 251
ID       = 267
Pos      = 15,-52
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7, = 4
Name     = "Knife"
Stateno  = 251
ID       = 268
Pos      = 15,-52
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7, = 4
Name     = "Knife"
Stateno  = 251
ID       = 269
Pos      = 15,-52
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 450,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 7, = 6
Name     = "Knife"
Stateno  = 251
ID       = 268
Pos      = 8,-59
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 7, = 6
Name     = "Knife"
Stateno  = 251
ID       = 269
Pos      = 8,-59
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 7, = 6
Name     = "Knife"
Stateno  = 251
ID       = 270
Pos      = 8,-59
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 450,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 7, = 8
Name     = "Knife"
Stateno  = 251
ID       = 269
Pos      = 1,-66
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 7, = 8
Name     = "Knife"
Stateno  = 251
ID       = 270
Pos      = 1,-66
PosType  = P1
OwnPal   = 1
[State 450,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 7, = 8
Name     = "Knife"
Stateno  = 251
ID       = 271
Pos      = 1,-66
PosType  = P1
OwnPal   = 1

[State 450,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 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
; 僟僢僔儏  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 500]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
VelSet   = 5.8,0
Anim     = 500

[State 500,~僌儗僀僘~]
Type     = NotHitBy
Trigger1 = Time = [0,12]
Value    = , NP, SP, HP
Time     = 1

[State 500,~僌儗僀僘~]
Type     = VelMul
Trigger1 = Vel X > 0
X        = 1.05


[State 500,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S0,2
Channel  = -1

[State 500,~僄僼僃~]
Type     = Helper
Trigger1 = AnimElem = 3, = 1
Name     = "zan"
Stateno  = 206
ID       = 206
Pos      = 26,-51
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 500,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = Time = 1
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Medium
Damage                     = 65
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            = -5,0
Air.Velocity               = -5,-4
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(20)) <= 15, 15, Ceil(35*FVar(20)))
GetPower                   = 60,40

[State 500,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 500,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 500,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 500,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.1*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 500,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 僟僢僔儏  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 510]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
VelSet   = 5.8,0
Anim     = 510

[State 510,~僌儗僀僘~]
Type     = NotHitBy
Trigger1 = (Anim = 510) && (Time = [1,20])
Value    = , NP, SP, HP
Time     = 1

[State 510,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 9
Value    = S0,1
Channel  = -1

[State 510,~嬻拞偵~]
Type      = StateTypeSet
Trigger1  = AnimElem = 3
StateType = A
Physics   = N
[State 510,~抧忋偵~]
Type      = StateTypeSet
Trigger1  = Vel Y >= 0.1 && Pos Y >= 0 || Anim = 47
StateType = S
Physics   = S

[State 510,~堏摦懍搙~]
Type     = VelSet
Trigger1 = AnimElem = 3
X        = 7.5
Y        = -5.2

[State 510,~廳椡~]
Type     = Gravity
Trigger1 = StateType = A

[State 510,~棫偪偵~]
Type     = ChangeAnim
Trigger1 = Vel Y >= 0.1 && Pos Y >= 0 && Anim != 47
Value    = 511

[State 510,~抧偵崀傝棫偮~]
Type     = PosSet
Trigger1 = Vel Y >= 0.1 && Pos Y >= 0 || Anim = 511
Y        = 0
[State 510,~掆巭~]
Type     = VelSet
Trigger1 = Vel Y >= 0.1 && Pos Y >= 0 || Anim = 511
X        = 0
Y        = 0

[State 510,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 8 || AnimElem = 9
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Herd
Damage                     = 50
PauseTime                  = 8,8
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -5,8
Air.Velocity               = -5,8
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(20)) <= 15, 15, Ceil(40*FVar(20)))
GetPower                   = 80,60

[State 510,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && HitPauseTime = 7
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, IfElse(AnimElem = 8,<= 2,-70, -50))
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 510,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && HitPauseTime = 7
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, IfElse(AnimElem = 8,<= 2,-70, -50))
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 510,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit && HitPauseTime = 7
FV       = 3
Value    = -.05
IgnoreHitPause = 1
[State 510,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit && HitPauseTime = 7
FV       = 20
Value    = -.05*FVar(21)
IgnoreHitPause = 1

[State 510,~棫偪偵~]
Type     = ChangeState
Trigger1 = Anim = 511 && AnimTime = 0
Value    = 0
Ctrl     = 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
; 僟僢僔儏  伀対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 520]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
VelSet   = 4.8,0
Anim     = 520

[State 520,~僌儗僀僘~]
Type     = NotHitBy
Trigger1 = Time = [1,21]
Value    = , NP, SP, HP
Time     = 1

[State 520,~嬻拞偵~]
Type      = StateTypeSet
Trigger1  = AnimElem = 7
StateType = A
Physics   = N
[State 520,~抧忋偵~]
Type      = StateTypeSet
Trigger1  = Vel Y >= 0.1 && Pos Y >= -10 || AnimElem = 13,>= 0
StateType = S
Physics   = S

[State 520,~堏摦懍搙~]
Type     = VelSet
Trigger1 = AnimElem = 7
X        = 6
Y        = -6
[State 520,~懍搙尭傜偟~]
Type     = VelMul
Trigger1 = AnimElem = 6,<= 3
X        = 0.9

[State 520,~廳椡~]
Type     = Gravity
Trigger1 = StateType = A
[State 520,~掆巭~]
Type     = VelAdd
Trigger1 = StateType = A && AnimElem = 10,>= 2
Y        = 0.2

[State 520,~拝抧~]
Type     = ChangeAnim
Trigger1 = Vel Y >= 0.1 && Pos Y >= -10 && AnimElem = 12,<= 999
Value    = Anim
Elem     = 13

[State 520,~抧偵崀傝棫偮~]
Type     = PosSet
Trigger1 = Vel Y >= 0.1 && Pos Y >= -10 || AnimElem = 13,>= 0
Y        = 0
[State 520,~掆巭~]
Type     = VelSet
Trigger1 = Vel Y >= 0.1 && Pos Y >= -10 || AnimElem = 13,>= 0
X        = 0
Y        = 0

[State 520,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 11
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Herd
Damage                     = 95
PauseTime                  = 12,12
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -4,-7
Air.Velocity               = -4,-7
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(20)) <= 15, 15, Ceil(40*FVar(20)))
GetPower                   = 80,60

[State 520,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -70, -50)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 520,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -70, -50)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 520,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0
[State 520,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.15*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 520,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 僟僢僔儏  伀廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 530]
Type     = C
MoveType = A
Physics  = N
Ctrl     = 0
VelSet   = 4.8,0
Anim     = 530

[State 530]
Type     = Null;NotHitBy
Trigger1 = Time = [1,34]
Value    = , NP, SP, HP
Time     = 1

[State 530,~尭懍~]
Type     = VelMul
Trigger1 = 1
X        = 0.9

[State 530,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 3
Value    = S0,1
Channel  = -1

[State 530,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5
Attr                       = C, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Mediym
Damage                     = 62
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = Trip
Ground.SlideTime           = 14
Ground.HitTime             = 16
Air.HitTime                = 16
Ground.Velocity            = 0,-1
Air.Velocity               = 0,-1
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(35*FVar(20)) <= 15, 15, Ceil(35*FVar(20)))
GetPower                   = 60,40

[State 530,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6010
ID       = 6010
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 530,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 530,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 530,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.1*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 530,~偟傖偑傒偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 11
Ctrl     = 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
; 嬻拞  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 600]
Type     = A
MoveType = A
Physics  = A
Ctrl     = 0
Anim     = 600

[State 600,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 4
Value    = S0,1
Channel  = -1

[State 600,~僄僼僃~]
Type     = Helper
Trigger1 = AnimElem = 3, = 1
Name     = "zan"
Stateno  = 206
ID       = 601
Pos      = 31,-40
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 600,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 5
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Medium
Damage                     = 55
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            = -6,0
Air.Velocity               = -4,-6
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(20)) <= 15, 15, Ceil(40*FVar(20)))
GetPower                   = 60,40

[State 600,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6030
ID       = 6030
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 600,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 600,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.1
IgnoreHitPause = 1
Persistent = 0
[State 600,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.1*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 600,~摦偐偣傑偡~]
Type     = CtrlSet
Trigger1 = AnimTime = 0
Value    = 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
; 嬻拞  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 610]
Type     = A
MoveType = A
Physics  = A
Ctrl     = 0
Anim     = 610

[State 610,~慺怳傝~]
Type     = PlaySnd
Trigger1 = AnimElem = 6
Value    = S0,2
Channel  = -1

[State 610,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 8
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Herd
Damage                     = 70
PauseTime                  = 12,12
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 16
Ground.HitTime             = 18
Air.HitTime                = 18
Ground.Velocity            = -6,0
Air.Velocity               = -4,-4
Air.Fall                   = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(20)) <= 15, 15, Ceil(40*FVar(20)))
GetPower                   = 80,60

[State 610,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 610,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 610,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0
[State 610,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.15*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 610,~摦偐偣傑偡~]
Type     = CtrlSet
Trigger1 = AnimElem = 12,>= 1
Value    = 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
; 墦嬻拞  対
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 630]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 630

[State 630,~壓墴偟偨偐~]
Type     = VarSet
Trigger1 = Time = 0
V        = 20
Value    = IfElse(Command != "holddown", 0, 1)

[State 630,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 6
Value    = S3,0
Channel  = 1

[State 630,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 6
FV       = 4
Value    = -150
[State 630,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 6
V        = 7
Value    = 60

[State 630,~懍搙愝掕 X~]
Type     = VelSet
Trigger1 = Time = 0
X        = Vel X * 0.25
Y        = Vel Y * 0.25
[State 630,~抧忋偵拝偄偨~]
Type     = VelSet
Trigger1 = Vel Y = 0 || Pos Y >= 5
Y        = 0

[State 630,~崅懍僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = IfElse(Var(20) = 0, 231, 233)
Pos      = IfElse(Var(20) = 0, 8, 16),IfElse(Var(20) = 0, -64, -52)
PosType  = P1
OwnPal   = 1
[State 630,~崅懍僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = IfElse(Var(20) = 0, 231, 233)
Pos      = IfElse(Var(20) = 0, 10, 14),IfElse(Var(20) = 0, -56, -47)
PosType  = P1
OwnPal   = 1
[State 630,~崅懍僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = IfElse(Var(20) = 0, 231, 233)
Pos      = IfElse(Var(20) = 0, 12, 12),IfElse(Var(20) = 0, -48, -42)
PosType  = P1
OwnPal   = 1
[State 630,~崅懍僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = IfElse(Var(20) = 0, 231, 233)
Pos      = IfElse(Var(20) = 0, 14, 10),IfElse(Var(20) = 0, -40, -37)
PosType  = P1
OwnPal   = 1
[State 630,~崅懍僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 231
ID       = IfElse(Var(20) = 0, 231, 233)
Pos      = IfElse(Var(20) = 0, 16, 8),IfElse(Var(20) = 0, -32, -32)
PosType  = P1
OwnPal   = 1

[State 630,~棫偪偐壗傕偟側偄偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 5, 0, 51)
Anim     = IfElse(Pos Y >= 5, 0, 55)
Ctrl     = 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
; 墦嬻拞  廟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 640]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 640

[State 640,~壓墴偟偨偐~]
Type     = VarSet
Trigger1 = Time = 0
V        = 20
Value    = IfElse(Command != "holddown", 0, 1)

[State 640,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 7, = 2
Trigger2 = AnimElem = 8, = 1 || AnimElem = 8, = 3
Value    = S3,0
Channel  = 1

[State 640,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 7, = 2
Trigger2 = AnimElem = 8, = 1 || AnimElem = 8, = 3
FV       = 4
Value    = -40
[State 640,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 7, = 2
Trigger2 = AnimElem = 8, = 1 || AnimElem = 8, = 3
V        = 7
Value    = 60

[State 640,~懍搙愝掕 X~]
Type     = VelSet
Trigger1 = Time = 0
X        = Vel X * 0.25
Y        = Vel Y * 0.25
[State 640,~抧忋偵拝偄偨~]
Type     = VelSet
Trigger1 = Vel Y = 0 || Pos Y >= 5
Y        = 0

[State 640,~斀幩僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 241
ID       = IfElse(Var(20) = 0, 256, 261)
Pos      = IfElse(Var(20) = 0, 18, 3),-49
PosType  = P1
OwnPal   = 1
[State 640,~斀幩僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 241
ID       = IfElse(Var(20) = 0, 257, 262)
Pos      = IfElse(Var(20) = 0, 18, 3),-49
PosType  = P1
OwnPal   = 1
[State 640,~斀幩僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 241
ID       = IfElse(Var(20) = 0, 258, 263)
Pos      = IfElse(Var(20) = 0, 18, 3),-49
PosType  = P1
OwnPal   = 1
[State 640,~斀幩僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 8, = 1
Name     = "Knife"
Stateno  = 241
ID       = IfElse(Var(20) = 0, 259, 264)
Pos      = IfElse(Var(20) = 0, 18, 3),-49
PosType  = P1
OwnPal   = 1
[State 640,~斀幩僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 8, = 3
Name     = "Knife"
Stateno  = 241
ID       = IfElse(Var(20) = 0, 260, 265)
Pos      = IfElse(Var(20) = 0, 18, 3),-49
PosType  = P1
OwnPal   = 1

[State 640,~棫偪偐壗傕偟側偄偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 5, 0, 51)
Anim     = IfElse(Pos Y >= 5, 0, 55)
Ctrl     = 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
; 嬻拞  幩寕
;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 650]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 650

[State 650,~壓墴偟偨偐~]
Type     = VarSet
Trigger1 = Time = 0 && Var(59) = 0
V        = 20
Value    = IfElse(Command != "holddown", 0, 1)

[State 650,~壓墴偟偨偐~]
Type     = VarSet
Trigger1 = Time = 0 && Var(59) = 1
V        = 20
Value    = IfElse(P2BodyDist Y <= 20, 0, 1)

[State 650,~僫僀僼敪幩~]
Type     = PlaySnd
Trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 7, = 2
Trigger2 = AnimElem = 8, = 1 || AnimElem = 8, = 3
Value    = S3,0
Channel  = 1

[State 650,~楈椡徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 7, = 2
Trigger2 = AnimElem = 8, = 1 || AnimElem = 8, = 3
FV       = 4
Value    = -40
[State 650,~夞暅傑偱偺僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 7, = 2
Trigger2 = AnimElem = 8, = 1 || AnimElem = 8, = 3
V        = 7
Value    = 60

[State 650,~懍搙愝掕 X~]
Type     = VelSet
Trigger1 = Time = 0 && Vel X >= 0
X        = Vel X * 0.25
[State 650,~懍搙愝掕 Y~]
Type     = VelSet
Trigger1 = Time = 0
Y        = Vel Y * 0.25
[State 650,~懍搙愝掕~]
Type     = VelSet
Trigger1 = AnimElem = 6
X        = -3
Y        = -4.5
[State 650,~懍搙愝掕~]
Type     = VelAdd
Trigger1 = AnimElem = 6,>= 1
Y        = 0.3
[State 650,~抧忋偵拝偄偨~]
Type     = VelSet
Trigger1 = Vel Y = 0 || Pos Y >= 5
Y        = 0

[State 650,~僄僼僃~]
Type     = Helper
Trigger1 = AnimElem = 5
Name     = "zan"
Stateno  = 206
ID       = 651
Pos      = 6,-49
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 650,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 251, 272)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 252, 273)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼1~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 253, 274)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 650,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 252, 273)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 253, 274)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼2~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 254, 275)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 650,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 253, 274)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 254, 275)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼3~]
Type     = Helper
Trigger1 = AnimElem = 7, = 2
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 255, 276)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 650,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 8, = 1
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 254, 275)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 8, = 1
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 255, 276)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼4~]
Type     = Helper
Trigger1 = AnimElem = 8, = 1
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 256, 277)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅

[State 650,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 8, = 3
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 255, 276)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 8, = 3
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 256, 277)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1
[State 650,~楢幩僫僀僼5~]
Type     = Helper
Trigger1 = AnimElem = 8, = 3
Name     = "Knife"
Stateno  = 251
ID       = IfElse(Var(20) = 0, 257, 278)
Pos      = 12,-49
PosType  = P1
OwnPal   = 1

[State 650,~棫偪偐壗傕偟側偄偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = IfElse(Pos Y >= 5, 0, 51)
Anim     = IfElse(Pos Y >= 5, 0, 55)
Ctrl     = 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
; 僴僀僗儔僢僔儏C
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 700]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 700

[State 700,~僄僼僃~]
Type     = Helper
Trigger1 = AnimElem = 8
Name     = "zan"
Stateno  = 206
ID       = 701
Pos      = 14,-59
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1

[State 700,~嬻拞偵~]
Type      = StateTypeSet
Trigger1  = AnimElem = 7
StateType = A
Physics   = N
[State 700,~抧忋偵~]
Type      = StateTypeSet
Trigger1  = Vel Y >= 0.1 && Pos Y >= 0 || AnimElem = 13,>= 0
StateType = S
Physics   = S

[State 700,~堏摦懍搙~]
Type     = VelSet
Trigger1 = AnimElem = 7
X        = 2.1
Y        = -5

[State 700,~廳椡~]
Type     = Gravity
Trigger1 = StateType = A
[State 700,~廳椡~]
Type     = Gravity
Trigger1 = StateType = A && AnimElem = 11,>= 0

[State 700,~拝抧~]
Type     = ChangeAnim
Trigger1 = Vel Y >= 0.1 && Pos Y >= -10 && AnimElem = 12,<= 999
Value    = Anim
Elem     = 13

[State 700,~抧偵崀傝棫偮~]
Type     = PosSet
Trigger1 = Vel Y >= 0.1 && Pos Y >= -10 || AnimElem = 13,>= 0
Y        = 0
[State 700,~掆巭~]
Type     = VelSet
Trigger1 = Vel Y >= 0.1 && Pos Y >= -10 || AnimElem = 13,>= 0
X        = 0
Y        = 0

[State 700,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 9 || AnimElem = 11
Attr                       = A, NA
HitFlag                    = MAF
GuardFlag                  = HA
AnimType                   = Herd
Damage                     = 45
PauseTime                  = 10,10
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -3,-7
Air.Velocity               = -3,-7
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(20)) <= 15, 15, Ceil(40*FVar(20)))
GetPower                   = 80,60

[State 700,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit && HitPauseTime = 9
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -70)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
[State 700,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded && HitPauseTime = 9
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -70)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1

[State 700,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit && HitPauseTime = 9
FV       = 3
Value    = -.08
IgnoreHitPause = 1
[State 700,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit && HitPauseTime = 9
FV       = 20
Value    = -.08*FVar(21)
IgnoreHitPause = 1

[State 700,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 儗僨傿乕僗僼傽僗僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 710]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 710

[State 710,~嬻拞偵~]
Type      = StateTypeSet
Trigger1  = AnimElem = 3
StateType = A
Physics   = N
[State 710,~抧忋偵~]
Type      = StateTypeSet
Trigger1  = Vel Y > 0 && Pos Y >= -5 || AnimElem = 6,>= 0
StateType = S
Physics   = S

[State 710,~堏摦懍搙~]
Type     = VelSet
Trigger1 = AnimElem = 4
X        = 7.5
Y        = -2.3

[State 710,~廳椡~]
Type     = Gravity
Trigger1 = StateType = A

[State 710,~棫偪偵~]
Type     = ChangeAnim
Trigger1 = AnimElem = 4,>= 1 && AnimElem = 5,<= 99
Trigger1 = Vel Y > 0 && Pos Y >= -5
Value    = Anim
Elem     = 6

[State 710,~抧偵崀傝棫偮~]
Type     = PosSet
Trigger1 = Vel Y > 0 && Pos Y >= -5 || AnimElem = 6,>= 0
Y        = 0
[State 710,~掆巭~]
Type     = VelSet
Trigger1 = Vel Y > 0 && Pos Y >= -5 || AnimElem = 6,>= 0
X        = 0
Y        = 0

[State 710,~墝~]
Type        = Explod
Trigger1    = AnimElem = 6
Anim        = 7100
ID          = 7100
PosType     = P1
Pos         = 57,3
OwnPal      = 1
Scale       = 1,1
SprPriority = 4

[State 710,~僸僢僩掕媊~]
Type                       = HitDef
Trigger1                   = AnimElem = 6
Attr                       = S, NA
HitFlag                    = MAF
GuardFlag                  = LA
AnimType                   = Herd
Damage                     = 80
PauseTime                  = 12,12
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = 0,-4.8
Guard.Velocity             = -6
Air.Velocity               = 0,-4.2
Fall                       = 1
Fall.RecoverTime           = IfElse(Ceil(40*FVar(20)) <= 15, 15, Ceil(40*FVar(20)))
GetPower                   = 80,60

[State 710,~僸僢僩僄僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 710,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,IfElse(EnemyNear,StateType = A, -50, -20)
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 710,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 3
Value    = -.15
IgnoreHitPause = 1
Persistent = 0
[State 710,~曗惓抣~]
Type     = VarAdd
Trigger1 = MoveHit
FV       = 20
Value    = -.15*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 710,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 楈寕
;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 750]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 750

[State 750,~柍揋~]
Type     = NotHitBy
Trigger1 = AnimElem = 7,<= 2
Trigger1 = PrevStateNo != [200,3999]
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1
IgnoreHitPause = 1

[State 750,~楈寕壒~]
Type     = PlaySnd
Trigger1 = AnimElem = 7
Value    = S2,4
Channel  = -1

[State 750,~楈寕徚旓~]
Type     = VarAdd
Trigger1 = AnimElem = 7
V        = 8
Value    = -1
IgnoreHitPause = 1

[State 750,~捠忢楈寕~]
Type     = ChangeAnim
Trigger1 = PrevStateNo != [120,159]
Trigger1 = PrevStateNo != [200,3999]
Value    = 750
Persistent = 0
[State 750,~僉儍儞僙儖楈寕~]
Type     = ChangeAnim
Trigger1 = PrevStateNo = [200,3999]
Value    = 751
Persistent = 0
[State 750,~僈乕僪僉儍儞僙儖楈寕~]
Type     = ChangeAnim
Trigger1 = PrevStateNo = [120,159]
Value    = 752
Persistent = 0

[State 750,~儕儞僌~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Reigeki"
Stateno  = 7153
ID       = 7153
Pos      = 0,-50
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
[State 750,~儕儞僌~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Reigeki"
Stateno  = 7160
ID       = 7160
Pos      = 0,-50
PosType  = P1
OwnPal   = 1
IgnoreHitPause = 1
Persistent = 0
[State 750,~惵嬍~]
Type     = Helper
Trigger1 = AnimElem = 7
Name     = "Reigeki"
Stateno  = 7161
ID       = 7161
Pos      = 0,-50
PosType  = P1
Ownpal   = 1
IgnoreHitPause = 1

[State 750,~傾儞僠僉儍儞僙儖楈寕~]
Type                       = HitDef
Trigger1                   = Time <= 1
Trigger1                   = PrevStateNo != [200,3999]
Attr                       = S, SA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Herd
Damage                     = 0
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -8,-3
Air.Velocity               = -8,-3
Fall                       = 1
Fall.Recover               = 0

[State 750,~僉儍儞僙儖楈寕~]
Type                       = HitDef
Trigger1                   = Time <= 1
Trigger1                   = PrevStateNo = [200,3999]
Attr                       = S, SA
HitFlag                    = MAF
GuardFlag                  = MA
AnimType                   = Up
Damage                     = 50
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
Ground.SlideTime           = 18
Ground.HitTime             = 20
Air.HitTime                = 20
Ground.Velocity            = -0.2,-9.8
Guard.Velocity             = -8
Air.Velocity               = -0.2,-9.8
Fall                       = 1
Fall.Recover               = 0

[State 750,~僸僢僩僸僼僃~]
Type     = Helper
Trigger1 = MoveHit
Name     = "Hit"
Stateno  = 6020
ID       = 6020
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0
[State 750,~僈乕僪僄僼僃~]
Type     = Helper
Trigger1 = MoveGuarded
Name     = "Guard"
Stateno  = 6050
ID       = 6050
Pos      = 0,-50
PosType  = P2
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 750,~楈椡慡夣~]
Type     = VarSet
Trigger1 = MoveHit && FVar(4) >= 0.00001
FV       = 4
Value    = 1000
IgnoreHitPause = 1

[State 750,~GC楈寕埲奜偺曗惓~]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo != [120,159])
FV       = 3
Value    = -.2
IgnoreHitPause = 1
Persistent = 0
[State 750,~GC楈寕偺曗惓~]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo = [120,159])
FV       = 3
Value    = -.5
IgnoreHitPause = 1
Persistent = 0

[State 750,~GC楈寕埲奜偺曗惓~]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo != [120,159])
FV       = 20
Value    = -.2*FVar(21)
IgnoreHitPause = 1
Persistent = 0
[State 700,~GC楈寕偺曗惓~]
Type     = VarAdd
Trigger1 = (MoveHit) && (PrevStateNo = [120,159])
FV       = 20
Value    = -.5*FVar(21)
IgnoreHitPause = 1
Persistent = 0

[State 750,~棫偪偵~]
Type     = ChangeState
Trigger1 = AnimTime = 0
Value    = 0
Ctrl     = 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
; 僇乕僪愰尵
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 900]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
Anim     = 900

[State 900,~柍揋~]
Type     = NotHitBy
Trigger1 = AnimElem = 6,>= 1 || Anim = 901
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State 900,~惉岟壒~]
Type     = PlaySnd
Trigger1 = AnimElem = 6
Value    = S2,5
Channel  = -1

[State 900,~夞暅~]
Type     = LifeAdd
Trigger1 = AnimElem = 6
Value    = Floor(FVar(6))

[State 900,~愰尵惉岟~]
Type     = VarSet
Trigger1 = AnimElem = 6
V        = 5
Value    = 1
[State 900,~僞僀儉~]
Type     = VarSet
Trigger1 = AnimElem = 6
FV       = 5
Value    = Power + Power*0.4

[State 900,~杺曽恮~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Mahoujin"
Stateno  = 8000
ID       = 8000
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999999999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 999999999999999999999999999999999999999999999999999999999999999999999
[State 900,~僇僢僩僀儞~]
Type     = Helper
Trigger1 = AnimElem = 6
Name     = "Catin"
Stateno  = 9100
ID       = 9100
Pos      = 0,0
PosType  = P1
OwnPal   = 1
Size.XScale = 0.5
Size.YScale = 0.5
SuperMoveTime = 999
PauseMoveTime = 999

[State 900,~廔椆傾僯儊傊~]
Type     = ChangeAnim
Trigger1 = Anim = 900 && Time = 94
Value    = 901

[State 900,~棫偪偵~]
Type     = ChangeState
Trigger1 = Anim = 901 && AnimTime = 0
Value    = 0
Ctrl     = 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
; 摿庩 僇乕僪愰尵
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 901]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
VelSet   = 0,0
Anim     = 5110

[State 901]
Type     = ChangeAnim
Trigger1 = Time <= 39
Value    = 5110
[State 901]
Type     = ChangeAnim
Trigger1 = Time = 40
Value    = 5120
[State 901]
Type     = ChangeAnim
Trigger1 = Anim = 5120 && AnimTime = 0
Value    = 900

[State 901]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State 901]
Type     = PlaySnd
Trigger1 = Anim = 900 && AnimElem = 6
Value    = S2,5
Channel  = -1

[State 901]
Type     = LifeSet
Trigger1 = Anim = 900 && AnimElem = 6
Value    = LifeMax

[State 901]
Type     = VarSet
Trigger1 = Anim = 900 && AnimElem = 6
V        = 5
Value    = 1
[State 901]
Type     = VarSet
Trigger1 = Anim = 900 && AnimElem = 6
FV       = 5
Value    = Power + Power*0.4

[State 901]
Type     = VarAdd
Trigger1 = Anim = 900 && AnimElem = 6
V        = 58
Value    = 1

[State 901]
Type     = Helper
Trigger1 = Anim = 900 && AnimElem = 6
Name     = "Catin"
Stateno  = 9100
ID       = 9100
Pos      = 0,0
PosType  = P1
OwnPal   = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 901]
Type     = ChangeAnim
Trigger1 = Anim = 900 && Time = 152
Value    = 901

[State 901]
Type     = ChangeState
Trigger1 = Anim = 901 && AnimTime = 0
Value    = 0
Ctrl     = 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
; 悂偭旘傃憡庤
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 10000]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10000]
Type     = VelSet
Trigger1 = 1
X        = -3
Y        = -32
Persistent = 0
[State 10000]
Type     = VelAdd
Trigger1 = Pos Y <= -15
Y        = 0.44

[State 10000]
Type     = ChangeAnim2
Trigger1 = 1
Value    = 10000

[State 10000]
Type     = AngleAdd
Trigger1 = Pos Y <= -13
Value    = -45

[State 10000]
Type     = AngleSet
Trigger1 = Vel Y >= 0 && Pos Y >= -10
Value    = 0

[State 10000]
Type     = AngleDraw
Trigger1 = 1

[State 10000]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5200
[State 10000]
Type       = SelfState
TriggerAll = Time >= 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1   = Command = "recovery"
Value      = 5210

[State 10000]
Type     = SelfState
Trigger1 = Vel Y >= 0 && Pos Y >= -10
Value    = 5100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 悂偭旘傃憡庤MP 対 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 10001]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10001]
Type = VelSet
Trigger1 = 1
X = -12
Y = -4

[State 10001]
Type = ChangeAnim
Trigger1 = 1
Value = 5010

[State 10001]
Type = SelfState
TriggerAll = Time >= 80
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200
[State 10001]
Type = SelfState
TriggerAll = Time >= 80
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210

[State 10001]
Type = ChangeState
Trigger1 = BackEdgeBodyDist <= 12
Value = 10002
[State 10001]
Type = SelfState
Trigger1 = Time >= 200
Value = 5030
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 悂偭旘傃憡庤MP 対 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 10002]
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

[State 10002]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0
[State 10002]
Type = VelSet
Trigger1 = Time = 5
X = 3
Y = -12
[State 10002]
Type = Gravity
Trigger1 = Time >= 5 && Pos Y <= -15

[State 10002]
Type = ChangeAnim
Trigger1 = Time <= 4
Value = 5010
[State 10002]
Type = ChangeAnim2
Trigger1 = Time >= 5
Value = 10000

[State 10002]
Type     = AngleAdd
Trigger1 = Anim = 10000 && Pos Y <= -13
Trigger2 = Time >= 10
Trigger2 = Vel Y > 0
Trigger2 = Pos Y >= -20
Trigger2 = Alive
Trigger2 = CanRecover
Trigger2 = Command = "recovery"
Trigger3 = Time >= 10
Trigger3 = Vel Y > -1
Trigger3 = Alive
Trigger3 = CanRecover
Trigger3 = Command = "recovery"
Value    = -27

[State 10002]
Type     = AngleSet
Trigger1 = Vel Y >= 0 && Pos Y >= -10
Value    = 0

[State 10002]
Type     = AngleDraw
Trigger1 = 1

[State 10002]
Type = SelfState
TriggerAll = Time >= 10
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200
[State 10002]
Type = SelfState
TriggerAll = Time >= 10
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210

[State 10002]
Type = SelfState
Trigger1 = Vel Y >= 0 && Pos Y >= -10
Value = 5100


