;
;bŗLQ[Wb
;
[Statedef 10000]
type     = A
movetype = I
physics  = N
anim     = 9999
velset   = 0, 0
ctrl     = 0
sprpriority = 9

;
;ݒ荀ڄHelper(),Var(45)|Helper(),Var(59)
;
;
;@KvɉĊeڂݒ肵ĉ
;
[State 10000, AIݒ]
type     = ParentVarSet
trigger1 = root,var(59) = -1
trigger2 = RoundState = 2 && root,ctrl = 1 && root,Alive = 1
;AINݒ脰
trigger2 = 0
;@@@@0Ńwp[AȊOŏ펞NiftHgF0j
;@@@@@@펞Nł̓vC[삪oȂȂ܂B
;AILv
var(59)  = 9
;@@@@RR0`11͈̔͂Őݒ肵ĉiftHgF9j11璴B

;
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, klʐw^ːݒ]
type     = VarSet
trigger1 = !var(44)
;
var(44)  = -1
;@@@@-1ȉŃp^[`A0Ńp^[aA1ȏŃp^[b
;@@@@@iftHgF-1j
;
;@@@@@p^[`Fѓ̃Xe[gD˕Ԃ܂B
;@@@@@@Dɐѓ͌ڏpŔ˂܂B
;@@@@@@sꍇ͓̔ѓ𔭎˂܂B
;@@@@@@ѓƃGtFNgʂɏĂꍇA
;@@@@@@@GtFNgɏd鎖B
;
;@@@@@p^[aFѓ̃Xe[gDł܂B
;@@@@@@Dɐѓł܂B
;@@@@@@ۂɊւ炸̔ѓ𔭎˂܂B
;@@@@@@ѓƃGtFNgʂɏĂꍇA
;@@@@@@@GtFNgɎc鎖B
;
;@@@@@p^[bFѓ̃Xe[gD܂B
;@@@@@@̔ѓ𔭎˂܂B
;@@@@@@w肵l̃t[ɔ肪LɂȂ܂B
;@@@@@@l
;@@@@@@@@˂Ă画肪LɂȂ܂ł̊ԊuZB
;@@@@@@@@󂯂ѓƑEɔ˂ȂB
;@@@@@@l傫
;@@@@@@@@˂Ă画肪LɂȂ܂ł̊ԊuB
;@@@@@@@@󂯂ѓƂ̑E₷Ȃ邪A
;@@@@@@@@ݒ肵l߂܂őɂȂB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, l^oݒ]
type     = VarSet
trigger1 = !var(45)
;
var(45)  = 1
;@@@@1Ńl^oݒLAȊOŖiftHgF1j
;@@@@@΃IEo
;@@@@@@[EXiName = "ZEUS"j
;@@@@@@LbGgiName = "Toyotomi Hideyoshi"j
;@@@@@΃gLo
;@@@@@@IeKiName = "Victer Ortega" || Name = "Ortega"j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, 󒆃K[hݒ]
type     = VarSet
trigger1 = !var(46)
;
var(46)  = 1
;@@@@1ő̒nU󒆒ʏK[hsɂidlj
;@@@@@@ȊOŋ󒆒ʏK[h\iftHgF1j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, ꌂs^]
type     = VarSet
trigger1 = !var(47)
;
var(47)  = 1
;@@@@ꌂKE`s̎ʂ肷B
;@@@@@@ݒ肵l̐iftHgF1j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, ꌂ^]
type     = VarSet
trigger1 = !var(48)
;
var(48)  = 0
;@@@@ꌂKE`^bO퓙̗R
;@@@@@@EhpĂ鎞̎ʂ肷B
;@@@@@@ݒ肵l̐iftHgF0j
;@@@@@@0͓dlŎ̂ݏłi1Ɠj
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, z^]
type     = VarSet
trigger1 = !var(49)
;
var(49)  = 1
;@@@@EhɎz̎ʂ肷B
;@@@@@@ݒ肵l̐iftHgF1j
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, Q[W^w]
type     = VarSet
trigger1 = !var(50)
;
var(50)  = 0
;@@@@vX̒lœi}CiX̒lŊOjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, Q[W^x]
type     = VarSet
trigger1 = !var(51)
;
var(51)  = 0
;@@@@vX̒lŉi}CiX̒lŏjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W^w]
type     = VarSet
trigger1 = !var(52)
;
var(52)  = 0
;@@@@vX̒lœi}CiX̒lŊOjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W^x]
type     = VarSet
trigger1 = !var(53)
;
var(53)  = 0
;@@@@vX̒lŉi}CiX̒lŏjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, K[hQ[W^w]
type     = VarSet
trigger1 = !var(54)
;
var(54)  = 0
;@@@@vX̒lœi}CiX̒lŊOjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, K[hQ[W^x]
type     = VarSet
trigger1 = !var(55)
;
var(55)  = 0
;@@@@vX̒lŉi}CiX̒lŏjֈړB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W̌ݒ]
type     = VarSet
trigger1 = !var(56)
;
var(56)  = 1
;@@@@1ŕ\AȊOŔ\iftHgF1j
;@@@@@@dꍇ͔\𐄏B
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, lݒ]
type     = VarSet
trigger1 = !var(57)
;
var(57)  = 1       *1+        1        *10
;@@@@1ōlL@1Ń_E␳L
;@@@@@@ȊOŖiftHgF1j
;@@@@@@DefenceMulSet̕s͂̂܂܁B
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, tlݒ]
type     = VarSet
trigger1 = !var(58)
;
var(58)  = 0        *1+         0         *10
;@@@@1ŋtlL@1ŋt_E␳L
;@@@@@@ȊOŖiftHgF0j
;@@@@@@LifeAddnւ̉e͑Ής݁B
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, oݒ]
type     = VarSet
trigger1 = !var(59)
;
var(59)  = 1     *1+      1        *10+        1         *100
;@@@@1KO\@1FATAL KO\@1Ŕwi\
;@@@@@@ȊOŔ\iftHgF1j
;@@@@@@KOFATAL KO͑Ή{CXɂȂ
;
IgnoreHitPause = 1
Persistent     = 0

;||||||||||||||||||||||||||||||
;
;
;
;@ȉ͓ɕύXKv̖ݒ荀ځ
;
[State 10000, I̗̓Q[W]
type     = ParentVarSet
trigger1 = !root,fvar(10)
;
fvar(10) = 1000.0 / 192.0
;@@@@̗̑͒lMUGENł̒lɊZׂ̕ϐB
;@@@@@MUGENliftHgF1000.0j
;@@@@@Ekll iftHgF192.0j
;@@@@@MUGENlkllŏZʂU͂ɏZB
;
;@@@@@u.0vɂ͈Ӗ̂ŕύX̍ۂ͏ȗȂ悤ɁB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, I[Q[W]
type     = ParentVarSet
trigger1 = !root,fvar(11)
;
fvar(11) = 1000.0 / 130.0
;@@@@̃I[Q[WlMUGENł̒lɊZׂ̕ϐB
;@@@@@MUGENliftHgF1000.0j
;@@@@@Ekll iftHgF130.0j
;@@@@@MUGENlkllŏZʂI[Q[WʂɏZB
;
;@@@@@u.0vɂ͈Ӗ̂ŕύX̍ۂ͏ȗȂ悤ɁB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W^MUGENl]
type     = ParentVarSet
trigger1 = !root,fvar(12)
;
fvar(12) = 1000.0
;@@@@̃u[XgQ[WlMUGENł̒lɊZׂ̕ϐB
;@@@@@R`MUGENliftHgF1000.0j
;@@@@@kllɏZꂽ̂u[XgQ[WʂɏZB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, u[XgQ[W^kll]
type     = ParentVarSet
trigger1 = !root,fvar(13)
;
fvar(13) = 74.0
;@@@@̃u[XgQ[WlMUGENł̒lɊZׂ̕ϐB
;@@@@@R`͖klliftHgF74.0j
;@@@@@MUGENlẐu[XgQ[WʂɏZB
;
IgnoreHitPause = 1
Persistent     = 0
;
;@ݒ荀ڂ͈ȏɂȂ܂
;
;||||||||||||||||||||||||||||||
;
;
;
;bHelper(10000) bϐ\
;
;Var(0)  = D搧
;Var(1)  = D搧@
;Var(2)  = D搧A
;Var(3)  = DTEh
;Var(4)  = 
;Var(5)  = K[hQ[W̗L
;Var(6)  = K[hQ[WǗtO
;Var(7)  = 
;Var(8)  = 
;Var(9)  = u[XgQ[W̌

;Var(10) = o
;Var(11) = sko
;Var(12) = 
;Var(13) = JbgC^ʕϐ
;Var(14) = JbgC^gkϐ
;Var(15) = 
;Var(16) = 
;Var(17) = 
;Var(18) = 
;Var(19) = 

;Var(20) = 
;Var(21) = 
;Var(22) = 
;Var(23) = 
;Var(24) = 
;Var(25) = 
;Var(26) = 
;Var(27) = 
;Var(28) = 
;Var(29) = 

;Var(30) = 
;Var(31) = 
;Var(32) = 
;Var(33) = 
;Var(34) = 
;Var(35) = 
;Var(36) = 
;Var(37) = 
;Var(38) = 
;Var(39) = 

;Var(40) = 
;Var(41) = 
;Var(42) = 
;Var(43) = 
;Var(44) = klʐw^ːݒ
;Var(45) = l^oݒ
;Var(46) = 󒆃K[hݒ
;Var(47) = ꌂs^
;Var(48) = ꌂ^
;Var(49) = z^

;Var(50) = Q[W^w
;Var(51) = Q[W^x
;Var(52) = u[XgQ[W^w
;Var(53) = u[XgQ[W^x
;Var(54) = K[hQ[W^w
;Var(55) = K[hQ[W^x
;Var(56) = u[XgQ[W̌ݒ
;Var(57) = lݒ
;Var(58) = tlݒ
;Var(59) = oݒ

;
;E
;
[State 10000, WŒ]
type     = BindToRoot
trigger1 = 1
time     = 1
pos      = 0, 0

[State 10000, Xe[gݒ@`]
type      = StateTypeSet
trigger1  = root,StateType = S && StateType != S
StateType = S
IgnoreHitPause = 1
[State 10000, Xe[gݒA`]
type      = StateTypeSet
trigger1  = root,StateType = C && StateType != C
StateType = C
IgnoreHitPause = 1
[State 10000, Xe[gݒB`]
type      = StateTypeSet
trigger1  = root,StateType = A && StateType != A
StateType = A
IgnoreHitPause = 1

[State 10000, Xe[gݒ@a]
type     = StateTypeSet
trigger1 = root,MoveType = I && MoveType != I
MoveType = I
IgnoreHitPause = 1
[State 10000, Xe[gݒAa]
type     = StateTypeSet
trigger1 = root,MoveType = A && MoveType != A
MoveType = A
IgnoreHitPause = 1
[State 10000, Xe[gݒBa]
type     = StateTypeSet
trigger1 = root,MoveType = H && MoveType != H
MoveType = H
IgnoreHitPause = 1

[State 10000, AjύX@]
type     = ChangeAnim
trigger1 = MoveType != A
trigger1 = Anim != 9999
value    = 9999
IgnoreHitPause = 1

[State 10000, AjύXA]
type     = ChangeAnim
trigger1 = MoveType = A
trigger1 = root,Anim != Anim || root,AnimElemNo(0) != AnimElemNo(0)
value    = root,Anim
elem     = root,AnimElemNo(0)
IgnoreHitPause = 1

[State 10000, U]
type     = Turn
trigger1 = root,facing != facing
IgnoreHitPause = 1

[State 10000, AttackDist]
type     = AttackDist
trigger1 = MoveType = A
value    = 0
IgnoreHitPause = 1

[State 10000, tO^^e]
type     = AssertSpecial
trigger1 = 1
flag     = Invisible
flag2    = noshadow
IgnoreHitPause = 1

[State 10000, G]
type     = nothitby
trigger1 = 1
value    = SCA
IgnoreHitPause = 1

[State 10000, ]
type     = PlayerPush
trigger1 = 1
value    = 0
IgnoreHitPause = 1

[State 10000, ی]
type     = hitoverride
trigger1 = 1
attr     = SCA, AA, AP, AT
stateno  = 10000
IgnoreHitPause = 1

[State 10000, Eݒ^ʏ]
type          = ReversalDef
trigger1      = StateType = S && MoveType = A && !NumTarget && root,var(18) != 1
trigger1      = (Anim = [0,999]) && (root,HitDefAttr = S, NA)
;attr          = S, NA
numhits       = 0
reversal.attr = SCA, NA
pausetime     = root,var(18), root,var(18) + 1
[State 10000, Eݒ^ݒʏ]
type          = ReversalDef
trigger1      = StateType = C && MoveType = A && !NumTarget && root,var(18) != 1
trigger1      = (Anim = [0,999]) && (root,HitDefAttr = C, NA)
;attr          = C, NA
numhits       = 0
reversal.attr = SCA, NA
pausetime     = root,var(18), root,var(18) + 1
[State 10000, Eݒ^󒆒ʏ]
type          = ReversalDef
trigger1      = StateType = A && MoveType = A && !NumTarget && root,var(18) != 1
trigger1      = (Anim = [0,999]) && (root,HitDefAttr = A, NA)
;attr          = A, NA
numhits       = 0
reversal.attr = SCA, NA
pausetime     = root,var(18), root,var(18) + 1

[State 10000, Eݒ^KE]
type          = ReversalDef
trigger1      = StateType = S && MoveType = A && !NumTarget && root,var(18) != 1
trigger1      = (Anim = [1000,2999]) && (root,HitDefAttr = S, SA)
;attr          = S, SA
numhits       = 0
reversal.attr = SCA, SA
pausetime     = root,var(18), root,var(18) + 1
[State 10000, Eݒ^ݕKE]
type          = ReversalDef
trigger1      = StateType = C && MoveType = A && !NumTarget && root,var(18) != 1
trigger1      = (Anim = [1000,2999]) && (root,HitDefAttr = C, SA)
;attr          = C, SA
numhits       = 0
reversal.attr = SCA, SA
pausetime     = root,var(18), root,var(18) + 1
[State 10000, Eݒ^󒆕KE]
type          = ReversalDef
trigger1      = StateType = A && MoveType = A && !NumTarget && root,var(18) != 1
trigger1      = (Anim = [1000,2999]) && (root,HitDefAttr = A, SA)
;attr          = A, SA
numhits       = 0
reversal.attr = SCA, SA
pausetime     = root,var(18), root,var(18) + 1

[State 10000, Eݒ^ReversalDef㏑]
type          = ReversalDef
trigger1      = MoveType != A || NumTarget || root,var(18) = 1
trigger2      = (Anim != [0,2999]) || !(root,HitDefAttr = SCA, AA)
trigger3      = root,movecontact || root,MoveReversed
trigger4      = movecontact || MoveReversed
reversal.attr = ;SCA, AA
pausetime     = 0, 0

[State 10000, UtOZbg]
type     = MoveHitReSet
trigger1 = movecontact || MoveReversed

[State 10000, TargetDrop]
type      = TargetDrop
trigger1  = NumTarget
excludeID = -1
keepone   = 0

;
;ꏈHelper(),Var(10)^Helper(),Var(11)
;
;
;bgLbVar(1) = 1
;
;Tu{CX
[State 10000, _^^͂Â܂܂ł́c]
type       = PlaySnd
triggerall = RoundState = 2 && root,var(1) = 1
;|||||||||||||||||||||||||p
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger1   = EnemyNear(0),AuthorName = "Ts" && EnemyNear(0),var(7) = 7
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger2   = EnemyNear(1),AuthorName = "Ts" && EnemyNear(1),var(7) = 7
;||||||||||||||||||||||At
trigger3   = NumEnemy <= 1 || NumEnemy >= 2
trigger3   = EnemyNear(0),Name = "REI" || EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "SHIN" || EnemyNear(0),Name = "THOUTHER"
trigger3   = EnemyNear(0),AuthorName = "Ahuron" && EnemyNear(0),var(4) = 7
trigger4   = NumEnemy >= 2
trigger4   = EnemyNear(1),Name = "REI" || EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "SHIN" || EnemyNear(1),Name = "THOUTHER"
trigger4   = EnemyNear(1),AuthorName = "Ahuron" && EnemyNear(1),var(4) = 7
;|||||||||||||||||||||hEB
trigger5   = NumEnemy <= 1 || NumEnemy >= 2
trigger5   = EnemyNear(0),Name = "RAOH" || EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "KENSHIRO"
trigger5   = EnemyNear(0),AuthorName = "Drowin hokuto" && EnemyNear(0),var(24) = 7
trigger6   = NumEnemy >= 2
trigger6   = EnemyNear(1),Name = "RAOH" || EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "KENSHIRO"
trigger6   = EnemyNear(1),AuthorName = "Drowin hokuto" && EnemyNear(1),var(24) = 7
;|||||||||||||||||||||||蒃
trigger7   = NumEnemy <= 1 || NumEnemy >= 2
trigger7   = EnemyNear(0),Name = "TOKI-(NERICYA)" || EnemyNear(0),Name = "JUDA-(NERICYA)"
trigger7   = EnemyNear(0),AuthorName = "NERICYA" && EnemyNear(0),var(20) = 0
trigger8   = NumEnemy >= 2
trigger8   = EnemyNear(1),Name = "TOKI-(NERICYA)" || EnemyNear(1),Name = "JUDA-(NERICYA)"
trigger8   = EnemyNear(1),AuthorName = "NERICYA" && EnemyNear(1),var(20) = 0
;|||||||||||||||||||||||| rei
trigger9   = NumEnemy <= 1 || NumEnemy >= 2
trigger9   = EnemyNear(0),Name = "Mr.HEART"
trigger9   = EnemyNear(0),AuthorName = "rei" && EnemyNear(0),var(27) = 0
trigger10  = NumEnemy >= 2
trigger10  = EnemyNear(1),Name = "Mr.HEART"
trigger10  = EnemyNear(1),AuthorName = "rei" && EnemyNear(1),var(27) = 0
;||||||||||||||||||||||||
trigger11  = NumEnemy <= 1 || NumEnemy >= 2
trigger11  = EnemyNear(0),Name = "RAOH"
trigger11  = EnemyNear(0),AuthorName = "shikkoku" && EnemyNear(0),var(7) = 7
trigger12  = NumEnemy >= 2
trigger12  = EnemyNear(1),Name = "RAOH"
trigger12  = EnemyNear(1),AuthorName = "shikkoku" && EnemyNear(1),var(7) = 7
;||||||||||||||||||||||| Ataru
trigger13  = NumEnemy <= 1 || NumEnemy >= 2
trigger13  = EnemyNear(0),Name = "RAOH ATL"
trigger13  = EnemyNear(0),AuthorName = "Ataru" && EnemyNear(0),var(8) = 0
trigger14  = NumEnemy >= 2
trigger14  = EnemyNear(1),Name = "RAOH ATL"
trigger14  = EnemyNear(1),AuthorName = "Ataru" && EnemyNear(1),var(8) = 0
;|||||||||||||||||||||`Ƃ͂鎁
trigger15  = 0;NumEnemy <= 1 || NumEnemy >= 2
trigger15  = 0;EnemyNear(0),Name = "MAMIYA"
trigger15  = 0;EnemyNear(0),AuthorName = "YU-TOHARU" && EnemyNear(0),var(51) = 7
trigger16  = 0;NumEnemy >= 2
trigger16  = 0;EnemyNear(1),Name = "MAMIYA"
trigger16  = 0;EnemyNear(1),AuthorName = "YU-TOHARU" && EnemyNear(1),var(51) = 7
;||||||||||||||||||||؂Ƃ
trigger17  = NumEnemy <= 1 || NumEnemy >= 2
trigger17  = EnemyNear(0),Name = "SHIN"
trigger17  = EnemyNear(0),AuthorName = "konpeitou" && EnemyNear(0),var(7) = 0
trigger18  = NumEnemy >= 2
trigger18  = EnemyNear(1),Name = "SHIN"
trigger18  = EnemyNear(1),AuthorName = "konpeitou" && EnemyNear(1),var(7) = 0
;|||||||||||||||||||||||SAIKEI
trigger19  = NumEnemy <= 1 || NumEnemy >= 2
trigger19  = EnemyNear(0),Name = "KENSHIRO" || EnemyNear(0),Name = "THOUTHER" || EnemyNear(0),Name = "JUDA" || EnemyNear(0),Name = "REI"
trigger19  = EnemyNear(0),AuthorName = "SAIKEI" && EnemyNear(0),fvar(1) = 0
trigger20  = NumEnemy >= 2
trigger20  = EnemyNear(1),Name = "KENSHIRO" || EnemyNear(1),Name = "THOUTHER" || EnemyNear(1),Name = "JUDA" || EnemyNear(1),Name = "REI"
trigger20  = EnemyNear(1),AuthorName = "SAIKEI" && EnemyNear(1),fvar(1) = 0
;||||||||||||||||||||||||||||
value      = 5500, 0
channel    = 2
lowpriority = 1
Persistent  = 0

[State 10000, _^^^c]
type     = PlaySnd
trigger1 = RoundState = 2 && root,var(1) = 1
trigger1 = root,var(7) = 7
value    = 193, 0
channel  = 2
lowpriority = 1
Persistent  = 0

[State 10000, TEh~^klӔep]
type     = StopSnd
trigger1 = RoundState = 2 && root,var(1) = 1
trigger1 = root,var(7) = 7
trigger1 = root,stateno = 3100
channel  = 2
Persistent = 0

[State 10000, ̗1/3ȉ^݊pc^߂ĉ`ő낤I]
type     = PlaySnd
trigger1 = RoundState = 2 && root,var(1) = 1
trigger1 = P2Name != "TOKI"
trigger1 = EnemyNear(root,var(22)),Life <= EnemyNear(root,var(22)),LifeMax/3
trigger1 = root,StateNo = [200,999]
trigger1 = root,movehit = 2
trigger1 = Random%3 = 0
trigger1 = root,Life <= root,LifeMax/3
value    = 5500, 1+(P2Name="RAOH"||P2Name="RAOH ATL")+(P2Name="ZEUS"||P2Name="Toyotomi Hideyoshi")*(var(45)=1)
channel  = 2
lowpriority = 1
Persistent  = 0

[State 10000, ̗70̗1/3߁^]
type     = PlaySnd
trigger1 = RoundState = 2 && root,var(1) = 1
trigger1 = P2Name != "TOKI"
trigger1 = EnemyNear(root,var(22)),Life <= EnemyNear(root,var(22)),LifeMax/3
trigger1 = root,StateNo = [200,999]
trigger1 = root,movehit = 2
trigger1 = Random%3 = 0
trigger1 = root,Life < root,LifeMax*0.7
trigger1 = root,Life > root,LifeMax/3
value    = 5500, 3
channel  = 2
lowpriority = 1
Persistent  = 0

[State 10000, {{_[W^͂Â܂܂ł́c]
type     = PlaySnd
trigger1 = RoundState = 2 && root,var(1) = 1
trigger1 = P2Name != "TOKI"
trigger1 = EnemyNear(root,var(22)),Life <= EnemyNear(root,var(22)),LifeMax/3
trigger1 = root,PrevStateNo = [200,999]
trigger1 = root,movetype = H && root,Time = 1
trigger1 = Random%3 = 0
value    = 5500, 4
channel  = 2
lowpriority = 1
Persistent  = 0

;{CX
[State 10000, o^PVE^ꌂKE`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,stateno = [3900,3910]
trigger1 = EnemyNear,name = "KENSHIRO" || EnemyNear,Name = "KENSHIRO-SAIKEI"
var(10)  = 4

[State 10000, o^PVE^ɉ`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,stateno = [3000,3500]
trigger1 = EnemyNear,name = "KENSHIRO" || EnemyNear,Name = "KENSHIRO-SAIKEI"
var(10)  = 3

[State 10000, o^PVE^h]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,Life <= root,LifeMax/8
trigger1 = EnemyNear,name = "KENSHIRO" || EnemyNear,Name = "KENSHIRO-SAIKEI"
var(10)  = 2

[State 10000, o^PVE^]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,Life >= root,LifeMax*0.57
trigger1 = EnemyNear,name = "KENSHIRO" || EnemyNear,Name = "KENSHIRO-SAIKEI"
var(10)  = 1

[State 10000, o^IE^ꌂKE`]
type       = VarSet
triggerall = !var(10) && RoundState = 3 && root,var(1) = 1
triggerall = root,stateno = [3900,3910]
trigger1   = EnemyNear,name = "RAOH" || EnemyNear,name = "RAOH ATL"
trigger2   = P2Name = "ZEUS" && var(45) = 1
trigger3   = P2Name = "Toyotomi Hideyoshi" && var(45) = 1
var(10)    = 8

[State 10000, o^IE^ɉ`]
type       = VarSet
triggerall = !var(10) && RoundState = 3 && root,var(1) = 1
triggerall = root,stateno = [3000,3500]
trigger1   = EnemyNear,name = "RAOH" || EnemyNear,name = "RAOH ATL"
trigger2   = P2Name = "ZEUS" && var(45) = 1
trigger3   = P2Name = "Toyotomi Hideyoshi" && var(45) = 1
var(10)    = 7

[State 10000, o^IE^h]
type       = VarSet
triggerall = !var(10) && RoundState = 3 && root,var(1) = 1
triggerall = root,Life <= root,LifeMax/8
trigger1   = EnemyNear,name = "RAOH" || EnemyNear,name = "RAOH ATL"
trigger2   = P2Name = "ZEUS" && var(45) = 1
trigger3   = P2Name = "Toyotomi Hideyoshi" && var(45) = 1
var(10)    = 6

[State 10000, o^IE^]
type       = VarSet
triggerall = !var(10) && RoundState = 3 && root,var(1) = 1
triggerall = root,Life >= root,LifeMax*0.57
trigger1   = EnemyNear,name = "RAOH" || EnemyNear,name = "RAOH ATL"
trigger2   = P2Name = "ZEUS" && var(45) = 1
trigger3   = P2Name = "Toyotomi Hideyoshi" && var(45) = 1
var(10)    = 5

[State 10000, o^}~^ꌂKE`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,stateno = [3900,3910]
trigger1 = EnemyNear,name = "MAMIYA"
var(10)  = 4

[State 10000, o^}~^ɉ`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,stateno = [3000,3500]
trigger1 = EnemyNear,name = "MAMIYA"
var(10)  = 3

[State 10000, o^}~^h]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,Life <= root,LifeMax/8
trigger1 = EnemyNear,name = "MAMIYA"
var(10)  = 4

[State 10000, o^}~^]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,Life >= root,LifeMax*0.57
trigger1 = EnemyNear,name = "MAMIYA"
var(10)  = 1

[State 10000, o^̑^ꌂKE`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,stateno = [3900,3910]
var(10)  = 8

[State 10000, o^̑^ɉ`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,stateno = [3000,3500]
var(10)  = 3

[State 10000, o^̑^h]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,Life <= root,LifeMax/8
var(10)  = 6

[State 10000, o^̑^]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = 1
trigger1 = root,Life >= root,LifeMax*0.57
var(10)  = 1

[State 10000, {CX]
type     = PlaySnd
trigger1 = (root,stateno = [180,181]) && root,var(1) = 1
value    = 180, 0+var(10)+(var(10)=0&&EnemyNear,name="MAMIYA")*9
channel  = 1
Persistent = 0

[State 10000, {CX^Ǒł͎ȂI^]
type       = PlaySnd
triggerall = root,stateno = 181 && root,var(1) = 1
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "SHIN"
trigger1   = EnemyNear(0),authorname = "ahuron"
trigger1   = EnemyNear(0),stateno = 5150
trigger1   = EnemyNear(0),prevstateno = 2200
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "SHIN"
trigger2   = EnemyNear(1),authorname = "ahuron"
trigger2   = EnemyNear(1),stateno = 5150
trigger2   = EnemyNear(1),prevstateno = 2200
trigger3   = NumEnemy <= 1 || NumEnemy >= 2
trigger3   = EnemyNear(0),Name = "shin"
trigger3   = EnemyNear(0),authorname = "konpeitou"
trigger3   = EnemyNear(0),stateno = 5150
trigger3   = EnemyNear(0),prevstateno = 2600
trigger4   = NumEnemy >= 2
trigger4   = EnemyNear(1),Name = "shin"
trigger4   = EnemyNear(1),authorname = "konpeitou"
trigger4   = EnemyNear(1),stateno = 5150
trigger4   = EnemyNear(1),prevstateno = 2600
trigger5   = NumEnemy <= 1 || NumEnemy >= 2
trigger5   = EnemyNear(0),Name = "amiba"
trigger5   = EnemyNear(0),authorname = "Drowin hokuto" || EnemyNear(0),authorname = "oki"
trigger5   = EnemyNear(0),stateno = 5150
trigger5   = EnemyNear(0),prevstateno = 220011
trigger6   = NumEnemy >= 2
trigger6   = EnemyNear(1),Name = "amiba"
trigger6   = EnemyNear(1),authorname = "Drowin hokuto" || EnemyNear(1),authorname = "oki"
trigger6   = EnemyNear(1),stateno = 5150
trigger6   = EnemyNear(1),prevstateno = 220011
value      = 180, 8
channel    = 1
Persistent = 0

;sk{CX
[State 10000, o^PVE]
type     = VarSet
trigger1 = !var(11) && !root,Alive && root,var(1) = 1
trigger1 = P2Name = "KENSHIRO" || P2Name = "KENSHIRO-SAIKEI"
var(11)  = 1
Persistent = 0

[State 10000, o^̑]
type     = VarSet
trigger1 = !var(11) && !root,Alive && root,var(1) = 1
trigger1 = P2Name != "KENSHIRO" && P2Name != "KENSHIRO-SAIKEI"
var(11)  = 2
Persistent = 0

[State 10000, ݂ƂAPVE^PVEcA͂⎄݂jł͂Ȃ] ;PVE
type     = PlaySnd
trigger1 = !root,Alive && root,var(1) = 1
trigger1 = var(11) = 1
value    = 5400, 0+(Random%2)
channel  = 1
Persistent = 0

[State 10000, ͂A܂łc^݁c݂ƂB͂I]
type     = PlaySnd
trigger1 = !root,Alive && root,var(1) = 1
trigger1 = var(11) = 2
value    = 5400, 2+(Random%3)
channel  = 1
Persistent = 0

;
;bA~obVar(1) = -1
;
;Tu{CX
[State 10000, _^^ȁcȂV˂̉ȖڂɁII^ȁAIHÂނł䂭II]
type       = PlaySnd
triggerall = RoundState = 2 && root,var(1) = -1
;|||||||||||||||||||||||||p
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger1   = EnemyNear(0),AuthorName = "Ts" && EnemyNear(0),var(7) = 7
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger2   = EnemyNear(1),AuthorName = "Ts" && EnemyNear(1),var(7) = 7
;||||||||||||||||||||||At
trigger3   = NumEnemy <= 1 || NumEnemy >= 2
trigger3   = EnemyNear(0),Name = "REI" || EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "SHIN" || EnemyNear(0),Name = "THOUTHER"
trigger3   = EnemyNear(0),AuthorName = "Ahuron" && EnemyNear(0),var(4) = 7
trigger4   = NumEnemy >= 2
trigger4   = EnemyNear(1),Name = "REI" || EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "SHIN" || EnemyNear(1),Name = "THOUTHER"
trigger4   = EnemyNear(1),AuthorName = "Ahuron" && EnemyNear(1),var(4) = 7
;|||||||||||||||||||||hEB
trigger5   = NumEnemy <= 1 || NumEnemy >= 2
trigger5   = EnemyNear(0),Name = "RAOH" || EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "JAGI" || EnemyNear(0),Name = "KENSHIRO"
trigger5   = EnemyNear(0),AuthorName = "Drowin hokuto" && EnemyNear(0),var(24) = 7
trigger6   = NumEnemy >= 2
trigger6   = EnemyNear(1),Name = "RAOH" || EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "JAGI" || EnemyNear(1),Name = "KENSHIRO"
trigger6   = EnemyNear(1),AuthorName = "Drowin hokuto" && EnemyNear(1),var(24) = 7
;|||||||||||||||||||||||蒃
trigger7   = NumEnemy <= 1 || NumEnemy >= 2
trigger7   = EnemyNear(0),Name = "TOKI-(NERICYA)" || EnemyNear(0),Name = "JUDA-(NERICYA)"
trigger7   = EnemyNear(0),AuthorName = "NERICYA" && EnemyNear(0),var(20) = 0
trigger8   = NumEnemy >= 2
trigger8   = EnemyNear(1),Name = "TOKI-(NERICYA)" || EnemyNear(1),Name = "JUDA-(NERICYA)"
trigger8   = EnemyNear(1),AuthorName = "NERICYA" && EnemyNear(1),var(20) = 0
;|||||||||||||||||||||||| rei
trigger9   = NumEnemy <= 1 || NumEnemy >= 2
trigger9   = EnemyNear(0),Name = "Mr.HEART"
trigger9   = EnemyNear(0),AuthorName = "rei" && EnemyNear(0),var(27) = 0
trigger10  = NumEnemy >= 2
trigger10  = EnemyNear(1),Name = "Mr.HEART"
trigger10  = EnemyNear(1),AuthorName = "rei" && EnemyNear(1),var(27) = 0
;||||||||||||||||||||||||
trigger11  = NumEnemy <= 1 || NumEnemy >= 2
trigger11  = EnemyNear(0),Name = "RAOH"
trigger11  = EnemyNear(0),AuthorName = "shikkoku" && EnemyNear(0),var(7) = 7
trigger12  = NumEnemy >= 2
trigger12  = EnemyNear(1),Name = "RAOH"
trigger12  = EnemyNear(1),AuthorName = "shikkoku" && EnemyNear(1),var(7) = 7
;||||||||||||||||||||||| Ataru
trigger13  = NumEnemy <= 1 || NumEnemy >= 2
trigger13  = EnemyNear(0),Name = "RAOH ATL"
trigger13  = EnemyNear(0),AuthorName = "Ataru" && EnemyNear(0),var(8) = 0
trigger14  = NumEnemy >= 2
trigger14  = EnemyNear(1),Name = "RAOH ATL"
trigger14  = EnemyNear(1),AuthorName = "Ataru" && EnemyNear(1),var(8) = 0
;|||||||||||||||||||||`Ƃ͂鎁
trigger15  = 0;NumEnemy <= 1 || NumEnemy >= 2
trigger15  = 0;EnemyNear(0),Name = "MAMIYA"
trigger15  = 0;EnemyNear(0),AuthorName = "YU-TOHARU" && EnemyNear(0),var(51) = 7
trigger16  = 0;NumEnemy >= 2
trigger16  = 0;EnemyNear(1),Name = "MAMIYA"
trigger16  = 0;EnemyNear(1),AuthorName = "YU-TOHARU" && EnemyNear(1),var(51) = 7
;||||||||||||||||||||؂Ƃ
trigger17  = NumEnemy <= 1 || NumEnemy >= 2
trigger17  = EnemyNear(0),Name = "SHIN"
trigger17  = EnemyNear(0),AuthorName = "konpeitou" && EnemyNear(0),var(7) = 0
trigger18  = NumEnemy >= 2
trigger18  = EnemyNear(1),Name = "SHIN"
trigger18  = EnemyNear(1),AuthorName = "konpeitou" && EnemyNear(1),var(7) = 0
;|||||||||||||||||||||||SAIKEI
trigger19  = NumEnemy <= 1 || NumEnemy >= 2
trigger19  = EnemyNear(0),Name = "KENSHIRO" || EnemyNear(0),Name = "THOUTHER" || EnemyNear(0),Name = "JUDA" || EnemyNear(0),Name = "REI"
trigger19  = EnemyNear(0),AuthorName = "SAIKEI" && EnemyNear(0),fvar(1) = 0
trigger20  = NumEnemy >= 2
trigger20  = EnemyNear(1),Name = "KENSHIRO" || EnemyNear(1),Name = "THOUTHER" || EnemyNear(1),Name = "JUDA" || EnemyNear(1),Name = "REI"
trigger20  = EnemyNear(1),AuthorName = "SAIKEI" && EnemyNear(1),fvar(1) = 0
;||||||||||||||||||||||||||||
value      = 15500, 0+(P2Name="KENSHIRO"||P2Name="KENSHIRO-SAIKEI")*5
channel    = 2
volume     = 255
lowpriority = 1
Persistent  = 0

[State 10000, _^^SzȁBꂵނƂ͖B^ؐl`ɂӂ킵jc]
type     = PlaySnd
trigger1 = RoundState = 2 && root,var(1) = -1
trigger1 = root,var(7) = 7
value    = 15500, 1+(P2Name="KENSHIRO"||P2Name="KENSHIRO-SAIKEI")*5
channel  = 2
volume   = 255
lowpriority = 1
Persistent  = 0

[State 10000, TEh~^klӔep]
type     = StopSnd
trigger1 = RoundState = 2 && root,var(1) = -1
trigger1 = root,var(7) = 7
trigger1 = root,stateno = 3100
channel  = 2
Persistent = 0

[State 10000, ̗1/3ȉ^ȂقǁcȂȂȁB^Oɂ͒vIȎ_Ȃc]
type     = PlaySnd
trigger1 = RoundState = 2 && root,var(1) = -1
trigger1 = P2Name != "AMIBA"
trigger1 = EnemyNear(root,var(22)),Life <= EnemyNear(root,var(22)),LifeMax/3
trigger1 = root,StateNo = [200,999]
trigger1 = root,movehit = 2
trigger1 = Random%3 = 0
trigger1 = root,Life <= root,LifeMax/3
value    = 15500, 2+(P2Name="KENSHIRO"||P2Name="KENSHIRO-SAIKEI")*5
channel  = 2
volume   = 255
lowpriority = 1
Persistent  = 0

[State 10000, ̗70̗1/3߁^\͂͂II^͕ςAオς̂B]
type     = PlaySnd
trigger1 = RoundState = 2 && root,var(1) = -1
trigger1 = P2Name != "AMIBA"
trigger1 = EnemyNear(root,var(22)),Life <= EnemyNear(root,var(22)),LifeMax/3
trigger1 = root,StateNo = [200,999]
trigger1 = root,movehit = 2
trigger1 = Random%3 = 0
trigger1 = root,Life < root,LifeMax*0.7
trigger1 = root,Life > root,LifeMax/3
value    = 15500, 3+(P2Name="KENSHIRO"||P2Name="KENSHIRO-SAIKEI")*5
channel  = 2
volume   = 255
lowpriority = 1
Persistent  = 0

[State 10000, {{_[W^݂cȂIH]
type     = PlaySnd
trigger1 = RoundState = 2 && root,var(1) = -1
trigger1 = P2Name != "AMIBA"
trigger1 = EnemyNear(root,var(22)),Life <= EnemyNear(root,var(22)),LifeMax/3
trigger1 = root,PrevStateNo = [200,999]
trigger1 = root,movetype = H && root,Time = 1
trigger1 = Random%3 = 0
value    = 15500, 4
channel  = 2
volume   = 255
lowpriority = 1
Persistent  = 0

;{CX
[State 10000, o^PVE^ꌂKE`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = -1
trigger1 = root,stateno = [3900,3960]
trigger1 = EnemyNear,name = "KENSHIRO" || EnemyNear,name = "KENSHIRO-SAIKEI"
var(10)  = 4+(root,var(0)>=1)

[State 10000, o^PVE^ɉ`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = -1
trigger1 = root,stateno = [3000,3500]
trigger1 = EnemyNear,name = "KENSHIRO" || EnemyNear,name = "KENSHIRO-SAIKEI"
var(10)  = 3

[State 10000, o^PVE^h]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = -1
trigger1 = root,Life <= root,LifeMax/8
trigger1 = EnemyNear,name = "KENSHIRO" || EnemyNear,name = "KENSHIRO-SAIKEI"
var(10)  = 2

[State 10000, o^PVE^]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = -1
trigger1 = root,Life >= root,LifeMax*0.57
trigger1 = EnemyNear,name = "KENSHIRO" || EnemyNear,name = "KENSHIRO-SAIKEI"
var(10)  = 1

[State 10000, o^̑^ꌂKE`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = -1
trigger1 = root,stateno = [3900,3960]
var(10)  = 4+(root,var(0)>=1)

[State 10000, o^̑^ɉ`]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = -1
trigger1 = root,stateno = [3000,3500]
var(10)  = 8

[State 10000, o^̑^h]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = -1
trigger1 = root,Life <= root,LifeMax/8
var(10)  = 7

[State 10000, o^̑^]
type     = VarSet
trigger1 = !var(10) && RoundState = 3 && root,var(1) = -1
trigger1 = root,Life >= root,LifeMax*0.57
var(10)  = 6

[State 10000, {CX]
type     = PlaySnd
trigger1 = (root,stateno = [180,181]) && root,var(1) = -1
value    = 10180, 0+var(10)
channel  = 1
volume   = 255
Persistent = 0

[State 10000, {CX^Ǒł͎ȂI^]
type       = PlaySnd
triggerall = root,stateno = 181 && root,var(1) = -1
trigger1   = NumEnemy <= 1 || NumEnemy >= 2
trigger1   = EnemyNear(0),Name = "SHIN"
trigger1   = EnemyNear(0),authorname = "ahuron"
trigger1   = EnemyNear(0),stateno = 5150
trigger1   = EnemyNear(0),prevstateno = 2200
trigger2   = NumEnemy >= 2
trigger2   = EnemyNear(1),Name = "SHIN"
trigger2   = EnemyNear(1),authorname = "ahuron"
trigger2   = EnemyNear(1),stateno = 5150
trigger2   = EnemyNear(1),prevstateno = 2200
trigger3   = NumEnemy <= 1 || NumEnemy >= 2
trigger3   = EnemyNear(0),Name = "shin"
trigger3   = EnemyNear(0),authorname = "konpeitou"
trigger3   = EnemyNear(0),stateno = 5150
trigger3   = EnemyNear(0),prevstateno = 2600
trigger4   = NumEnemy >= 2
trigger4   = EnemyNear(1),Name = "shin"
trigger4   = EnemyNear(1),authorname = "konpeitou"
trigger4   = EnemyNear(1),stateno = 5150
trigger4   = EnemyNear(1),prevstateno = 2600
trigger5   = NumEnemy <= 1 || NumEnemy >= 2
trigger5   = EnemyNear(0),Name = "amiba"
trigger5   = EnemyNear(0),authorname = "Drowin hokuto" || EnemyNear(0),authorname = "oki"
trigger5   = EnemyNear(0),stateno = 5150
trigger5   = EnemyNear(0),prevstateno = 220011
trigger6   = NumEnemy >= 2
trigger6   = EnemyNear(1),Name = "amiba"
trigger6   = EnemyNear(1),authorname = "Drowin hokuto" || EnemyNear(1),authorname = "oki"
trigger6   = EnemyNear(1),stateno = 5150
trigger6   = EnemyNear(1),prevstateno = 220011
value      = 15500, 1
channel    = 1
volume     = 255
Persistent = 0

;sk{CX
[State 10000, ΁II]
type     = PlaySnd
trigger1 = !root,Alive && root,var(1) = -1
value    = 15400, 0
channel  = 1
volume   = 255
Persistent = 0

;
;Q[WHelper(),Var(0)|Helper(),Var(3)
;
;
;bǗb
;
;(var(1)%10)/1 < 1@ojVOXgCN
;(var(1)%100)/10 < 1@wB[ojVOXgCN
;(var(1)%1000)/100 < 1@wB[XgCN
;(var(1)%10000)/1000 < 1@VĕS
;(var(1)%100000)/10000 < 1@klė֋r
;(var(1)%1000000)/100000 < 1@klʐw
;(var(1)%10000000)/1000000 < 1@klj
;(var(1)%100000000)/10000000 < 1@kl

;(var(2)%10)/1 < 1@klLfv
;(var(2)%100)/10 < 1@klӔe
;(var(2)%1000)/100 < 1@EEEij
;(var(2)%10000)/1000 < 1@OCV[g

;D愰
[State 10000, ]
type       = ParentVarAdd
triggerall = RoundState = [2,3]
triggerall = var(0) < 3
triggerall = root,movehit
triggerall = root,NumTarget
trigger1   = root,stateno = 305 && root,PrevStateNo != 302
trigger1   = (var(1)%10)/1 < 1
trigger2   = root,stateno = 305 && root,PrevStateNo = 302
trigger2   = (var(1)%100)/10 < 1
trigger3   = root,stateno = 320
trigger3   = (var(1)%1000)/100 < 1
trigger4   = root,stateno = 3000
trigger4   = (var(2)%10)/1 < 1
trigger5   = root,stateno = 3100
trigger5   = (var(2)%100)/10 < 1
trigger6   = root,stateno = 3300
trigger6   = (var(2)%1000)/100 < 1
var(7)     = 1+((var(2)%10000)/1000<1&&var(0)<2&&root,var(15))*(root,stateno=[1000,3499])+(root,stateno=3300&&var(0)<2)
IgnoreHitPause = 1

[State 10000, ^EEEij]
type       = ParentVarAdd
triggerall = RoundState = [2,3]
triggerall = var(0) < 3
triggerall = root,movehit
triggerall = root,NumTarget
trigger1   = root,stateno = 1100
trigger1   = (var(1)%10000)/1000 < 1
trigger2   = root,stateno = 1210
trigger2   = (var(1)%100000)/10000 < 1
trigger3   = root,stateno = 1410
trigger3   = (var(1)%10000000)/1000000 < 1
trigger4   = root,stateno = 1510
trigger4   = (var(1)%100000000)/10000000 < 1
var(7)     = (root,stateno!=1100&&root,var(32))+(root,stateno=1100&&root,var(32)&&root,AnimElem=3)+((var(2)%10000)/1000<1&&var(0)<2+(!root,var(32))&&root,var(15))
IgnoreHitPause = 1

[State 10000, ǃqbgp^D搧O]
type     = ParentVarAdd
trigger1 = RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = root,NumTarget
trigger1 = P2StateNo = 565
trigger1 = EnemyNear(root,var(22)),PrevStateNo = 561
trigger1 = EnemyNear(root,var(22)),Time = 1
var(7)   = 1
IgnoreHitPause = 1

[State 10000, Ė@^wp[p]
type     = ParentVarAdd
trigger1 = RoundState = [2,3]
trigger1 = var(0) < 3
trigger1 = NumHelper(1050)
trigger1 = Helper(1050),movehit
trigger1 = Helper(1050),NumTarget
trigger1 = (var(2)%10000)/1000 < 1
var(7)   = 0+((var(2)%10000)/1000<1&&var(0)<3)*(Helper(1050),var(15))
IgnoreHitPause = 1

[State 10000, klʐw^wp[p@]
type       = ParentVarAdd
triggerall = RoundState = [2,3]
triggerall = var(0) < 3
triggerall = (var(1)%1000000)/100000 < 1
trigger1   = NumHelper(1350)
trigger1   = Helper(1350),var(26) = 1
var(7)     = 1+((var(2)%10000)/1000<1&&var(0)<2)*(Helper(1350),var(15))
IgnoreHitPause = 1

[State 10000, klʐw^wp[pA]
type       = ParentVarAdd
triggerall = RoundState = [2,3]
triggerall = var(0) < 3
triggerall = (var(1)%1000000)/100000 < 1
trigger1   = NumHelper(1351)
trigger1   = Helper(1351),var(26) = 1
var(7)     = 1+((var(2)%10000)/1000<1&&var(0)<2)*(Helper(1351),var(15))
IgnoreHitPause = 1

;D搧
[State 10000, D搧]
type     = VarSet
trigger1 = var(0)
trigger1 = P2MoveType != H
var(0)   = 0
IgnoreHitPause = 1

[State 10000, D搧]
type       = VarAdd
triggerall = RoundState = [2,3]
triggerall = root,movehit
triggerall = root,NumTarget
trigger1   = root,stateno = 305 && root,PrevStateNo != 302
trigger1   = (var(1)%10)/1 < 1
trigger2   = root,stateno = 305 && root,PrevStateNo = 302
trigger2   = (var(1)%100)/10 < 1
trigger3   = root,stateno = 320
trigger3   = (var(1)%1000)/100 < 1
trigger4   = root,stateno = 3000
trigger4   = (var(2)%10)/1 < 1
trigger5   = root,stateno = 3100
trigger5   = (var(2)%100)/10 < 1
trigger6   = root,stateno = 3300
trigger6   = (var(2)%1000)/100 < 1
var(0)     = 1+((var(2)%10000)/1000<1&&var(0)<2&&root,var(15))*(root,stateno=[1000,3499])+(root,stateno=3300&&var(0)<2)+(root,var(3))*(root,stateno=[3000,3499])
IgnoreHitPause = 1

[State 10000, D搧^EEEij]
type       = VarAdd
triggerall = RoundState = [2,3]
triggerall = root,movehit
triggerall = root,NumTarget
trigger1   = root,stateno = 1100
trigger1   = (var(1)%10000)/1000 < 1
trigger2   = root,stateno = 1210
trigger2   = (var(1)%100000)/10000 < 1
trigger3   = root,stateno = 1410
trigger3   = (var(1)%10000000)/1000000 < 1
trigger4   = root,stateno = 1510
trigger4   = (var(1)%100000000)/10000000 < 1
var(0)     = (root,stateno!=1100&&root,var(32))+(root,stateno=1100&&root,var(32)&&root,AnimElem=3)+((var(2)%10000)/1000<1&&var(0)<2+(!root,var(32))&&root,var(15))
IgnoreHitPause = 1

[State 10000, Ė@^wp[p]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = NumHelper(1050)
trigger1 = Helper(1050),movehit
trigger1 = Helper(1050),NumTarget
trigger1 = (var(2)%10000)/1000 < 1
var(0)   = 0+((var(2)%10000)/1000<1&&var(0)<3)*(Helper(1050),var(15))
IgnoreHitPause = 1

[State 10000, klʐw^wp[p@]
type       = VarAdd
triggerall = RoundState = 2
triggerall = (var(1)%1000000)/100000 < 1
trigger1   = NumHelper(1350)
trigger1   = Helper(1350),var(26) = 1
var(0)     = 1+((var(2)%10000)/1000<1&&var(0)<2)*(Helper(1350),var(15))
IgnoreHitPause = 1

[State 10000, klʐw^wp[pA]
type       = VarAdd
triggerall = RoundState = [2,3]
triggerall = (var(1)%1000000)/100000 < 1
trigger1   = NumHelper(1351)
trigger1   = Helper(1351),var(26) = 1
var(0)     = 1+((var(2)%10000)/1000<1&&var(0)<2)*(Helper(1351),var(15))
IgnoreHitPause = 1

;D搧䄰
[State 10000, D搧@]
type     = VarSet
trigger1 = var(1)
trigger1 = P2MoveType != H
var(1)   = 0
IgnoreHitPause = 1

[State 10000, D搧A]
type     = VarSet
trigger1 = var(2)
trigger1 = P2MoveType != H
var(2)   = 0
IgnoreHitPause = 1

[State 10000, Od]
type       = VarAdd
triggerall = RoundState = [2,3]
triggerall = (var(2)%10000)/1000 < 1
trigger1   = NumHelper(1050)
trigger1   = Helper(1050),var(15) && Helper(1050),movehit && Helper(1050),NumTarget
trigger2   = root,stateno = 1100
trigger2   = (var(1)%10000)/1000 < 1
trigger2   = root,var(15) && root,movehit && root,NumTarget
trigger3   = root,stateno = 1210
trigger3   = (var(1)%100000)/10000 < 1
trigger3   = root,var(15) && root,movehit && root,NumTarget
trigger4   = NumHelper(1350)
trigger4   = (var(1)%1000000)/100000 < 1
trigger4   = Helper(1350),var(15) && Helper(1350),movehit && Helper(1350),NumTarget
trigger5   = NumHelper(1351)
trigger5   = (var(1)%1000000)/100000 < 1
trigger5   = Helper(1351),var(15) && Helper(1351),movehit && Helper(1351),NumTarget
trigger6   = root,stateno = 1410
trigger6   = (var(1)%10000000)/1000000 < 1
trigger6   = root,var(15) && root,movehit && root,NumTarget
trigger7   = root,stateno = 1510
trigger7   = (var(1)%100000000)/10000000 < 1
trigger7   = root,var(15) && root,movehit && root,NumTarget
trigger8   = root,stateno = 3000
trigger8   = (var(2)%10)/1 < 1
trigger8   = root,var(15) && root,movehit && root,NumTarget
trigger9   = root,stateno = 3100
trigger9   = (var(2)%100)/10 < 1
trigger9   = root,var(15) && root,movehit && root,NumTarget
trigger10  = root,stateno = 3300
trigger10  = (var(2)%1000)/100 < 1
trigger10  = root,var(15) && root,movehit && root,NumTarget
var(2)     = 1000
IgnoreHitPause = 1

[State 10000, ojVOXgCN]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 305 && root,PrevStateNo != 302
trigger1 = (var(1)%10)/1 < 1
var(1)   = 1
IgnoreHitPause = 1

[State 10000, wB[ojVOXgCN]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 305 && root,PrevStateNo = 302
trigger1 = (var(1)%100)/10 < 1
var(1)   = 10
IgnoreHitPause = 1

[State 10000, wB[XgCN]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 320
trigger1 = (var(1)%1000)/100 < 1
var(1)   = 100
IgnoreHitPause = 1

[State 10000, VĕS]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 1100
trigger1 = (var(0)<2+(!root,var(32))&&root,var(15)) || (root,var(32)&&root,AnimElem=3)
trigger1 = (var(1)%10000)/1000 < 1
var(1)   = 1000
IgnoreHitPause = 1

[State 10000, klė֋r]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 1210
trigger1 = (var(0)<2+(!root,var(32))&&root,var(15)) || (root,var(32))
trigger1 = (var(1)%100000)/10000 < 1
var(1)   = 10000
IgnoreHitPause = 1

[State 10000, klʐw^wp[p]
type       = VarAdd
triggerall = RoundState = [2,3]
triggerall = (var(1)%1000000)/100000 < 1
trigger1   = NumHelper(1350)
trigger1   = Helper(1350),var(26) = 1
trigger2   = NumHelper(1351)
trigger2   = Helper(1351),var(26) = 1
var(1)     = 100000
IgnoreHitPause = 1

[State 10000, klj]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 1410
trigger1 = (var(0)<2+(!root,var(32))&&root,var(15)) || (root,var(32))
trigger1 = (var(1)%10000000)/1000000 < 1
var(1)   = 1000000
IgnoreHitPause = 1

[State 10000, kl]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 1510
trigger1 = (var(0)<2+(!root,var(32))&&root,var(15)) || (root,var(32))
trigger1 = (var(1)%100000000)/10000000 < 1
var(1)   = 10000000
IgnoreHitPause = 1

[State 10000, klLfv]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 3000
trigger1 = (var(2)%10)/1 < 1
var(2)   = 1
IgnoreHitPause = 1

[State 10000, klӔe]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 3100
trigger1 = (var(2)%100)/10 < 1
var(2)   = 10
IgnoreHitPause = 1

[State 10000, EEEij]
type     = VarAdd
trigger1 = RoundState = [2,3]
trigger1 = root,movehit
trigger1 = root,NumTarget
trigger1 = root,stateno = 3300
trigger1 = (var(2)%1000)/100 < 1
var(2)   = 100
IgnoreHitPause = 1

;DTEh
[State 10000, DTEh]
type     = PlaySnd
trigger1 = RoundState = [2,3]
trigger1 = var(3) < 7 && Time != 0
trigger1 = var(3) != root,var(7)
value    = 10000, 0
IgnoreHitPause = 1

[State 10000, TEhǗϐ]
type     = VarSet
trigger1 = var(3) != root,var(7)
var(3)   = root,var(7)
IgnoreHitPause = 1

;
;bQ[Wgb
;
[State 10000, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10000)
anim           = 10000
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10000

[State 10000, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10000)
anim           = 10020
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10000

;
;bPb
;
[State 10001, Po]
type           = Explod
trigger1       = root,var(7) < 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10001)
anim           = 10001
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10001

[State 10001, Qo]
type           = Explod
trigger1       = root,var(7) < 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10001)
anim           = 10021
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10001

[State 10001, P]
type     = removeexplod
trigger1 = root,var(7) >= 1
ID       = 10001
IgnoreHitPause = 1

;
;bQb
;
[State 10002, Po]
type           = Explod
trigger1       = root,var(7) < 2
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10002)
anim           = 10002
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10002

[State 10002, Qo]
type           = Explod
trigger1       = root,var(7) < 2
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10002)
anim           = 10022
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10002

[State 10002, Q]
type     = removeexplod
trigger1 = root,var(7) >= 2
ID       = 10002
IgnoreHitPause = 1

;
;bRb
;
[State 10003, Po]
type           = Explod
trigger1       = root,var(7) < 3
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10003)
anim           = 10003
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10003

[State 10003, Qo]
type           = Explod
trigger1       = root,var(7) < 3
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10003)
anim           = 10023
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10003

[State 10003, R]
type     = removeexplod
trigger1 = root,var(7) >= 3
ID       = 10003
IgnoreHitPause = 1

;
;bSb
;
[State 10004, Po]
type           = Explod
trigger1       = root,var(7) < 4
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10004)
anim           = 10004
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10004

[State 10004, Qo]
type           = Explod
trigger1       = root,var(7) < 4
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10004)
anim           = 10024
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10004

[State 10004, S]
type     = removeexplod
trigger1 = root,var(7) >= 4
ID       = 10004
IgnoreHitPause = 1

;
;bTb
;
[State 10005, Po]
type           = Explod
trigger1       = root,var(7) < 5
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10005)
anim           = 10005
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10005

[State 10005, Qo]
type           = Explod
trigger1       = root,var(7) < 5
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10005)
anim           = 10025
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10005

[State 10005, T]
type     = removeexplod
trigger1 = root,var(7) >= 5
ID       = 10005
IgnoreHitPause = 1

;
;bUb
;
[State 10006, Po]
type           = Explod
trigger1       = root,var(7) < 6
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10006)
anim           = 10006
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10006

[State 10006, Qo]
type           = Explod
trigger1       = root,var(7) < 6
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10006)
anim           = 10026
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10006

[State 10006, U]
type     = removeexplod
trigger1 = root,var(7) >= 6
ID       = 10006
IgnoreHitPause = 1

;
;bVb
;
[State 10007, Po]
type           = Explod
trigger1       = root,var(7) < 7
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10007)
anim           = 10007
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10007

[State 10007, Qo]
type           = Explod
trigger1       = root,var(7) < 7
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10007)
anim           = 10027
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10007

[State 10007, V]
type     = removeexplod
trigger1 = root,var(7) >= 7
ID       = 10007
IgnoreHitPause = 1

;
;bb
;
[State 10010, Po]
type           = Explod
trigger1       = root,var(7) = 7
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10010)
anim           = 10010
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10010

[State 10010, Qo]
type           = Explod
trigger1       = root,var(7) = 7
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10010)
anim           = 10030
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10010

[State 10010, ]
type     = removeexplod
trigger1 = root,var(7) < 7
trigger2 = root,var(7) = 99 && RoundState = 2
trigger2 = root,stateno != [3900,3999]
ID       = 10010
IgnoreHitPause = 1

;
;bb
;
[State 10011, Po]
type           = Explod
trigger1       = root,var(7) = 7
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10011)
anim           = 10011
pos            = -95-var(50), 45+var(51)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10011

[State 10011, Qo]
type           = Explod
trigger1       = root,var(7) = 7
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10011)
anim           = 10031
pos            = 95+var(50), 45+var(51)
postype        = left
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10011

[State 10011, ŏ]
type     = removeexplod
trigger1 = root,var(7) < 7
trigger2 = root,var(7) = 99 && RoundState = 2
trigger2 = root,stateno != [3900,3999]
ID       = 10011
IgnoreHitPause = 1

;
;JbgCHelper(),Var(13)^Helper(),Var(14)
;
[State 9530, ʕϐ^PVE]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "KENSHIRO" || P2Name = "KENSHIRO-SAIKEI"
var(13)    = 1
IgnoreHitPause = 1

[State 9530, ʕϐ^IE]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "RAOH"
trigger2   = P2Name = "RAOH ATL"
trigger3   = P2Name = "ZEUS" && var(45) = 1
trigger4   = P2Name = "Toyotomi Hideyoshi" && var(45) = 1
var(13)    = 2
IgnoreHitPause = 1

[State 9530, ʕϐ^gL]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "TOKI"
trigger2   = P2Name = "TOKI-(NERICYA)"
trigger3   = P2Name = "Victer Ortega" && var(45) = 1
trigger4   = P2Name = "Ortega" && var(45) = 1
var(13)    = 3
IgnoreHitPause = 1

[State 9530, ʕϐ^WM]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "JAGI"
var(13)    = 4
IgnoreHitPause = 1

[State 9530, ʕϐ^V]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "SHIN"
var(13)    = 5
IgnoreHitPause = 1

[State 9530, ʕϐ^C]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "REI"
var(13)    = 6
IgnoreHitPause = 1

[State 9530, ʕϐ^_]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "JUDA"
trigger2   = P2Name = "JUDA-(NERICYA)"
var(13)    = 7
IgnoreHitPause = 1

[State 9530, ʕϐ^TEU[]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "THOUTHER"
var(13)    = 8
IgnoreHitPause = 1

[State 9530, ʕϐ^n[gl]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "Mr.HEART"
trigger2   = P2Name = "Heart&Heart"
var(13)    = 9
IgnoreHitPause = 1

[State 9530, ʕϐ^}~]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "MAMIYA"
var(13)    = 10
IgnoreHitPause = 1

[State 9530, ʕϐ^A~o]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "AMIBA"
var(13)    = 11
IgnoreHitPause = 1

[State 9530, ʕϐ^VE]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "SHYU"
var(13)    = 12
IgnoreHitPause = 1

[State 9530, ʕϐ^߂񁗂c̔NAႷH]
type       = VarSet
triggerall = var(13) = 0
triggerall = root,var(7) = 7 && RoundState >= 2
trigger1   = P2Name = "Kohaku"
trigger2   = P2Name = "amber"
var(13)    = 13
IgnoreHitPause = 1

[State 9530, JbgC]
type           = Explod
trigger1       = var(13) != 0
trigger1       = !NumExplod(9530)
anim           = 9530+var(13)-1
pos            = ifelse(TeamSide=1,0,320), 100
postype        = left
facing         = ifelse(TeamSide=1,1,-1)
scale          = 0.5, 0.5
sprpriority    = -5
ownpal         = 1
bindtime       = -1
removetime     = 48
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 9530

[State 9530, gkϐ]
type     = VarAdd
trigger1 = NumExplod(9530)
trigger1 = var(14) < 8
var(14)  = 1
IgnoreHitPause = 1

[State 9530, GtFNgݒ]
type     = ModifyExplod
trigger1 = NumExplod(9530)
ID       = 9530
scale    = 0.5, 0.5*(var(14)/8.0)
IgnoreHitPause = 1

[State 9548, g^]
type           = Explod
trigger1       = NumExplod(9530)
trigger1       = !NumExplod(9548)
anim           = 9548
pos            = ifelse(TeamSide=1,0,320), 100
postype        = left
facing         = ifelse(TeamSide=1,1,-1)
scale          = 0.5, 0.5
sprpriority    = -5
ownpal         = 1
bindtime       = -1
removetime     = 48
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 9548

[State 9549, g^]
type           = Explod
trigger1       = NumExplod(9530)
trigger1       = !NumExplod(9549)
anim           = 9549
pos            = ifelse(TeamSide=1,0,320), 100
postype        = left
facing         = ifelse(TeamSide=1,1,-1)
scale          = 0.5, 0.5
sprpriority    = -5
ownpal         = 1
bindtime       = -1
removetime     = 48
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 9549

;
;u[XgQ[W
;
;
;bQ[Wԁb
;
[State 10050, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10050)
anim           = 10050
pos            = 8+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10050

[State 10050, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10050)
anim           = 10052
pos            = -8-var(52), 224+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10050

;
;bQ[Wgb
;
[State 10051, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10051)
anim           = 10051
pos            = 8+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10051

[State 10051, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10051)
anim           = 10053
pos            = -8-var(52), 224+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10051

;
;bQ[WPb
;
[State 10061, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10061)
trigger1       = root,var(8) >= ceil(1*root,fvar(12))
anim           = 10061
pos            = 10+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = (0.5*79/150), 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10061

[State 10061, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10061)
trigger1       = root,var(8) >= ceil(1*root,fvar(12))
anim           = 10061
pos            = -10-var(52), 224+var(53)
postype        = right
facing         = -1
scale          = (0.5*79/150)+0.005, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10061

[State 10061, ]
type     = removeexplod
trigger1 = root,var(8) < ceil(1*root,fvar(12))
ID       = 10061
IgnoreHitPause = 1

;
;bQ[WQb
;
[State 10062, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10062)
trigger1       = root,var(8) >= ceil(2*root,fvar(12))
anim           = 10062
pos            = 51+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = (0.5*71/150), 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10062

[State 10062, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10062)
trigger1       = root,var(8) >= ceil(2*root,fvar(12))
anim           = 10062
pos            = -51-var(52), 224+var(53)
postype        = right
facing         = -1
scale          = (0.5*71/150)+0.005, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10062

[State 10062, ]
type     = removeexplod
trigger1 = root,var(8) < ceil(2*root,fvar(12))
ID       = 10062
IgnoreHitPause = 1

;
;bQ[WRb
;
[State 10063, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10063)
trigger1       = root,var(8) >= ceil(3*root,fvar(12))
anim           = 10063
pos            = 88+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = (0.5*72/150), 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10063

[State 10063, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10063)
trigger1       = root,var(8) >= ceil(3*root,fvar(12))
anim           = 10063
pos            = -88-var(52), 224+var(53)
postype        = right
facing         = -1
scale          = (0.5*72/150)+0.005, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10063

[State 10063, ]
type     = removeexplod
trigger1 = root,var(8) < ceil(3*root,fvar(12))
ID       = 10063
IgnoreHitPause = 1

;
;bQ[WPbP
;
[State 10065, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10065)
trigger1       = root,var(8) < ceil(1*root,fvar(12))
trigger1       = root,var(8) > ceil(0*root,fvar(12))
anim           = 10065
pos            = 10+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = (0.5*79/150), 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10065

[State 10065, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10065)
trigger1       = root,var(8) < ceil(1*root,fvar(12))
trigger1       = root,var(8) > ceil(0*root,fvar(12))
anim           = 10065
pos            = -10-var(52), 224+var(53)
postype        = right
facing         = -1
scale          = (0.5*79/150)+0.005, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10065

[State 10065, ]
type     = removeexplod
trigger1 = root,var(8) <= ceil(0*root,fvar(12))
trigger2 = root,var(8) >= ceil(1*root,fvar(12))
ID       = 10065
IgnoreHitPause = 1

[State 10065, ݒ]
type     = ModifyExplod
trigger1 = 1
ID       = 10065
scale    = (root,var(8))/root,fvar(12)*(0.5*79/150), 0.5
IgnoreHitPause = 1

;
;bQ[WQbQ
;
[State 10066, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10066)
trigger1       = root,var(8) < ceil(2*root,fvar(12))
trigger1       = root,var(8) > ceil(1*root,fvar(12))
anim           = 10065
pos            = 51+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = (0.5*71/150), 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10066

[State 10066, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10066)
trigger1       = root,var(8) < ceil(2*root,fvar(12))
trigger1       = root,var(8) > ceil(1*root,fvar(12))
anim           = 10065
pos            = -51-var(52), 224+var(53)
postype        = right
facing         = -1
scale          = (0.5*71/150)+0.005, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10066

[State 10066, ]
type     = removeexplod
trigger1 = root,var(8) <= ceil(1*root,fvar(12))
trigger2 = root,var(8) >= ceil(2*root,fvar(12))
ID       = 10066
IgnoreHitPause = 1

[State 10066, ݒ]
type     = ModifyExplod
trigger1 = 1
ID       = 10066
scale    = (root,var(8)-ceil(1*root,fvar(12)))/root,fvar(12)*(0.5*71/150), 0.5
IgnoreHitPause = 1

;
;bQ[WRbR
;
[State 10067, Po]
type           = Explod
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10067)
trigger1       = root,var(8) < ceil(3*root,fvar(12))
trigger1       = root,var(8) > ceil(2*root,fvar(12))
anim           = 10065
pos            = 88+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = (0.5*72/150), 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10067

[State 10067, Qo]
type           = Explod
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10067)
trigger1       = root,var(8) < ceil(3*root,fvar(12))
trigger1       = root,var(8) > ceil(2*root,fvar(12))
anim           = 10065
pos            = -88-var(52), 224+var(53)
postype        = right
facing         = -1
scale          = (0.5*72/150)+0.005, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10067

[State 10067, ]
type     = removeexplod
trigger1 = root,var(8) <= ceil(2*root,fvar(12))
trigger2 = root,var(8) >= ceil(3*root,fvar(12))
ID       = 10067
IgnoreHitPause = 1

[State 10067, ݒ]
type     = ModifyExplod
trigger1 = 1
ID       = 10067
scale    = (root,var(8)-ceil(2*root,fvar(12)))/root,fvar(12)*(0.5*72/150), 0.5
IgnoreHitPause = 1

;
;u[XgQ[W̌Helper(),Var(9)^Helper(),Var(56)
;
[State 10070, ϐZ]
type     = VarAdd
trigger1 = root,var(8) >= ceil(1.0*root,fvar(12))
trigger2 = root,var(8)%ceil(root,fvar(12)) && root,var(9) > 0
var(9)   = 4
IgnoreHitPause = 1

[State 10070, ϐZbg]
type     = VarSet
trigger1 = var(9) >= 180
trigger2 = root,var(8) < ceil(1.0*root,fvar(12))
trigger2 = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
var(9)   = 0
IgnoreHitPause = 1

;
;bu[XgQ[W̌bGtFNg
;
[State 10070, 00]
type           = Explod
trigger1       = !NumExplod(10070)
trigger1       = var(56) = 1
anim           = 10070
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10070


[State 10070, 01]
type           = Explod
trigger1       = !NumExplod(10071)
trigger1       = var(56) = 1
anim           = 10071
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10071

[State 10070, 02]
type           = Explod
trigger1       = !NumExplod(10072)
trigger1       = var(56) = 1
anim           = 10072
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10072

[State 10070, 03]
type           = Explod
trigger1       = !NumExplod(10073)
trigger1       = var(56) = 1
anim           = 10073
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10073

[State 10070, 04]
type           = Explod
trigger1       = !NumExplod(10074)
trigger1       = var(56) = 1
anim           = 10074
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10074

[State 10070, 05]
type           = Explod
trigger1       = !NumExplod(10075)
trigger1       = var(56) = 1
anim           = 10075
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10075

[State 10070, 06]
type           = Explod
trigger1       = !NumExplod(10076)
trigger1       = var(56) = 1
anim           = 10076
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10076

[State 10070, 07]
type           = Explod
trigger1       = !NumExplod(10077)
trigger1       = var(56) = 1
anim           = 10077
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10077

[State 10070, 08]
type           = Explod
trigger1       = !NumExplod(10078)
trigger1       = var(56) = 1
anim           = 10078
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10078

[State 10070, 09]
type           = Explod
trigger1       = !NumExplod(10079)
trigger1       = var(56) = 1
anim           = 10079
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10079

[State 10070, 10]
type           = Explod
trigger1       = !NumExplod(10080)
trigger1       = var(56) = 1
anim           = 10080
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10080

[State 10070, 11]
type           = Explod
trigger1       = !NumExplod(10081)
trigger1       = var(56) = 1
anim           = 10081
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10081

[State 10070, 12]
type           = Explod
trigger1       = !NumExplod(10082)
trigger1       = var(56) = 1
anim           = 10082
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10082

[State 10070, 13]
type           = Explod
trigger1       = !NumExplod(10083)
trigger1       = var(56) = 1
anim           = 10083
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10083

[State 10070, 14]
type           = Explod
trigger1       = !NumExplod(10084)
trigger1       = var(56) = 1
anim           = 10084
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10084

[State 10070, 15]
type           = Explod
trigger1       = !NumExplod(10085)
trigger1       = var(56) = 1
anim           = 10085
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10085

[State 10070, 16]
type           = Explod
trigger1       = !NumExplod(10086)
trigger1       = var(56) = 1
anim           = 10086
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10086

[State 10070, 17]
type           = Explod
trigger1       = !NumExplod(10087)
trigger1       = var(56) = 1
anim           = 10087
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10087

[State 10070, 18]
type           = Explod
trigger1       = !NumExplod(10088)
trigger1       = var(56) = 1
anim           = 10088
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10088

[State 10070, 19]
type           = Explod
trigger1       = !NumExplod(10089)
trigger1       = var(56) = 1
anim           = 10089
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10089

[State 10070, 20]
type           = Explod
trigger1       = !NumExplod(10090)
trigger1       = var(56) = 1
anim           = 10090
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10090

[State 10070, 21]
type           = Explod
trigger1       = !NumExplod(10091)
trigger1       = var(56) = 1
anim           = 10091
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10091

[State 10070, 22]
type           = Explod
trigger1       = !NumExplod(10092)
trigger1       = var(56) = 1
anim           = 10092
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10092

[State 10070, 23]
type           = Explod
trigger1       = !NumExplod(10093)
trigger1       = var(56) = 1
anim           = 10093
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10093

[State 10070, 24]
type           = Explod
trigger1       = !NumExplod(10094)
trigger1       = var(56) = 1
anim           = 10094
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10094

[State 10070, 25]
type           = Explod
trigger1       = !NumExplod(10095)
trigger1       = var(56) = 1
anim           = 10095
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10095

[State 10070, 26]
type           = Explod
trigger1       = !NumExplod(10096)
trigger1       = var(56) = 1
anim           = 10096
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10096

[State 10070, 27]
type           = Explod
trigger1       = !NumExplod(10097)
trigger1       = var(56) = 1
anim           = 10097
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10097

[State 10070, 28]
type           = Explod
trigger1       = !NumExplod(10098)
trigger1       = var(56) = 1
anim           = 10098
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10098

[State 10070, 29]
type           = Explod
trigger1       = !NumExplod(10099)
trigger1       = var(56) = 1
anim           = 10099
pos            = 9+var(52), 224+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10099

;
;bu[XgQ[W̌bGtFNgݒ
;
;Po
[State 10070, GtFNgݒ00]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10070)
ID       = 10070
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9),0,var(9)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ01]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10071)
ID       = 10071
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-1,0,ifelse(var(9)>=2,var(9)-1,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ02]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10072)
ID       = 10072
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-2,0,ifelse(var(9)>=3,var(9)-2,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ03]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10073)
ID       = 10073
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-3,0,ifelse(var(9)>=4,var(9)-3,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ04]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10074)
ID       = 10074
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-4,0,ifelse(var(9)>=5,var(9)-4,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ05]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10075)
ID       = 10075
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-5,0,ifelse(var(9)>=6,var(9)-5,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ06]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10076)
ID       = 10076
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-6,0,ifelse(var(9)>=7,var(9)-6,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ07]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10077)
ID       = 10077
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-7,0,ifelse(var(9)>=8,var(9)-7,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ08]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10078)
ID       = 10078
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-8,0,ifelse(var(9)>=9,var(9)-8,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ09]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10079)
ID       = 10079
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-9,0,ifelse(var(9)>=10,var(9)-9,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ10]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10080)
ID       = 10080
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-10,0,ifelse(var(9)>=11,var(9)-10,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ11]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10081)
ID       = 10081
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-11,0,ifelse(var(9)>=12,var(9)-11,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ12]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10082)
ID       = 10082
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-12,0,ifelse(var(9)>=13,var(9)-12,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ13]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10083)
ID       = 10083
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-13,0,ifelse(var(9)>=14,var(9)-13,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ14]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10084)
ID       = 10084
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-14,0,ifelse(var(9)>=15,var(9)-14,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ15]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10085)
ID       = 10085
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-15,0,ifelse(var(9)>=16,var(9)-15,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ16]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10086)
ID       = 10086
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-16,0,ifelse(var(9)>=17,var(9)-16,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ17]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10087)
ID       = 10087
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-17,0,ifelse(var(9)>=18,var(9)-17,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ18]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10088)
ID       = 10088
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-18,0,ifelse(var(9)>=19,var(9)-18,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ19]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10089)
ID       = 10089
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-19,0,ifelse(var(9)>=20,var(9)-19,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ20]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10090)
ID       = 10090
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-20,0,ifelse(var(9)>=21,var(9)-20,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ21]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10091)
ID       = 10091
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-21,0,ifelse(var(9)>=22,var(9)-21,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ22]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10092)
ID       = 10092
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-22,0,ifelse(var(9)>=23,var(9)-22,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ23]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10093)
ID       = 10093
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-23,0,ifelse(var(9)>=24,var(9)-23,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ24]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10094)
ID       = 10094
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-24,0,ifelse(var(9)>=25,var(9)-24,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ25]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10095)
ID       = 10095
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-25,0,ifelse(var(9)>=26,var(9)-25,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ26]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10096)
ID       = 10096
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-26,0,ifelse(var(9)>=27,var(9)-26,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ27]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10097)
ID       = 10097
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-27,0,ifelse(var(9)>=28,var(9)-27,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ28]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10098)
ID       = 10098
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-28,0,ifelse(var(9)>=29,var(9)-28,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ29]
type     = ModifyExplod
trigger1 = TeamSide = 1
trigger1 = NumExplod(10099)
ID       = 10099
postype  = left
pos      = 9+var(52)+ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-29,0,ifelse(var(9)>=30,var(9)-29,0)), 224+var(53)
IgnoreHitPause = 1

;Qo
[State 10070, GtFNgݒ00]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10070)
ID       = 10070
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9),0,var(9)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ01]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10071)
ID       = 10071
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-1,0,ifelse(var(9)>=2,var(9)-1,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ02]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10072)
ID       = 10072
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-2,0,ifelse(var(9)>=3,var(9)-2,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ03]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10073)
ID       = 10073
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-3,0,ifelse(var(9)>=4,var(9)-3,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ04]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10074)
ID       = 10074
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-4,0,ifelse(var(9)>=5,var(9)-4,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ05]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10075)
ID       = 10075
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-5,0,ifelse(var(9)>=6,var(9)-5,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ06]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10076)
ID       = 10076
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-6,0,ifelse(var(9)>=7,var(9)-6,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ07]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10077)
ID       = 10077
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-7,0,ifelse(var(9)>=8,var(9)-7,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ08]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10078)
ID       = 10078
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-8,0,ifelse(var(9)>=9,var(9)-8,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ09]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10079)
ID       = 10079
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-9,0,ifelse(var(9)>=10,var(9)-9,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ10]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10080)
ID       = 10080
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-10,0,ifelse(var(9)>=11,var(9)-10,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ11]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10081)
ID       = 10081
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-11,0,ifelse(var(9)>=12,var(9)-11,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ12]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10082)
ID       = 10082
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-12,0,ifelse(var(9)>=13,var(9)-12,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ13]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10083)
ID       = 10083
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-13,0,ifelse(var(9)>=14,var(9)-13,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ14]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10084)
ID       = 10084
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-14,0,ifelse(var(9)>=15,var(9)-14,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ15]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10085)
ID       = 10085
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-15,0,ifelse(var(9)>=16,var(9)-15,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ16]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10086)
ID       = 10086
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-16,0,ifelse(var(9)>=17,var(9)-16,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ17]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10087)
ID       = 10087
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-17,0,ifelse(var(9)>=18,var(9)-17,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ18]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10088)
ID       = 10088
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-18,0,ifelse(var(9)>=19,var(9)-18,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ19]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10089)
ID       = 10089
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-19,0,ifelse(var(9)>=20,var(9)-19,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ20]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10090)
ID       = 10090
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-20,0,ifelse(var(9)>=21,var(9)-20,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ21]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10091)
ID       = 10091
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-21,0,ifelse(var(9)>=22,var(9)-21,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ22]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10092)
ID       = 10092
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-22,0,ifelse(var(9)>=23,var(9)-22,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ23]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10093)
ID       = 10093
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-23,0,ifelse(var(9)>=24,var(9)-23,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ24]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10094)
ID       = 10094
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-24,0,ifelse(var(9)>=25,var(9)-24,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ25]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10095)
ID       = 10095
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-25,0,ifelse(var(9)>=26,var(9)-25,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ26]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10096)
ID       = 10096
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-26,0,ifelse(var(9)>=27,var(9)-26,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ27]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10097)
ID       = 10097
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-27,0,ifelse(var(9)>=28,var(9)-27,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ28]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10098)
ID       = 10098
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-28,0,ifelse(var(9)>=29,var(9)-28,0)), 224+var(53)
IgnoreHitPause = 1

[State 10070, GtFNgݒ29]
type     = ModifyExplod
trigger1 = TeamSide = 2
trigger1 = NumExplod(10099)
ID       = 10099
facing   = -1
postype  = right
pos      = -9-var(52)-ifelse(ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12)))<var(9)-29,0,ifelse(var(9)>=30,var(9)-29,0)), 224+var(53)
IgnoreHitPause = 1

;
;bu[XgQ[W̌bGtFNg
;
[State 10070, GtFNg00]
type       = RemoveExplod
triggerall = NumExplod(10070)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10070
IgnoreHitPause = 1

[State 10070, GtFNg01]
type       = RemoveExplod
triggerall = NumExplod(10071)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-1
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10071
IgnoreHitPause = 1

[State 10070, GtFNg02]
type       = RemoveExplod
triggerall = NumExplod(10072)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-2
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10072
IgnoreHitPause = 1

[State 10070, GtFNg03]
type       = RemoveExplod
triggerall = NumExplod(10073)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-3
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10073
IgnoreHitPause = 1

[State 10070, GtFNg04]
type       = RemoveExplod
triggerall = NumExplod(10074)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-4
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10074
IgnoreHitPause = 1

[State 10070, GtFNg05]
type       = RemoveExplod
triggerall = NumExplod(10075)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-5
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10075
IgnoreHitPause = 1

[State 10070, GtFNg06]
type       = RemoveExplod
triggerall = NumExplod(10076)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-6
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10076
IgnoreHitPause = 1

[State 10070, GtFNg07]
type       = RemoveExplod
triggerall = NumExplod(10077)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-7
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10077
IgnoreHitPause = 1

[State 10070, GtFNg08]
type       = RemoveExplod
triggerall = NumExplod(10078)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-8
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10078
IgnoreHitPause = 1

[State 10070, GtFNg09]
type       = RemoveExplod
triggerall = NumExplod(10079)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-9
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10079
IgnoreHitPause = 1

[State 10070, GtFNg10]
type       = RemoveExplod
triggerall = NumExplod(10080)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-10
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10080
IgnoreHitPause = 1

[State 10070, GtFNg11]
type       = RemoveExplod
triggerall = NumExplod(10081)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-11
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10081
IgnoreHitPause = 1

[State 10070, GtFNg12]
type       = RemoveExplod
triggerall = NumExplod(10082)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-12
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10082
IgnoreHitPause = 1

[State 10070, GtFNg13]
type       = RemoveExplod
triggerall = NumExplod(10083)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-13
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10083
IgnoreHitPause = 1

[State 10070, GtFNg14]
type       = RemoveExplod
triggerall = NumExplod(10084)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-14
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10084
IgnoreHitPause = 1

[State 10070, GtFNg15]
type       = RemoveExplod
triggerall = NumExplod(10085)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-15
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10085
IgnoreHitPause = 1

[State 10070, GtFNg16]
type       = RemoveExplod
triggerall = NumExplod(10086)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-16
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10086
IgnoreHitPause = 1

[State 10070, GtFNg17]
type       = RemoveExplod
triggerall = NumExplod(10087)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-17
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10087
IgnoreHitPause = 1

[State 10070, GtFNg18]
type       = RemoveExplod
triggerall = NumExplod(10088)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-18
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10088
IgnoreHitPause = 1

[State 10070, GtFNg19]
type       = RemoveExplod
triggerall = NumExplod(10089)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-19
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10089
IgnoreHitPause = 1

[State 10070, GtFNg20]
type       = RemoveExplod
triggerall = NumExplod(10090)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-20
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10090
IgnoreHitPause = 1

[State 10070, GtFNg21]
type       = RemoveExplod
triggerall = NumExplod(10091)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-21
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10091
IgnoreHitPause = 1

[State 10070, GtFNg22]
type       = RemoveExplod
triggerall = NumExplod(10092)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-22
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10092
IgnoreHitPause = 1

[State 10070, GtFNg23]
type       = RemoveExplod
triggerall = NumExplod(10093)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-23
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10093
IgnoreHitPause = 1

[State 10070, GtFNg24]
type       = RemoveExplod
triggerall = NumExplod(10094)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-24
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10094
IgnoreHitPause = 1

[State 10070, GtFNg25]
type       = RemoveExplod
triggerall = NumExplod(10095)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-25
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10095
IgnoreHitPause = 1

[State 10070, GtFNg26]
type       = RemoveExplod
triggerall = NumExplod(10096)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-26
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10096
IgnoreHitPause = 1

[State 10070, GtFNg27]
type       = RemoveExplod
triggerall = NumExplod(10097)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-27
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10097
IgnoreHitPause = 1

[State 10070, GtFNg28]
type       = RemoveExplod
triggerall = NumExplod(10098)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-28
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10098
IgnoreHitPause = 1

[State 10070, GtFNg29]
type       = RemoveExplod
triggerall = NumExplod(10099)
trigger1   = ceil(root,var(8)*(1+(79+71+72)*0.5)/(3*root,fvar(12))) < var(9)-29
trigger2   = root,var(8) < ceil(1.0*root,fvar(12))
trigger2   = !root,var(8)%ceil(root,fvar(12)) || root,var(9) <= 0
ID         = 10099
IgnoreHitPause = 1

;
;K[hQ[W
;
[State 10100, K[hQ[WL]
type       = VarSet
triggerall = Time > 0
trigger1   = LifeMax < EnemyNear(root,var(22)),LifeMax
trigger1   = P2Name != "THOUTHER"
trigger1   = P2Name != "MAMIYA"
trigger2   = P2Name = "SHIN"
trigger3   = P2Name = "Mr.HEART"
var(5)     = 1
IgnoreHitPause = 1
Persistent     = 0

[State 10100, K[hQ[W]
type       = VarSet
triggerall = Time > 0
trigger1   = LifeMax >= EnemyNear(root,var(22)),LifeMax
trigger1   = P2Name != "SHIN"
;trigger1   = P2Name != "Mr.HEART"
trigger2   = P2Name = "THOUTHER"
trigger3   = P2Name = "MAMIYA"
trigger4   = P2Name = "shin" && EnemyNear(root,var(22)),authorname = "konpeitou"
trigger5   = root,var(0) >= 2
var(5)     = -1
IgnoreHitPause = 1
Persistent     = 0

;ǗtO
[State 10100, K[hQ[W^~σZbg]
type     = VarSet
trigger1 = var(6) != 0
trigger1 = root,var(5) = 128
var(6)   = 0
IgnoreHitPause = 1

[State 10100, K[hQ[W^]
type     = VarAdd
trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
trigger1 = root,Time = 1
var(6)   = root,GetHitVar(SlideTime)*2
IgnoreHitPause = 1

[State 10100, t[JEg]
type     = VarAdd
trigger1 = var(6) > 0
trigger1 = root,stateno != [150,155]
var(6)   = -1
IgnoreHitPause = 1

;
;bQ[Wԁb
;
[State 10100, Po]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10100)
anim           = 10100
pos            = 92+var(54), 39+var(55)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10100

[State 10100, Qo]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10100)
anim           = 10100
pos            = -92-var(54), 39+var(55)
postype        = right
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 6
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10100

;
;bQ[Wgb
;
[State 10101, Po]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10101)
anim           = 10101
pos            = 92+var(54), 39+var(55)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10101

[State 10101, Qo]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10101)
anim           = 10102
pos            = -92-var(54), 39+var(55)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10101

[State 10101, Po^]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10103)
trigger1       = root,var(5) <= 48
anim           = 10103
pos            = 92+var(54), 39+var(55)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = 10
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10103

[State 10101, Qo^]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10103)
trigger1       = root,var(5) <= 48
anim           = 10104
pos            = -92-var(54), 39+var(55)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = 10
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10103

;
;bQ[Wb
;
[State 10105, Po]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10105)
anim           = 10105
pos            = 96+var(54), 39+var(55)
postype        = left
facing         = 1
scale          = 0.35, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10105

[State 10105, Qo]
type           = Explod
trigger1       = var(5) = 1
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10105)
anim           = 10105
pos            = -96-var(54), 39+var(55)
postype        = right
facing         = -1
scale          = 0.35, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10105

[State 10105, ݒ]
type     = ModifyExplod
trigger1 = var(5) = 1
ID       = 10105
scale    = (root,var(5)/128.0*0.35), 0.5
IgnoreHitPause = 1

;
;z]
;
[State 10150, Po]
type           = Explod
trigger1       = (root,var(17)%10000000)/1000000 > 0
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10150)
anim           = 10150
pos            = 110+var(52), 211+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = 0
pausemovetime  = 0
removeongethit = 0
IgnoreHitPause = 1
ID             = 10150

[State 10150, Qo]
type           = Explod
trigger1       = (root,var(17)%10000000)/1000000 > 0
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10150)
anim           = 10150
pos            = -110-var(52), 211+var(53)
postype        = right
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = 0
pausemovetime  = 0
removeongethit = 0
IgnoreHitPause = 1
ID             = 10150

[State 10150, GtFNg]
type     = removeexplod
trigger1 = (root,var(17)%10000000)/1000000 = 0
ID       = 10150
IgnoreHitPause = 1

;
;EEE
;
;
;b́b
;
[State 10200, Po]
type           = Explod
trigger1       = root,var(32) || root,var(33)
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10200)
anim           = 10200
pos            = 19+var(52), 212+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10200

[State 10200, Qo]
type           = Explod
trigger1       = root,var(32) || root,var(33)
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10200)
anim           = 10200
pos            = -19-var(52), 212+var(53)
postype        = right
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 7
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10200

[State 10200, ]
type     = removeexplod
trigger1 = root,var(32) = 0
trigger1 = root,var(33) = 0
ID       = 10200
IgnoreHitPause = 1

;
;bQ[Wgb
;
[State 10201, Po^]
type           = Explod
trigger1       = root,var(32)
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10201)
anim           = 10201
pos            = 26+var(52), 207+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10201

[State 10201, Qo^]
type           = Explod
trigger1       = root,var(32)
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10201)
anim           = 10204
pos            = -26-var(52), 212+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10201

[State 10201, ]
type     = removeexplod
trigger1 = root,var(32) = 0
ID       = 10201
IgnoreHitPause = 1

[State 10202, Po^]
type           = Explod
trigger1       = root,var(33)
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10202)
anim           = 10202
pos            = 26+var(52), 212+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10202

[State 10202, Qo^]
type           = Explod
trigger1       = root,var(33)
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10202)
anim           = 10203
pos            = -26-var(52), 207+var(53)
postype        = right
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 8
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10202

[State 10202, ]
type     = removeexplod
trigger1 = root,var(33) = 0
ID       = 10202
IgnoreHitPause = 1

;
;bQ[Wb
;
[State 10205, Po^]
type           = Explod
trigger1       = root,var(32)
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10205)
anim           = 10205
pos            = 34+var(52), 207+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10205

[State 10205, Qo^]
type           = Explod
trigger1       = root,var(32)
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10205)
anim           = 10205
pos            = -34-var(52), 212+var(53)
postype        = right
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10205

[State 10205, ݒ]
type     = ModifyExplod
trigger1 = root,var(32)
ID       = 10205
scale    = (root,var(32)/960.0*0.5), 0.5
IgnoreHitPause = 1

[State 10205, ]
type     = removeexplod
trigger1 = root,var(32) = 0
ID       = 10205
IgnoreHitPause = 1

[State 10206, Po^]
type           = Explod
trigger1       = root,var(33)
trigger1       = TeamSide = 1
trigger1       = !NumExplod(10206)
anim           = 10205
pos            = 34+var(52), 212+var(53)
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
IgnoreHitPause = 1
ID             = 10206

[State 10206, Qo^]
type           = Explod
trigger1       = root,var(33)
trigger1       = TeamSide = 2
trigger1       = !NumExplod(10206)
anim           = 10205
pos            = -34-var(52), 207+var(53)
postype        = right
facing         = -1
scale          = 0.5, 0.5
sprpriority    = 9
ownpal         = 1
bindtime       = -1
removetime     = -1
supermovetime  = -1
pausemovetime  = -1
removeongethit = 0
ID             = 10206
IgnoreHitPause = 1

[State 10206, ݒ]
type     = ModifyExplod
trigger1 = root,var(33)
ID       = 10206
scale    = (root,var(33)/960.0*0.5), 0.5
IgnoreHitPause = 1

[State 10206, ]
type     = removeexplod
trigger1 = root,var(33) = 0
ID       = 10206
IgnoreHitPause = 1

;
;bklVXebEEEƂɎgXe[g
;
;
;u[Xg
;
[Statedef 500]
type     = U
movetype = A
physics  = N
ctrl     = 0
;anim     = 500

[State 500, AjύX@]
type     = ChangeAnim
trigger1 = !Time
trigger1 = PrevStateNo != 500
value    = 500

[State 500, AjύXA]
type     = ChangeAnim
trigger1 = StateType = S
trigger1 = P2Dist X < 0
value    = ifelse(Anim=500,501,500)

[State 500, U]
type     = Turn
trigger1 = StateType = S
trigger1 = P2Dist X < 0

;tO
[State 500, tO^ssAsU]
type     = AssertSpecial
trigger1 = 1
flag     = NoWalk
flag2    = NoAutoTurn

[State 500, UtOZbg]
type     = MoveHitReSet
trigger1 = 1
IgnoreHitPause = 1

[State 500, AttackDist]
type     = AttackDist
trigger1 = 1
value    = 0

;
[State 500, C]
type     = VarSet
trigger1 = !Time
var(20)  = 1

[State 500, Xe[gݒ@]
type      = StateTypeSet
trigger1  = Pos Y < 0
StateType = A

[State 500, Xe[gݒA]
type      = StateTypeSet
trigger1  = Pos Y >= 0
StateType = S

[State 500, d]
type     = Gravity
trigger1 = StateType = A

[State 500, ʒuݒ]
type     = PosSet
trigger1 = StateType = S
y        = 0

[State 500, xݒ]
type     = VelSet
trigger1 = StateType = S
y        = 0

[State 500, ϐZbg^Xe[gRϐ]
type     = VarSet
trigger1 = !Time && var(15)
var(4)   = 0

[State 500, OCuL^Xe[gRϐ]
type     = VarSet
trigger1 = !Time && var(15)
trigger1 = StateType = A
var(4)   = 1

[State 500, OCu^Xe[gRϐ]
type     = VarSet
trigger1 = var(4) && var(15)
trigger1 = StateType = S
var(15)  = 0

;Q[WǗ
[State 500, u[XgQ[W^ʏ]
type       = VarAdd
triggerall = !Time
trigger1   = PrevStateNo != [200,2999]
trigger2   = PrevStateNo = 305
trigger3   = PrevStateNo = 500
var(8)     = ceil(-0.2*fvar(12))

[State 500, u[XgQ[W^LZ]
type     = VarAdd
trigger1 = !Time
trigger1 = PrevStateNo = [200,2999]
trigger1 = PrevStateNo != 305
trigger1 = PrevStateNo != 500
var(8)   = ceil(-0.5*fvar(12))

;xݒ脰
[State 500, xݒ@]
type     = VelSet
trigger1 = !Time && Anim = 500
x        = 16.0

[State 500, xݒA]
type     = VelSet
trigger1 = !Time && Anim = 501
x        = -16.0

[State 500, xZ]
type     = VelMul
trigger1 = Abs(Vel X) > 9.0
x        = 0.98

;GtFNg
[State 500, TEh]
type     = PlaySnd
trigger1 = !Time
value    = 501, 0

[State 500, FύX]
type     = PalFx
trigger1 = !Time
Time     = 10
add      = 255, 255, 255

[State 500, GtFNg]
type           = Explod
trigger1       = !Time
anim           = 6500
pos            = 10, -70
postype        = p1
facing         = ifelse(Anim=500,1,-1)
scale          = 0.5, 0.5
sprpriority    = 2
ownpal         = 1
bindtime       = 1
removetime     = 32
supermovetime  = 0
pausemovetime  = 0
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 6500

;Xe[gύX
[State 500, Xe[gύX@]
type       = ChangeState
triggerall = StateType = S
trigger1   = Time = 50
trigger2   = Anim = 500
trigger2   = P2Dist X < 0
trigger2   = FrontEdgeBodyDist <= 0
trigger3   = Anim = 500
trigger3   = P2Dist X > 0
trigger3   = FrontEdgeBodyDist <= (EnemyNear,Const(size.ground.front)+Const(size.ground.front))
trigger4   = Anim = 501
trigger4   = P2Dist X > 0
trigger4   = BackEdgeBodyDist <= 0
trigger5   = Anim = 501
trigger5   = P2Dist X < 0
trigger5   = BackEdgeBodyDist <= (EnemyNear,Const(size.ground.front)+Const(size.ground.back))
value      = 0
ctrl       = 1

[State 500, Xe[gύXA]
type       = ChangeState
triggerall = StateType = A
trigger1   = Time = 50
trigger2   = P2Dist X < 0
trigger2   = FrontEdgeBodyDist <= 0
trigger3   = P2Dist X > 0
trigger3   = FrontEdgeBodyDist <= (EnemyNear,Const(size.air.front)+Const(size.air.front))
value      = 51
ctrl       = 1

;
;ojVOѓ섫
;
;
;bXe[gbojVOXgCN^qbg
;
[Statedef 550]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0
facep2   = 1

[State 550, Wݒ]
type     = PosSet
trigger1 = !Time
trigger1 = Pos Y > -15
y        = -15

[State 550, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 550, Xe[gύX^\]
type     = ChangeState
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger1 = EnemyNear(0),AuthorName = "Ts"
trigger1 = facing != EnemyNear(0),facing
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger2 = EnemyNear(1),AuthorName = "Ts"
trigger2 = facing != EnemyNear(1),facing
value    = 553

[State 550, Xe[gύX^]
type     = ChangeState
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger1 = EnemyNear(0),AuthorName = "Ts"
trigger1 = facing = EnemyNear(0),facing
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger2 = EnemyNear(1),AuthorName = "Ts"
trigger2 = facing = EnemyNear(1),facing
value    = 554

;
;bXe[gbojVO
;
[Statedef 551]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0
facep2   = 1

[State 551, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 551, Xe[gύX^oEh]
type     = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value    = 555

[State 551, Xe[gύX^\]
type     = ChangeState
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger1 = EnemyNear(0),AuthorName = "Ts"
trigger1 = facing != EnemyNear(0),facing
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger2 = EnemyNear(1),AuthorName = "Ts"
trigger2 = facing != EnemyNear(1),facing
value    = 553

[State 551, Xe[gύX]
type     = ChangeState
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger1 = EnemyNear(0),AuthorName = "Ts"
trigger1 = facing = EnemyNear(0),facing
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger2 = EnemyNear(1),AuthorName = "Ts"
trigger2 = facing = EnemyNear(1),facing
value    = 554

;
;bXe[gbojVO^㔻
;
[Statedef 552]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0
facep2   = 1

[State 552, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 552, Xe[gύX^\]
type     = ChangeState
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger1 = EnemyNear(0),AuthorName = "Ts"
trigger1 = facing != EnemyNear(0),facing
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger2 = EnemyNear(1),AuthorName = "Ts"
trigger2 = facing != EnemyNear(1),facing
value    = 553

[State 552, Xe[gύX^]
type     = ChangeState
trigger1 = NumEnemy <= 1 || NumEnemy >= 2
trigger1 = EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger1 = EnemyNear(0),AuthorName = "Ts"
trigger1 = facing = EnemyNear(0),facing
trigger2 = NumEnemy >= 2
trigger2 = EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger2 = EnemyNear(1),AuthorName = "Ts"
trigger2 = facing = EnemyNear(1),facing
value    = 554

;
;bqbgdb\
;
[Statedef 553]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0

[State 553, AjύX]
type     = ChangeAnim
trigger1 = SelfAnimExist(5900)
value    = 5900

;p
;5900Ԃ̓炢AjuC[_[Wvgp

;At
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 560

;hEB
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(5320)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH"
trigger2   = name = "TOKI"
trigger3   = name = "JAGI"
trigger4   = name = "KENSHIRO"
value      = 5320

;蒃
[State 553, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(565)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 565

[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(945)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "JUDA-(NERICYA)"
value      = 945

; rei
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(928)
triggerall = AuthorName = "rei"
trigger1   = name = "Mr.HEART"
value      = 928

;
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 560

; Ataru
[State 553, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(567)
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
value      = 567

;`Ƃ͂鎁
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(4100)
triggerall = AuthorName = "YU-TOHARU"
trigger1   = name = "MAMIYA"
value      = 4100

;؂Ƃ
[State 553, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(68000)
triggerall = AuthorName = "konpeitou"
trigger1   = name = "SHIN"
value      = 68000

;SAIKEI
;[State 553, ŗLAjύX]
;type       = ChangeAnim
;triggerall = SelfAnimExist(30760)
;triggerall = AuthorName = "SAIKEI"
;trigger1   = name = "KENSHIRO"
;trigger2   = name = "THOUTHER"
;trigger3   = name = "JUDA"
;trigger4   = name = "REI"
;value      = 30760
;W̓sɂ茩

;
[State 553, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 553, Wړ^ʏ]
type     = PosAdd
trigger1 = !Time && PrevStateNo = 551
y        = -12+GetHitvar(Hitcount)-2

[State 553, Wړ^㔻]
type     = PosAdd
trigger1 = !Time && PrevStateNo = 552
y        = ifelse((EnemyNear,Name="TOKI"||EnemyNear,Name="AMIBA")&&(EnemyNear,AuthorName="Ts")&&(EnemyNear,StateType=A),-12,6)+GetHitvar(Hitcount)-2

[State 553, Wݒ]
type     = PosSet
trigger1 = Pos Y > 0 && GetHitvar(Hitcount) < 3
y        = -6

[State 553, Xe[gύX]
type     = ChangeState
trigger1 = Time = GetHitVar(HitShakeTime)+Time
value    = 556+(PrevStateNo=550)*4

;
;bqbgdb
;
[Statedef 554]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0

[State 554, AjύX]
type     = ChangeAnim
trigger1 = SelfAnimExist(5900)
value    = 5900

;p
;5900Ԃ̓炢AjuC[_[Wvgp

;At
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 560

;hEB
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(5320)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH"
trigger2   = name = "TOKI"
trigger3   = name = "JAGI"
trigger4   = name = "KENSHIRO"
value      = 5320

;蒃
[State 554, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(565)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 565

[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(945)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "JUDA-(NERICYA)"
value      = 945

; rei
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(928)
triggerall = AuthorName = "rei"
trigger1   = name = "Mr.HEART"
value      = 928

;
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 560

; Ataru
[State 554, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(567)
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
value      = 567

;`Ƃ͂鎁
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(4100)
triggerall = AuthorName = "YU-TOHARU"
trigger1   = name = "MAMIYA"
value      = 4100

;؂Ƃ
[State 554, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(68000)
triggerall = AuthorName = "konpeitou"
trigger1   = name = "SHIN"
value      = 68000

;SAIKEI
;[State 554, ŗLAjύX]
;type       = ChangeAnim
;triggerall = SelfAnimExist(30760)
;triggerall = AuthorName = "SAIKEI"
;trigger1   = name = "KENSHIRO"
;trigger2   = name = "THOUTHER"
;trigger3   = name = "JUDA"
;trigger4   = name = "REI"
;value      = 30760
;W̓sɂ茩

;
[State 554, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 554, Wړ^ʏ]
type     = PosAdd
trigger1 = !Time && PrevStateNo = 551
y        = -12+GetHitvar(Hitcount)-2

[State 554, Wړ^㔻]
type     = PosAdd
trigger1 = !Time && PrevStateNo = 552
y        = ifelse((EnemyNear,Name="TOKI"||EnemyNear,Name="AMIBA")&&(EnemyNear,AuthorName="Ts")&&(EnemyNear,StateType=A),-12,6)+GetHitvar(Hitcount)-2

[State 554, Wݒ]
type     = PosSet
trigger1 = Pos Y > 0 && GetHitvar(Hitcount) < 3
y        = -6

[State 554, Xe[gύX]
type     = ChangeState
trigger1 = Time = GetHitVar(HitShakeTime)+Time
value    = 557+(PrevStateNo=550)*3

;
;bqbgdboEh
;
[Statedef 555]
type     = A
movetype = H
physics  = N
anim     = 5030
velset   = 0, 0

[State 555, AjύX]
type     = ChangeAnim
trigger1 = SelfAnimExist(5900)
value    = 5900

;p
;5900Ԃ̓炢AjuC[_[Wvgp

;At
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 560

;hEB
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(5320)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH"
trigger2   = name = "TOKI"
trigger3   = name = "JAGI"
trigger4   = name = "KENSHIRO"
value      = 5320

;蒃
[State 555, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(565)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 565

[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(945)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "JUDA-(NERICYA)"
value      = 945

; rei
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(928)
triggerall = AuthorName = "rei"
trigger1   = name = "Mr.HEART"
value      = 928

;
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(560)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 560

; Ataru
[State 555, ŗLAjύX]
type       = ChangeAnim2
;triggerall = SelfAnimExist(567)
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
value      = 567

;`Ƃ͂鎁
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(4100)
triggerall = AuthorName = "YU-TOHARU"
trigger1   = name = "MAMIYA"
value      = 4100

;؂Ƃ
[State 555, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(68000)
triggerall = AuthorName = "konpeitou"
trigger1   = name = "SHIN"
value      = 68000

;SAIKEI
;[State 555, ŗLAjύX]
;type       = ChangeAnim
;triggerall = SelfAnimExist(30760)
;triggerall = AuthorName = "SAIKEI"
;trigger1   = name = "KENSHIRO"
;trigger2   = name = "THOUTHER"
;trigger3   = name = "JUDA"
;trigger4   = name = "REI"
;value      = 30760
;W̓sɂ茩

;
[State 555, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 555, Wړ]
type     = PosAdd
trigger1 = !Time
y        = -12+GetHitvar(Hitcount)-2

[State 555, Xe[gύX]
type     = ChangeState
trigger1 = Time = GetHitVar(HitShakeTime)+Time
value    = 565

;
;bʃXe[gbojVO^\
;
[Statedef 556]
type     = U
movetype = H
physics  = N
velset   = 0, 0

[State 556, Xe[gύX]
type     = ChangeState
trigger1 = 1
value    = 560

;
;bʃXe[gbojVO^
;
[Statedef 557]
type     = U
movetype = H
physics  = N
velset   = 0, 0

[State 557, Xe[gύX]
type     = ChangeState
trigger1 = 1
value    = 560

;
;bqbgdbwB[ojVOXgCN^K[h
;
[Statedef 558]
type     = U
movetype = H
physics  = N
velset   = 0, 0

[State 558, AjύX]
type     = ChangeAnim
trigger1 = 1
value    = 150

[State 558, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 558, Xe[gύX]
type     = ChangeState
trigger1 = Time = GetHitVar(HitShakeTime)+Time
value    = 561

;
;bсb
;
[Statedef 560]
type     = U
movetype = H
physics  = N

[State 560, xݒ@]
type       = VelSet
triggerall = !Time
trigger1   = PrevStateNo = 553
trigger2   = PrevStateNo = 556
x          = -16.0+(PrevStateNo=556)*4

[State 560, xݒA]
type       = VelSet
triggerall = !Time
trigger1   = PrevStateNo = 554
trigger2   = PrevStateNo = 557
x          = 16.0-(PrevStateNo=557)*4

[State 560, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 560, Jݒ]
type       = screenbound
trigger1   = 1
value      = 1
movecamera = 1, 0

[State 560, Xe[gύX]
type     = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
trigger3 = Pos Y >= 0
trigger4 = NumEnemy <= 1 || NumEnemy >= 2
trigger4 = EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger4 = EnemyNear(0),AuthorName = "Ts"
trigger4 = EnemyNear(0),BackEdgeBodyDist <= 5 || EnemyNear(0),FrontEdgeBodyDist <= 5
trigger4 = P2BodyDist X <= ifelse(Vel X < 0,-Const(size.air.front)-Const(size.air.back),0)
trigger5 = NumEnemy >= 2
trigger5 = EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger5 = EnemyNear(1),AuthorName = "Ts"
trigger5 = EnemyNear(1),BackEdgeBodyDist <= 5 || EnemyNear(1),FrontEdgeBodyDist <= 5
trigger5 = P2BodyDist X <= ifelse(Vel X < 0,-Const(size.air.front)-Const(size.air.back),0)
value    = 565

;
;bсbwB[ojVOXgCN^K[h
;
[Statedef 561]
type     = U
movetype = H
physics  = N
anim     = 150

[State 561, Xe[gݒ@]
type      = StateTypeSet
trigger1  = Pos y < 0
StateType = A

[State 561, Xe[gݒA]
type      = StateTypeSet
trigger1  = Pos y >= 0
StateType = S

[State 561, d]
type     = Gravity
trigger1 = StateType = A

[State 561, ʒuݒ]
type     = PosSet
trigger1 = StateType = S
y        = 0

[State 561, xݒ]
type     = VelSet
trigger1 = StateType = S
y        = 0

[State 561, xZ]
type     = VelAdd
trigger1 = Vel X > -14
x        = -0.5

[State 561, xݒ]
type     = VelSet
trigger1 = !Time
x        = -14

[State 561, hڍs]
type     = hitoverride
trigger1 = 1
attr     = SA, AA, AP, AT
stateno  = 130
IgnoreHitPause = 1

[State 561, oK`]
type     = VelAdd
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
trigger3 = command = "F" || command = "B" || command = "U" || command = "D"
x        = 2.0

[State 561, ]
type     = PlayerPush
trigger1 = 1
value    = 0

[State 561, Jݒ]
type       = screenbound
trigger1   = 1
value      = 1
movecamera = 1, 0

[State 561, Xe[gύX]
type     = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
trigger3 = 0
trigger4 = NumEnemy <= 1 || NumEnemy >= 2
trigger4 = EnemyNear(0),Name = "TOKI" || EnemyNear(0),Name = "AMIBA"
trigger4 = EnemyNear(0),AuthorName = "Ts"
trigger4 = EnemyNear(0),BackEdgeBodyDist <= 5 || EnemyNear(0),FrontEdgeBodyDist <= 5
trigger4 = EnemyNear(0),ScreenPos X - ScreenPos X = [-10,10]
trigger5 = NumEnemy >= 2
trigger5 = EnemyNear(1),Name = "TOKI" || EnemyNear(1),Name = "AMIBA"
trigger5 = EnemyNear(1),AuthorName = "Ts"
trigger5 = EnemyNear(1),BackEdgeBodyDist <= 5 || EnemyNear(1),FrontEdgeBodyDist <= 5
trigger5 = EnemyNear(1),ScreenPos X - ScreenPos X = [-10,10]
value    = 565

[State 561, Xe[gԋp]
type     = SelfState
trigger1 = Vel X >= -0.5
value    = 0
ctrl     = 1

;
;bǃqbgb
;
[Statedef 565]
type     = A
movetype = H
physics  = N
anim     = 5012
;velset   = 0, 0

[State 565, AjύX]
type     = ChangeAnim
trigger1 = Anim = 5012
trigger1 = AnimTime = 0
value    = 5017

[State 565, Wݒ]
type     = PosSet
trigger1 = !Time
trigger1 = Pos Y > -6
trigger1 = PrevStateNo = 561
y        = -6

;p
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(562)
triggerall = AuthorName = "Ts"
trigger1   = Name = "Jagi"
trigger2   = Name = "Toki" || Name = "Amiba"
value      = 562 ;5f+8f+6f=19f

;At
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(562)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 562 ;3f+11f+7f=21f

;hEB
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(5321)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH" ;9f+6f+5f=20f +nf
trigger2   = name = "TOKI" ;3f+8f+4f=15f +4f+4f+nf
trigger3   = name = "JAGI" ;2f+14f+4f=20f +4f+6f+nf
trigger4   = name = "KENSHIRO" ;9f+6f+6f=21f +6f+nf
value      = 5321

;蒃
[State 565, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time
;triggerall = SelfAnimExist(566)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 566 ;5f+8f+6f=19f

[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(947)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "JUDA-(NERICYA)"
value      = 947 ;3f=3f +nf

; rei
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(929)
triggerall = AuthorName = "rei"
trigger1   = name = "Mr.HEART"
value      = 929 ;4f+8f+4f=16f

;
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(562)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 562 ;8f

[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = SelfAnimExist(563)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
trigger1   = Anim = 562
trigger1   = AnimTime = 0
value      = 563 ;+6f+5f=19f +5f+5f+nf

; Ataru
[State 565, ŗLAjύX]
type       = ChangeAnim2
triggerall = !Time
;triggerall = SelfAnimExist(568)
triggerall = AuthorName = "Ataru"
trigger1   = name = "RAOH ATL"
value      = 568 ;5f+8f+6f=19f

;`Ƃ͂鎁
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(4101)
triggerall = AuthorName = "YU-TOHARU"
trigger1   = name = "MAMIYA"
value      = 4101 ;3f+12f+5f=20f

;؂Ƃ
[State 565, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(68020)
triggerall = AuthorName = "konpeitou"
trigger1   = name = "SHIN"
value      = 68020 ;3f+8f+4f=15f

;SAIKEI
;[State 565, ŗLAjύX]
;type       = ChangeAnim
;triggerall = !Time
;triggerall = SelfAnimExist(30765)
;triggerall = AuthorName = "SAIKEI"
;trigger1   = name = "KENSHIRO"
;trigger2   = name = "THOUTHER"
;trigger3   = name = "JUDA"
;trigger4   = name = "REI"
;value      = 30765 ;6f+6f=12f
;W̓sɂ茩

;
[State 565, ʂh炷]
type     = EnvShake
trigger1 = !Time
Time     = 10
freq     = 60
ampl     = -4
phase    = 0

[State 565, ˃_[W]
type     = LifeAdd
trigger1 = !Time
value    = -ceil(3.0*LifeMax/192.0)
kill     = 0
absolute = 1

[State 565, xZ]
type     = VelMul
trigger1 = Abs(Vel X) > 0.5
x        = 0.80

[State 565, xݒ@]
type     = VelSet
trigger1 = BackEdgeBodyDist < FrontEdgeBodyDist
trigger1 = Time = 14
trigger1 = PrevStateNo != 555
x        = 10

[State 565, xݒA]
type     = VelSet
trigger1 = FrontEdgeBodyDist < BackEdgeBodyDist
trigger1 = Time = 14
trigger1 = PrevStateNo != 555
x        = -10

[State 565, ]
type     = PlayerPush
trigger1 = 1
value    = 1

[State 565, Jݒ]
type       = screenbound
trigger1   = 1
value      = 1
movecamera = 1, 0

[State 565, Xe[gύX]
type     = ChangeState
trigger1 = Anim = 5012 || Anim = 5017 || Anim = 947 || Anim = 4101
trigger1 = Time = 19
trigger2 = Anim = 562 || Anim = 566 || Anim = 568 || Anim = 929 || Anim = 68020 || Anim = 30765
trigger2 = AnimTime = 0
trigger3 = Anim = 5321
trigger3 = AnimElem = 4
trigger4 = Anim = 563
trigger4 = AnimElem = 3
value    = 570

;
[State 565, xݒ]
type     = VelSet
trigger1 = BackEdgeBodyDist <= 5 || FrontEdgeBodyDist <= 5
trigger1 = Time >= 16
x        = 0

[State 565, [d]
type     = VelAdd
trigger1 = PrevStateNo = 555
trigger1 = Time >= 16
trigger2 = PrevStateNo != 555
trigger2 = Time >= 20
trigger3 = BackEdgeBodyDist <= 5 || FrontEdgeBodyDist <= 5
trigger3 = Time >= 16
y        = 0.40

[State 565, xZ]
type     = VelAdd
trigger1 = Pos Y >= 0 - Vel Y
y        = 10
Persistent = 0

[State 565, Wړ]
type     = PosAdd
trigger1 = Pos Y >= 0 - Vel Y + 10
y        = -10
Persistent = 0

[State 565, ʂh炷]
type     = EnvShake
trigger1 = Pos Y >= 0
Time     = 10
freq     = 60
ampl     = -4
phase    = 0

[State 565, ˃_[W]
type     = LifeAdd
trigger1 = Pos Y >= 0
value    = -ceil(3.0*LifeMax/192.0)
kill     = 0
absolute = 1

[State 565, AjύX^с^Ίp]
type       = ChangeAnim
triggerall = Pos Y >= 0
trigger1   = SelfAnimExist(5061)
trigger2   = SelfAnimExist(5062)
value      = ifelse(SelfAnimExist(5061),5061,5062)

[State 565, Xe[gԋp]
type     = SelfState
trigger1 = Pos Y >= 0
value    = 5100

;
;bb
;
[Statedef 570]
type     = A
movetype = H
physics  = N
anim     = 5070

;p
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(563)
triggerall = AuthorName = "Ts"
trigger1   = Name = "Jagi"
trigger2   = Name = "Toki" || Name = "Amiba"
value      = 563

;At
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(563)
triggerall = AuthorName = "Ahuron"
trigger1   = Name = "REI"
trigger2   = Name = "JAGI"
trigger3   = Name = "JUDA"
trigger4   = Name = "SHIN"
trigger5   = Name = "THOUTHER"
trigger6   = Name = "Mr.HEART"
value      = 563

;hEB
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(5321)
triggerall = AuthorName = "Drowin hokuto"
trigger1   = name = "RAOH"
trigger2   = name = "TOKI"
trigger3   = name = "JAGI"
trigger4   = name = "KENSHIRO"
value      = 5321
elem       = 4

;蒃
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(5070)
triggerall = AuthorName = "NERICYA"
trigger1   = name = "TOKI-(NERICYA)"
value      = 5070
elem       = 3

;name = "JUDA-(NERICYA)"
;5070Ԃgp

; rei
;name = "Mr.HEART"
;5070Ԃgp

;
[State 570, ŗLAjύX]
type       = ChangeAnim
triggerall = !Time
triggerall = SelfAnimExist(563)
triggerall = AuthorName = "shikkoku"
trigger1   = name = "RAOH"
value      = 563
elem       = 3

; Ataru
;name = "RAOH ATL"
;5070Ԃgp

;`Ƃ͂鎁
;name = "MAMIYA"
;5070Ԃgp

;؂Ƃ
;name = "SHIN"
;5070Ԃgp

;SAIKEI
;name = "KENSHIRO"
;name = "THOUTHER"
;5070Ԃgp

;
[State 570, xZ]
type     = VelMul
trigger1 = Abs(Vel X) > 0.5
x        = 0.80

[State 570, [d]
type     = VelAdd
trigger1 = 1
y        = 0.40

[State 570, Jݒ]
type       = screenbound
trigger1   = 1
value      = 1
movecamera = 1, 0

[State 570, xZ]
type     = VelAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 - Vel Y
y        = 10
Persistent = 0

[State 570, Wړ]
type     = PosAdd
trigger1 = Pos Y >= 0 - Vel Y + 10
y        = -10
Persistent = 0

[State 570, ʂh炷]
type     = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
Time     = 10
freq     = 60
ampl     = -4
phase    = 0

[State 570, ˃_[W]
type     = LifeAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value    = -ceil(3.0*LifeMax/192.0)
kill     = 0
absolute = 1

[State 570, AjύX^с^Ίp]
type       = ChangeAnim
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
trigger1   = SelfAnimExist(5061)
trigger2   = SelfAnimExist(5062)
value      = ifelse(SelfAnimExist(5061),5061,5062)

[State 570, Xe[gԋp]
type     = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value    = 5100

;
;IANVX|[cQ[
;
;
;bHIT_BOUNCEb(hit ground)
;
[Statedef 15100]
type     = L
movetype = H
physics  = N

;[State 5100, 1]
;type     = VelSet
;trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
;trigger1 = vel x > 1
;x        = 1

;[State 5100, EnvShake]
;type     = FallEnvShake
;trigger1 = Time = 0

;[State 5100, Var] ;Save fall velocity
;type      = VarSet
;trigger1  = Time = 0
;sysvar(1) = floor(vel y)

;[State 5100, 2] ;Hit ground anim (normal)
;type       = ChangeAnim
;triggerall = time = 0
;trigger1   = (anim != [5051,5059]) && (anim != [5061,5069])
;trigger2   = !SelfAnimExist(5100 + (anim % 10))
;value      = 5100

;[State 5100, 3] ;Hit ground anim (for hit up)
;type     = ChangeAnim
;trigger1 = time = 0
;trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
;trigger1 = SelfAnimExist(5100 + (anim % 10))
;value    = 5100 + (anim % 10)

;[State 5100, 4]
;type     = PosSet
;trigger1 = Time = 0
;y        = 0

;[State 5100, 5]
;type     = VelSet
;trigger1 = Time = 0
;y        = 0

;[State 5100, 6] ;Reduce speed
;type     = VelMul
;trigger1 = Time = 0
;x        = 0.75

;[State 5100, 7]
;type     = ChangeState
;trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
;value    = 5110 ;HIT_LIEDOWN

;[State 5100, 8]
;type     = GameMakeAnim
;trigger1 = Time = 1
;value    = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
;pos      = 0, 0
;under    = sysvar(1) <= 14

;[State 5100, 9]
;type     = HitFallDamage
;trigger1 = Time = 3

;[State 5100, 10]
;type     = PlaySnd
;trigger1 = Time = 1
;value    = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

;[State 5100, 11]
;type     = PosFreeze
;trigger1 = 1

;[State 5100, 12]
;type     = ChangeState
;trigger1 = AnimTime = 0
;value    = 5101

[State 5100, ]
type     = SelfState
trigger1 = PrevStateNo = 5050
value    = 5100

[State 5100, ]
type     = nothitby
trigger1 = 1
value    = SCA
time     = 0

[State 5100, ]
type     = ChangeState
trigger1 = 1
value    = 15101

;
;bHIT_BOUNCEb(bounce into air)
;
[Statedef 15101]
type     = A ;L ;
movetype = H
physics  = N

[State 5101, 1] ;Coming hit ground anim (normal)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim != [5101,5109]
trigger2   = !SelfAnimExist(5160 + (anim % 10))
value      = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type       = ChangeAnim
triggerall = time = 0
trigger1   = anim = [5101,5109]
trigger1   = SelfAnimExist(5160 + (anim % 10))
value      = 5160 + (anim % 10)

[State 5101, ]
type     = ChangeAnim
trigger1 = time = 0
trigger1 = prevstateno = 15100
value    = 5110

[State 5101, 3]
type     = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type     = PosSet
trigger1 = Time = 0
y        = 0 ;20 ;

[State 5101, 5] ;Acceleration
type     = VelAdd
trigger1 = 1
y        = 0.55 ;.4 ;

;[State 5101, 6] ;Hit ground
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 12
;type     = ChangeState
;value    = 5110

[State 5101, ]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type     = SelfState
value    = 5110

;||||||||||||||||||||||||||||||
;
;
