



;===========================================================================
; ヘルパーステート
;===========================================================================




[Statedef 1031];血の刃1
type    = S
anim = 11000
sprpriority = 3

[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
Pos = 0,-80
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add


[State -1, 角度入力]
type = AngleSet
trigger1 = 1
value = -35


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1.3,0.3



[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1

[State -1, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0


;----------------------------




[Statedef 1032];血の刃2
type    = S
anim = 11000
sprpriority = 3

[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
Pos = -20,-65
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add


[State -1, 角度入力]
type = AngleSet
trigger1 = 1
value = -35


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1.3,0.3



[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1

[State -1, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0


;----------------------------




[Statedef 1033];血の刃3
type    = S
anim = 11000
sprpriority = 3

[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
Pos = -40,-50
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add


[State -1, 角度入力]
type = AngleSet
trigger1 = 1
value = -35


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1.3,0.3



[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1

[State -1, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0




;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 11020];赤い線
type    = S
anim = 11020
SprPriority = 4



[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -25, -50
pausemovetime = 99999999
supermovetime = 99999999



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add


[State -1, 角度入力]
type = AngleSet
trigger1 = 1
value = 40



[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.08



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.25


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(11),1+fvar(12)


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 20


;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 11021];赤い線2
type    = S
anim = 11020
SprPriority = 1


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add


[State -1, 角度入力]
type = AngleSet
trigger1 = 1
value = 25


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = 30, -50
pausemovetime = 99999999
supermovetime = 99999999


[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.08



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.25


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(11),1+fvar(12)


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 20





;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 11010];赤いオーラ
type    = S
anim = 11010
SprPriority = 4


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add

[State -1, Trans]
Type = Trans
Trigger1 = time < 17
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 15
Trans = Addalpha
alpha = 256-(time*4),256


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = 90, -40
pausemovetime = 99999999
supermovetime = 99999999



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 11
Value = 0



[State -1]
Type = VarAdd
Trigger1 = time < 15
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.10



[State -1]
Type = VarAdd
Trigger1 = time > 15
Trigger1 = Time%2 = 0
FV  = 11
Value = -0.12



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.25


[State -1]
type = AngleDraw
trigger1 = 1
scale = fvar(12),fvar(11)


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, ステート変更]
Type = DestroySelf
trigger1 = fvar(11) < 0


;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 2212];斬撃
type    = S
anim = 999
SprPriority = 6
movetype= A

[State 50, 3]
type = ChangeAnim
trigger1 =  root,FVar(21) = 1
trigger2 =  root,FVar(21) = 3
trigger3 =  root,FVar(21) = 5
value = 2212


[State 50, 3]
type = ChangeAnim
trigger1 =  root,FVar(21) = 2
value = 2213



[State 50, 3]
type = ChangeAnim
trigger1 =  root,FVar(21) = 4
value = 2214




[State -1];固定
type = bindtoroot
trigger1 =  isHelper = 2212
facing = 1
time = 1
pos = 0, 0
pausemovetime = 99999999
supermovetime = 99999999



[State -1];固定
type = bindtoroot
trigger1 =  isHelper = 2213
facing = 1
time = 1
pos = 0, 5
pausemovetime = 99999999
supermovetime = 99999999




[State -1];固定
type = bindtoroot
trigger1 =  isHelper = 2214
facing = 1
time = 1
pos = 0, -5
pausemovetime = 99999999
supermovetime = 99999999



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add


[State -1, 角度入力]
type = AngleSet
trigger1 =  root,FVar(21) = 1
trigger2 =  root,FVar(21) = 3
trigger3 =  root,FVar(21) = 5
value = 90


[State -1, 角度入力]
type = AngleSet
trigger1 =  root,FVar(21) = 2
value = -45



[State -1, 角度入力]
type = AngleSet
trigger1 =  root,FVar(21) = 4
value = 45





[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.12



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.45


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(11),0.5+fvar(12)


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1



[State 2210, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA 
damage = 60/(root,fvar(30)), 5
animtype = High
guardflag = HF
hitflag = MAF
priority = 3, Hit
pausetime = 1, 1
sparkno = s10002
sparkxy = -10, 0
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1,-5
airguard.velocity = -1,-9
air.type = High
air.velocity = -1,-5
air.hittime = 14
fall = 1
air.fall = 1
fall.recover = 0







[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 20
trigger2 = fvar(11)  > 1




;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 2219];残像
type    = S
anim = 2219
SprPriority = 6
movetype= A



[State -1];固定
type = bindtoroot
triggerall =  time = 0
trigger1 =  root,FVar(21) = 1
trigger2 =  root,FVar(21) = 3
trigger3 =  root,FVar(21) = 5
facing = 1
time = 1
pos = -150, 0
pausemovetime = 99999999
supermovetime = 99999999



[State -1];固定
type = bindtoroot
trigger1 =  time = 0
trigger1 =  root,FVar(21) = 2
facing = 1
time = 1
pos = -150, 180
pausemovetime = 99999999
supermovetime = 99999999




[State -1];固定
type = bindtoroot
trigger1 =  time = 0
trigger1 =  root,FVar(21) = 4
facing = 1
time = 1
pos = -150, -160
pausemovetime = 99999999
supermovetime = 99999999




[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add



[State -1, 角度入力]
type = AngleSet
trigger1 =  root,FVar(21) = 2
value = 45



[State -1, 角度入力]
type = AngleSet
trigger1 =  root,FVar(21) = 4
value = -45



[State 2219, 移動]
type = VelSet
trigger1 =  root,FVar(21) = 1
trigger2 =  root,FVar(21) = 3
trigger3 =  root,FVar(21) = 5
x = 40


[State 2219, 移動]
type = VelSet
trigger1 =  root,FVar(21) = 2
x = 40
y = -40


[State 2219, 移動]
type = VelSet
trigger1 =  root,FVar(21) = 4
x = 40
y = 40


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1






[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 15


;--------------------------------------------------------------------------
;--------------------------------------------------------------------------



[Statedef 3009];時間管理
type    = S
anim = 999
SprPriority = 6



[State -3, 時間停止]
type = Pause
trigger1 = Gametime%8 = 0
anim = -1       
pos = 0, 0    
sound = -1
time = 7
movetime = 7
SuperPauseTime  = 99999
PauseMoveTime  = 99999
IgnoreHitPause = 1
Persistent = 1




[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = UnGuardable
flag2 = NoMusic
flag3 = NoJuggleCheck
SuperMoveTime = 9999
PauseMoveTime = 9999
SuperPauseTime  = 99999
IgnoreHitPause = 1
Persistent = 1


[State -1, EnvColor]
type = Bgpalfx
trigger1 = 1
time = 4
invertall = 1
color = 300
SuperPauseTime  = 99999
PauseMoveTime  = 99999
IgnoreHitPause = 1
Persistent = 1




[State -1, ステート変更]
Type = DestroySelf
trigger1 = root,Stateno = 3001
trigger2 = root,Stateno = 3002


;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 2601];因果を別つ斬撃
type    = S
anim = 2601
SprPriority = 5
movetype= A





[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add


[State -1, 角度入力]
type = AngleSet
trigger1 =  1
value = 25







[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.12



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.50


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(11),0.5+fvar(12)


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1



[State 2501, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HA 
damage = 120, 5
animtype = High
guardflag = HF
hitflag = MAF
priority = 3, Hit
pausetime = 1, 1
sparkno = s10002
sparkxy = -10, 0
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1,-5
airguard.velocity = -1,-9
air.type = High
air.velocity = -1,-5
air.hittime = 14
fall = 1
air.fall = 1
fall.recover = 0







[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 20
trigger2 = fvar(11)  > 1


;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 2602];因果を別つ斬撃2
type    = S
anim = 2602
SprPriority = 5
movetype= A




[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add


[State -1, 角度入力]
type = AngleSet
trigger1 =  1
value = -45







[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.12



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.50


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(11),0.5+fvar(12)


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1



[State 2601, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HA 
damage = 120, 5
animtype = High
guardflag = HF
hitflag = MAF
priority = 3, Hit
pausetime = 1, 1
sparkno = s10003
sparkxy = -20, 30
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1,-5
airguard.velocity = -1,-9
air.type = High
air.velocity = -1,-5
air.hittime = 14
fall = 1
air.fall = 1
fall.recover = 0







[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 20
trigger2 = fvar(11)  > 1

;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 2603];因果を別つ斬撃3
type    = S
anim = 2214
SprPriority = 6
movetype= A





[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add



[State -1, 角度入力]
type = AngleSet
trigger1 =  1
value = 45





[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.12



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.55


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(11),0.5+fvar(12)


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1



[State 2601, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA 
damage = 50, 5
animtype = High
guardflag = HF
hitflag = MAF
priority = 3, Hit
pausetime = 1, 1
sparkno = s10002
sparkxy = -10, 0
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1,-5
airguard.velocity = -1,-9
air.type = High
air.velocity = -1,-5
air.hittime = 14
fall = 1
air.fall = 1
fall.recover = 0







[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 20
trigger2 = fvar(11)  > 1


;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 2604];因果を別つ斬撃4
type    = S
anim = 2214
SprPriority = 3
movetype= A





[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = add



[State -1, 角度入力]
type = AngleSet
trigger1 =  1
value = 45





[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.12



[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.55


[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(11),0.5+fvar(12)


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1



[State 2604, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA 
damage = 50, 5
animtype = High
guardflag = HF
hitflag = MAF
priority = 3, Hit
pausetime = 1, 1
sparkno = s10002
sparkxy = -10, 0
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1,-5
airguard.velocity = -1,-9
air.type = High
air.velocity = -1,-5
air.hittime = 14
fall = 1
air.fall = 1
fall.recover = 0







[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 20
trigger2 = fvar(11)  > 1







;--------------------------------------------------------------------------
;--------------------------------------------------------------------------




[Statedef 16000];ノイズ　通常
type    = S
anim = 999





[State -1, エフェクト画像]
type = Explod
trigger1 = time = 0
trigger1 = facing = 1
anim = 16000
pos = 0, 0  
postype = Back
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 3
supermovetime = 99999
pausemovetime = 99999
superpausetime  = 9999999
id = 16000
Scale = 1,1
ontop = 1


[State -1, エフェクト画像];2
type = Explod
trigger1 = time = 0
trigger1 = facing = -1
anim = 16000
pos = 0, 0  
postype = front
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 3
supermovetime = 99999
pausemovetime = 99999
superpausetime  = 9999999
id = 16000
Scale = 1,1
ontop = 1



[State -1, エフェクト画像]
type = Explod
trigger1 = time = 0
trigger1 = facing = 1
anim = 16001
pos = 0, 0  
postype = Back
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 3
supermovetime = 99999
pausemovetime = 99999
superpausetime  = 9999999
id = 16001
Scale = 0.5,0.5
ontop = 1


[State -1, エフェクト画像];2
type = Explod
trigger1 = time = 0
trigger1 = facing = -1
anim = 16001
pos = 0, 0  
postype = front
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 3
supermovetime = 99999
pausemovetime = 99999
superpausetime  = 9999999
id = 16001
Scale = 0.5,0.5
ontop = 1



[State -1, 震動]; 揺れ
type = envshake
trigger1 = time = 0
time = 5
freq = 130
ampl = 50
phase = 140
superpausetime  = 9999999




[State 16000, ヘルパー消滅]
type = DestroySelf
trigger1 = Time > 5




;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 20500];　ガード用
type    = S
anim = 20500
sprpriority = 4

[State 20500];固定
type = bindtoroot
trigger1 =  1
facing = 1
pos = -8, -55 
time = 1


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub


[State 20500,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 


[State 20500, ヘルパー消滅]
type = DestroySelf
trigger1 = Root,stateno != [120,160]


;===========================================================================
;===========================================================================
;カットインステート
;===========================================================================
;===========================================================================






[StateDef 9999];殺人姫
Type = A
Physics = N
Anim = 999
SprPriority = 4
VelSet = 0,0

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

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = -150,-150,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 1
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 1
Value = 0.01

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 2
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 2
Value = 0.075

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.0+FVar(1),0.0+FVar(1)

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26





[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 9999
Anim = 9999
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.60+FVar(4),0.60+FVar(4)
SprPriority = -5
RemoveTime = 42
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 9999
Scale = 0.60+FVar(4),0.60+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 3000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 35
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 36
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50



























