;======================================================================
;The black sun of Alsiel ver 3/17
;======================================================================

;請勿未經過同意進行轉載。至於改變，只要在於個人的範圍便沒有關係。 
;效果的擅自的使用禁止。

;Moreover, the question in English is not accepted. Please pardon it.
;The unauthorized use of the effect prohibits it.

;強さはエフェクトが重い方が強いです。全体的にエフェクト暗めしました。
;軽くしました。改変する方はしてもいいです。許可をとってね・・・極限までかるくするつもりだよw
;報告などは、ここでthesunofalsiel@yahoo.co.jpして下さい

;キャラ説明
;普段のアルシエルよりかなり暗いです。ポトレなんか見えないよw
;強さ的にはまあまあです。即死はないはずですがバニッシュが消えました。
;キモいだけですwそれともうこれ別キャラになりました。いじるうちねw
;倒れるときがかわいい声にww
;全体的に黒ぽっいまあすぐに白色にかえられるからなんですがw
;報告
;というほどのものではないが3月19日からホームステイに行くので全く更新できません

;更新履歴
;スプライトのエフェクト削除、音声削除

;元がアルシエルなので同じです。
;■Special thanks
;○アフロン氏
;　元になったミズチの製作者様
;○608氏
;　元になった神オロチの製作者様
;　そしてCNS,演出をかなり参考にさせて頂きました
;○Dark Orochiの製作者様
;　元になったダークオロチの製作者様
;○Lunatic氏
;　CNSを参考にさせて頂きました
;○ギース氏
;　CNSを参考にさせて頂きました
;○SAMASARA氏
;　CNSを参考にさせて頂きました
;○Fe氏
;　CNS,演出をかなり参考にさせて頂きました
;ほかの方々のCNS、スプライト、音声をお借りしています。
;本当にありがとうございます。

[Info]
name ="KALSIEL"
displayname = "The black sun of Alsiel"
author = "ahuron"
pal.defaults = 1,4,7,12,11

[Files]
cmd = readme.def
cns = readme.def
st = readme.def
stcommon = common1.cns
sprite = ALSIEL.sff
anim = readme.def
sound = ALSIEL.snd
;pal.act
pal1=ALSIEL.act
pal2=ALSIEL.act
pal3=ALSIEL.act
pal4=ALSIEL.act
pal5=ALSIEL.act
pal6=ALSIEL.act
pal7=ALSIEL.act
pal8=ALSIEL.act
pal9=ALSIEL.act
pal10=ALSIEL.act
pal11=ALSIEL.act
pal12=ALSIEL.act

[Data]
life = 1200
attack = 90
defence = 125
fall.defence_up = 100
liedown.time = 15
airjuggle = 200
sparkno = -1
guard.sparkno = -1
KO.echo = 0
 volume = 255
power = 7000
IntPersistIndex = 10
FloatPersistIndex = 0

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125
attack.dist = 0
proj.attack.dist = 320
proj.doscale = 0   
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.4     
walk.back = -3.4     
run.fwd  = 6.2130434, 0    
run.back = -6.5,-1.8 
jump.neu = 0,-9.8   
jump.back = -4.05,2    
jump.fwd = 4.0,2       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5      

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------------
;AIR 
;---------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;立ち
[Begin Action 0]
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,0,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,5,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,6,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,7,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,8,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,9,0,0,6,,

[Begin Action 5]
LoopStart
Clsn2:2
  Clsn2[0] = -8,-128,15,-104
  Clsn2[1] = -12,-108,26,-1
5,0,0,0,2,H,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,0,0,0,2,,

[Begin Action 10]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
10,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
10,1,0,0,3,,
Clsn2:2
  Clsn2[0] = 3,-82,26,-58
  Clsn2[1] = -26,-70,12,-1
10,2,0,0,3,,

[Begin Action 11]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
10,3,0,0,6,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
10,4,0,0,6,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
10,5,0,0,6,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
10,6,0,0,6,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
10,7,0,0,6,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
10,8,0,0,6,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
10,9,0,0,6,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
10,10,0,0,6,,

[Begin Action 12]
LoopStart
Clsn2:2
  Clsn2[0] = 3,-82,26,-58
  Clsn2[1] = -26,-70,12,-1
10,2,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
10,1,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
10,0,0,0,2,,

[Begin Action 20]
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
230,6,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
230,5,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
230,4,0,0,3,,
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
20,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
20,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
20,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
20,3,0,0,6,,

[Begin Action 21]
LoopStart
Clsn2:2
  Clsn2[0] = -33,-128,-10,-104
  Clsn2[1] = -33,-108,5,-1
21,0,0,0,6,,
Clsn2:2
  Clsn2[0] = -33,-128,-10,-104
  Clsn2[1] = -33,-108,5,-1
21,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -33,-128,-10,-104
  Clsn2[1] = -33,-108,5,-1
21,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -33,-128,-10,-104
  Clsn2[1] = -33,-108,5,-1
21,3,0,0,6,,

[Begin Action 40]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-118,8,-94
  Clsn2[1] = -26,-102,12,-1
40,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-129,8,-105
  Clsn2[1] = -26,-107,12,-1
40,1,0,0,3,,

[Begin Action 41]
LoopStart
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,0,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,1,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,2,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,3,0,0,6,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,2,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,1,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,0,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
40,1,0,0,-1,,

[Begin Action 42]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,0,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,1,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,1,0,0,-1,,

[Begin Action 43]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,0,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,1,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,1,0,0,-1,,

[Begin Action 44]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-118,8,-94
  Clsn2[1] = -26,-102,12,-1
40,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-129,8,-105
  Clsn2[1] = -26,-107,12,-1
 40,  1,  0,  0, -1

[Begin Action 47]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
10,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
10,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-117,8,-93
  Clsn2[1] = -26,-96,12,-1
10,0,0,0,2,,

[Begin Action 100]
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
10,1,0,0,3,,
LoopStart
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,0,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,1,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,2,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,3,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,4,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,5,0,0,4,,

[Begin Action 104]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
10,1,0,0,4,,

[Begin Action 105]
LoopStart
Clsn2:1
  Clsn2[0] = -31,-113,9,-9
21,0,0,0,-1,,

[Begin Action 106]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
10,1,0,0,4,,

[Begin Action 120]
LoopStart
Clsn2:1
  Clsn2[0] = -29,-132,21,3
0,0,0,0,3,,
Clsn2:1
  Clsn2[0] = -29,-132,21,3
120,1,0,0,3,,
Clsn2:1
  Clsn2[0] = -29,-132,21,3
120,2,0,0,3,,
Clsn2:1
  Clsn2[0] = -29,-132,21,3
120,3,0,0,3,,

[Begin Action 121]
LoopStart
Clsn2:1
  Clsn2[0] = -35,-73,31,-1
121,0,0,0,3,,
Clsn2:1
  Clsn2[0] = -35,-73,31,-1
121,1,0,0,3,,
Clsn2:1
  Clsn2[0] = -35,-73,31,-1
121,2,0,0,3,,
Clsn2:1
  Clsn2[0] = -35,-73,31,-1
121,3,0,0,3,,

[Begin Action 122]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,0,0,-43,3,,
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,1,0,-43,3,,
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,2,0,-43,3,,
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,3,0,-43,3,,

[Begin Action 130]
LoopStart
Clsn2:1
  Clsn2[0] = -31,-126,25,-1
120,3,0,0,-1,,

[Begin Action 131]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-67,31,1
121,3,0,0,-1,,

[Begin Action 132]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,3,0,-43,-1,,

[Begin Action 140]
LoopStart
Clsn2:1
  Clsn2[0] = -25,-128,20,-3
120,2,0,0,3,,
Clsn2:1
  Clsn2[0] = -25,-128,20,-3
120,1,0,0,3,,
Clsn2:1
  Clsn2[0] = -25,-128,20,-3
120,0,0,0,4,,

[Begin Action 141]
LoopStart
Clsn2:1
  Clsn2[0] = -30,-69,31,-1
121,2,0,0,3,,
Clsn2:1
  Clsn2[0] = -30,-69,31,-1
121,1,0,0,3,,
Clsn2:1
  Clsn2[0] = -30,-69,31,-1
121,0,0,0,4,,

[Begin Action 142]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,2,0,-43,3,,
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,1,0,-43,3,,
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,0,0,-43,-1,,

[Begin Action 150]
LoopStart
Clsn2:1
  Clsn2[0] = -27,-126,19,0
120,3,0,0,-1,,

[Begin Action 151]
LoopStart
Clsn2:1
  Clsn2[0] = -38,-69,34,4
121,3,0,0,-1,,

[Begin Action 152]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-105,16,-44
121,3,0,-43,-1,,

[Begin Action 170]
LoopStart
170,0,0,0,5,,
170,1,0,0,5,,
170,2,0,0,5,,
170,3,0,0,5,,
170,4,0,0,5,,
170,5,0,0,5,,
190,5,0,0,5,,
190,4,0,0,5,,
190,3,0,0,5,,
190,2,0,0,190,,
190,1,0,0,5,,
190,0,0,0,5,,
-1,0,0,0,1,,
190,0,0,0,1,,AS250D250
-1,0,0,0,1,,
190,0,0,0,1,,AS230D230
-1,0,0,0,1,,
190,0,0,0,1,,AS210D210
-1,0,0,0,1,,
190,0,0,0,1,,AS190D190
-1,0,0,0,1,,
190,0,0,0,1,,AS170D170
-1,0,0,0,1,,
190,0,0,0,1,,AS150D150
-1,0,0,0,1,,
190,0,0,0,1,,AS130D130
-1,0,0,0,1,,
190,0,0,0,1,,AS110D110
-1,0,0,0,1,,
190,0,0,0,1,,AS90D90
-1,0,0,0,1,,
190,0,0,0,1,,AS70D70
-1,0,0,0,1,,
190,0,0,0,1,,AS50D50
-1,0,0,0,1,,
190,0,0,0,1,,AS30D30
-1,0,0,0,1,,
190,0,0,0,1,,AS10D10
-1,0,0,0,-1,,

[Begin Action 171]
LoopStart
5010,0,0,0,4,,
171,0,0,0,4,,
171,1,0,0,4,,
171,2,0,0,4,,
171,3,0,0,4,,
171,4,0,0,4,,
171,5,0,0,4,,
171,6,0,0,4,,
171,7,0,0,-1,,

[Begin Action 181]
181,0,0,0,5,,
181,1,0,0,5,,
181,2,0,0,5,,
181,3,0,0,6,,
181,4,0,0,6,,
181,5,0,0,6,,
181,6,0,0,6,,
181,7,0,0,6,,
181,8,0,0,6,,
181,9,0,0,6,,
181,3,0,0,6,,
181,4,0,0,6,,
181,5,0,0,6,,
181,6,0,0,6,,
181,7,0,0,6,,
181,8,0,0,6,,
181,9,0,0,6,,
181,3,0,0,6,,
181,4,0,0,6,,
181,5,0,0,6,,
181,6,0,0,6,,
181,7,0,0,6,,
181,8,0,0,6,,
181,9,0,0,6,,
181,3,0,0,6,,
181,4,0,0,6,,
181,5,0,0,6,,
181,6,0,0,6,,
181,7,0,0,6,,
181,8,0,0,6,,
181,9,0,0,6,,
181,3,0,0,6,,
181,4,0,0,6,,
181,5,0,0,6,,
181,6,0,0,6,,
181,7,0,0,6,,
181,8,0,0,6,,
181,9,0,0,6,,
181,2,0,0,5,,
181,1,0,0,5,,
181,0,0,0,5,,
195,0,0,0,4,,
195,1,0,0,4,,
195,2,0,0,4,,
195,3,0,0,4,,
195,4,0,0,4,,
195,5,0,0,4,,
195,6,0,0,1,,
-1,0,0,0,1,,
195,7,0,0,2,,
-1,0,0,0,1,,
195,8,0,0,2,,
-1,0,0,0,1,,
195,9,0,0,2,,
-1,0,0,0,-1,,

[Begin Action 182]
182,0,0,0,3,,
182,1,0,0,3,,
182,2,0,0,3,,
LoopStart
182,3,0,0,4,,
182,4,0,0,4,,
182,5,0,0,4,,
182,6,0,0,4,,
182,7,0,0,4,,
182,8,0,0,4,,
182,9,0,0,4,,

[Begin Action 183]
LoopStart
5,0,0,0,3,,
240,0,0,0,5,,
240,1,0,0,5,,
183,0,0,0,5,,
183,1,0,0,5,,
183,2,0,0,3,,
183,3,0,0,3,,
183,4,0,0,2,,
183,5,0,0,2,,
183,6,0,0,2,,
183,7,0,0,2,,
183,8,0,0,2,,
183,9,0,0,2,,
183,10,0,0,2,,
183,11,0,0,2,,
183,12,0,0,2,,
183,13,0,0,2,,
183,14,0,0,2,,
183,15,0,0,2,,
183,16,0,0,2,,
183,17,0,0,2,,
183,18,0,0,2,,
183,19,0,0,2,,
183,20,0,0,2,,
183,21,0,0,2,,
183,22,0,0,2,,
183,23,0,0,2,,
183,24,0,0,2,,
183,25,0,0,2,,
183,26,0,0,2,,
183,27,0,0,2,,
183,28,0,0,2,,
183,29,0,0,2,,
183,30,0,0,2,,
183,31,0,0,2,,
183,32,0,0,2,,
183,33,0,0,2,,
183,34,0,0,2,,
183,35,0,0,2,,
183,36,0,0,2,,
183,37,0,0,2,,
183,38,0,0,2,,
183,39,0,0,2,,
183,40,0,0,2,,
183,41,0,0,2,,
183,42,0,0,2,,
183,43,0,0,2,,
183,44,0,0,2,,
183,45,0,0,2,,
183,46,0,0,2,,
183,47,0,0,2,,
183,48,0,0,2,,
183,49,0,0,2,,
183,50,0,0,2,,
183,51,0,0,2,,
183,52,0,0,2,,
183,53,0,0,120,,
184,0,0,0,4,,
184,1,0,0,4,,
184,2,0,0,4,,
184,3,0,0,4,,
184,4,0,0,4,,
184,5,0,0,4,,
184,6,0,0,4,,
184,7,0,0,4,,
184,8,0,0,4,,
184,9,0,0,4,,
184,10,0,0,4,,
184,11,0,0,2,,
-1,0,0,0,1,,
184,11,0,0,2,,
-1,0,0,0,1,,
184,11,0,0,2,,
-1,0,0,0,-1,,

[Begin Action 184]
183,53,0,0,5,,
184,0,0,0,5,,
184,1,0,0,5,,
184,2,0,0,5,,
184,3,0,0,5,,
184,4,0,0,5,,
184,5,0,0,5,,
184,6,0,0,5,,
184,7,0,0,5,,
184,8,0,0,5,,
184,9,0,0,5,,
184,10,0,0,5,,
184,11,0,0,150,,
184,10,0,0,5,,
184,9,0,0,5,,
184,8,0,0,5,,
184,7,0,0,5,,
184,6,0,0,5,,
184,5,0,0,5,,
184,4,0,0,5,,
184,3,0,0,5,,
184,2,0,0,5,,
184,1,0,0,5,,
184,0,0,0,5,,
183,53,0,0,5,,
-1,0,0,0,1,,
183,53,0,0,2,,
-1,0,0,0,1,,
183,53,0,0,2,,
-1,0,0,0,1,,
183,53,0,0,2,,
-1,0,0,0,-1,,

[Begin Action 1840]
LoopStart
5,0,0,0,5,,
240,0,0,0,4,,
240,1,0,0,3,,
183,0,0,0,3,,
183,1,0,0,3,,
183,2,0,0,2,,
183,3,0,0,2,,
183,4,0,0,2,,
183,5,0,0,2,,
183,6,0,0,2,,
183,7,0,0,2,,
183,8,0,0,2,,
183,9,0,0,2,,
183,10,0,0,2,,
183,11,0,0,2,,
183,12,0,0,2,,
183,13,0,0,2,,
183,14,0,0,2,,
183,15,0,0,2,,
183,16,0,0,2,,
183,17,0,0,2,,
183,18,0,0,2,,
183,19,0,0,2,,
183,20,0,0,2,,
183,21,0,0,2,,
183,22,0,0,2,,
183,23,0,0,2,,
183,24,0,0,2,,
183,25,0,0,2,,
183,26,0,0,2,,
183,27,0,0,2,,
183,28,0,0,2,,
183,29,0,0,2,,
183,30,0,0,2,,
183,31,0,0,2,,
183,32,0,0,2,,
183,33,0,0,2,,
183,34,0,0,2,,
183,35,0,0,2,,
183,36,0,0,2,,
183,37,0,0,2,,
183,38,0,0,2,,
183,39,0,0,2,,
183,40,0,0,2,,
183,41,0,0,2,,
183,42,0,0,2,,
183,43,0,0,2,,
183,44,0,0,2,,
183,45,0,0,2,,
183,46,0,0,2,,
183,47,0,0,2,,
183,48,0,0,2,,
183,49,0,0,2,,
183,50,0,0,2,,
183,51,0,0,2,,
183,52,0,0,2,,
183,53,0,0,60,,
-1,0,0,0,1,,
183,53,0,0,2,,
-1,0,0,0,1,,
183,53,0,0,2,,
-1,0,0,0,-1,,

[Begin Action 1850]
0,0,0,0,4,,
2000,10,0,0,4,,
2000,7,0,0,4,,
2000,6,0,0,200,,
2000,7,0,0,5,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,8,0,0,2,,
2000,9,0,0,2,,
2000,10,0,0,4,,
0,0,0,0,4,,
184,0,0,0,4,,
184,1,0,0,4,,
184,2,0,0,4,,
184,3,0,0,4,,
184,4,0,0,4,,
184,5,0,0,4,,
184,6,0,0,4,,
184,7,0,0,4,,
184,8,0,0,4,,
184,9,0,0,4,,
184,10,0,0,4,,
184,11,0,0,2,,
-1,0,0,0,1,,
184,11,0,0,2,,
-1,0,0,0,1,,
184,11,0,0,2,,
-1,0,0,0,-1,,

[Begin Action 1851]
LoopStart
26000,1,-25,-138,41,,S
26000,1,-25,-128,5,,S
26000,1,-25,-113,4,,S
26000,1,-25,-93,3,,S
26000,1,-25,-73,3,,S
26000,1,-25,-53,-1,,S

[Begin Action 186]
LoopStart
186,0,0,0,4,,
186,1,0,0,9,,
186,2,0,0,4,,
186,3,0,0,3,,
186,4,0,0,3,,
186,5,0,0,3,,
186,6,0,0,3,,
186,7,0,0,21,,
186,8,0,0,6,,
186,9,0,0,6,,
186,10,0,0,6,,
186,11,0,0,7,,
186,12,0,0,7,,
186,13,0,0,11,,
186,14,0,0,6,,
186,15,0,0,6,,
186,16,0,0,6,,
186,17,0,0,6,,
186,18,0,0,7,,
186,19,0,0,5,,
186,20,0,0,6,,
186,21,0,0,6,,
186,22,0,0,100,,
195,0,0,0,4,,
195,1,0,0,4,,
195,2,0,0,4,,
195,3,0,0,4,,
195,4,0,0,4,,
195,5,0,0,4,,
195,6,0,0,1,,
-1,0,0,0,1,,
195,7,0,0,2,,
-1,0,0,0,1,,
195,8,0,0,2,,
-1,0,0,0,1,,
195,9,0,0,2,,
-1,0,0,0,-1,,

[Begin Action 187]
LoopStart
187,0,0,0,4,,
187,1,0,0,3,,
187,2,0,0,3,,
187,3,0,0,3,,
187,4,0,0,3,,
187,5,0,0,4,,
187,6,0,0,17,,
187,7,0,0,6,,
187,8,0,0,6,,
187,9,0,0,6,,
187,10,0,0,7,,
187,11,0,0,7,,
187,12,0,0,11,,
187,13,0,0,6,,
187,14,0,0,6,,
187,15,0,0,6,,
187,16,0,0,6,,
187,17,0,0,7,,
187,18,0,0,7,,

[Begin Action 191]
LoopStart
191,0,0,0,2,,
191,1,0,0,1,,
191,2,0,0,2,,
191,3,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,9,0,0,2,,
191,4,0,0,2,,
191,5,0,0,2,,
191,6,0,0,2,,
191,7,0,0,2,,
191,8,0,0,2,,
191,10,0,0,4,,
191,11,0,0,4,,
191,12,0,0,4,,
191,13,0,0,4,,
191,14,0,0,6,,

[Begin Action 190]
2006,10,17,65,180,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
2006,10,17,66,2,,
2006,10,17,65,2,,
-1,0,0,0,2,,
0,1,0,0,2,,AS10D10
0,0,0,0,2,,AS20D20
0,1,0,0,2,,AS30D30
0,0,0,0,2,,AS40D40
0,1,0,0,2,,AS50D50
0,0,0,0,2,,AS60D60
0,1,0,0,2,,AS70D70
0,0,0,0,2,,AS80D80
0,1,0,0,2,,AS90D90
0,0,0,0,2,,AS100D100
0,1,0,0,2,,AS110D110
0,0,0,0,2,,AS120D120
0,1,0,0,2,,AS130D130
0,0,0,0,2,,AS140D140
0,1,0,0,2,,AS150D150
0,0,0,0,2,,AS160D160
0,1,0,0,2,,AS170D170
0,0,0,0,2,,AS180D180
0,1,0,0,2,,AS190D190
0,0,0,0,2,,AS200D200
0,1,0,0,2,,AS210D210
0,0,0,0,2,,AS220D220
0,1,0,0,2,,AS230D230
0,0,0,0,2,,AS240D240
0,1,0,0,2,,AS250D250
0,0,0,0,2,,A
-1,0,0,0,120,,
0,0,0,0,22,,A

[Begin Action 200]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
200,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
200,1,0,0,3,,
Clsn1:1
  Clsn1[0] = 10,-105,48,-85
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
200,2,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
200,0,0,0,3,,

[Begin Action 205]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
205,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
205,1,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
205,2,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
205,0,0,0,3,,

[Begin Action 210]
LoopStart
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,0,0,0,3,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,1,0,0,3,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
215,0,0,0,3,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
215,1,0,0,6,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,2,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,3,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,4,0,0,3,,
Clsn1:1
  Clsn1[0] = 8,-85,57,-60
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,5,0,0,3,,
Clsn1:1
  Clsn1[0] = 26,-113,55,-36
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,6,0,0,6,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,7,0,0,4,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,8,0,0,4,,

[Begin Action 215]
LoopStart
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,1,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,2,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,3,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,4,0,0,3,,
Clsn1:1
  Clsn1[0] = 8,-85,57,-60
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,5,0,0,5,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,6,0,0,3,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,7,0,0,4,,
Clsn2:1
  Clsn2[0] = -23,-124,18,0
210,8,0,0,4,,

[Begin Action 220]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,0,0,0,2,,
Clsn1:1
  Clsn1[0] = 6,-145,37,-70
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,3,0,0,2,,
Clsn1:1
  Clsn1[0] = 6,-151,33,-70
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,4,0,0,6,,

[Begin Action 235]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,4,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,6,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,8,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-110,8,-86
  Clsn2[1] = -26,-90,12,-1
245,9,0,0,10,,
Clsn2:2
  Clsn2[0] = -15,-110,8,-86
  Clsn2[1] = -26,-90,12,-1
245,10,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-110,8,-86
  Clsn2[1] = -26,-90,12,-1
245,11,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-110,8,-86
  Clsn2[1] = -26,-90,12,-1
245,12,0,0,2,,

[Begin Action 240]
LoopStart
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,1,0,0,4,,
Clsn1:1
  Clsn1[0] = 23,-126,86,-73
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,2,0,0,3,,
Clsn1:2
  Clsn1[0] = -29,-172,-3,-93
  Clsn1[1] = 13,-136,76,-73
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,3,0,0,3,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,4,0,0,3,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,5,0,0,3,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,6,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
240,7,0,0,6,,

[Begin Action 241]
LoopStart
241,0,0,0,2,,A
241,1,0,0,2,,A
241,2,0,0,2,,A
241,3,0,0,2,,A
241,4,0,0,2,,A
241,5,0,0,2,,A
241,6,0,0,2,,A
241,7,0,0,2,,A
241,8,0,0,2,,A
241,9,0,0,2,,A
241,10,0,0,2,,A
241,11,0,0,2,,A

[Begin Action 245]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
230,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
230,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,0,0,0,3,,
Clsn1:1
  Clsn1[0] = 10,-83,96,-37
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,1,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,2,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,3,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,4,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,5,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,6,0,0,2,,
Clsn1:1
  Clsn1[0] = 16,-101,83,-70
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,7,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,8,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-110,8,-86
  Clsn2[1] = -26,-90,12,-1
245,9,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-110,8,-86
  Clsn2[1] = -26,-90,12,-1
245,10,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,11,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,12,0,0,3,,

[Begin Action 290]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,2,,
Clsn1:1
  Clsn1[0] = 26,-144,62,-35
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,2,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,3,0,0,17,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,9,,

[Begin Action 400]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
400,0,0,0,3,,
Clsn1:1
  Clsn1[0] = 8,-47,64,-23
Clsn2:2
  Clsn2[0] = -22,-62,16,-1
  Clsn2[1] = 2,-51,64,-20
400,1,0,0,4,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
400,2,0,0,3,,

[Begin Action 410]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,1,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,2,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,3,0,0,2,,
Clsn2:1
  Clsn2[0] = 1,-69,39,-1
410,4,0,0,2,,
Clsn1:1
  Clsn1[0] = 36,-95,103,-59
Clsn2:2
  Clsn2[0] = 1,-69,39,-1
  Clsn2[1] = 27,-81,78,-51
410,5,0,0,2,,
Clsn1:1
  Clsn1[0] = 46,-86,93,-59
Clsn2:2
  Clsn2[0] = 1,-69,39,-1
  Clsn2[1] = 27,-81,78,-51
410,6,0,0,5,,
Clsn2:1
  Clsn2[0] = 1,-69,39,-1
410,7,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,8,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,9,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,10,0,0,3,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,11,0,0,3,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,12,0,0,3,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,13,0,0,3,,

[Begin Action 430]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
430,0,0,0,3,,
Clsn1:1
  Clsn1[0] = 23,-22,82,0
Clsn2:2
  Clsn2[0] = -22,-62,16,-1
  Clsn2[1] = 10,-25,65,-1
430,1,0,0,4,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
430,2,0,0,3,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
430,3,0,0,3,,

[Begin Action 440]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
440,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
440,1,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
440,2,0,0,2,,
Clsn2:1
  Clsn2[0] = 9,-62,47,-1
440,3,0,0,2,,
Clsn2:1
  Clsn2[0] = 9,-62,47,-1
440,4,0,0,2,,
Clsn2:1
  Clsn2[0] = 9,-62,47,-1
440,5,0,0,2,,
Clsn2:1
  Clsn2[0] = 9,-62,47,-1
440,6,0,0,2,,
Clsn1:1
  Clsn1[0] = 60,-32,130,-9
Clsn2:2
  Clsn2[0] = 9,-62,47,-1
  Clsn2[1] = 46,-35,122,-1
440,7,0,0,3,,
Clsn2:1
  Clsn2[0] = 9,-62,47,-1
440,8,0,0,2,,
Clsn2:1
  Clsn2[0] = -5,-62,33,-1
440,9,0,0,3,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
440,10,0,0,3,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
440,11,0,0,3,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,10,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,11,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,12,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
410,13,0,0,2,,

[Begin Action 600]
LoopStart
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
600,0,0,0,4,,
Clsn1:1
  Clsn1[0] = 25,-93,75,-65
Clsn2:2
  Clsn2[0] = -20,-100,16,-20
  Clsn2[1] = 14,-91,63,-61
600,1,0,0,8,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
600,2,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,0,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
40,1,0,0,-1,,

[Begin Action 610]
LoopStart
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
600,0,0,0,4,,
Clsn1:1
  Clsn1[0] = 21,-97,58,-51
Clsn2:2
  Clsn2[0] = -20,-100,16,-20
  Clsn2[1] = 14,-91,52,-53
610,0,0,0,8,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
600,2,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,0,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
40,1,0,0,-1,,

[Begin Action 630]
LoopStart
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
630,0,0,0,4,,
Clsn1:1
  Clsn1[0] = 7,-77,62,-25
Clsn2:2
  Clsn2[0] = -21,-100,16,-52
  Clsn2[1] = 8,-76,49,-38
630,1,0,0,12,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
600,2,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,0,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
40,1,0,0,-1,,

[Begin Action 640]
LoopStart
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
630,0,0,0,4,,
Clsn1:1
  Clsn1[0] = 22,-72,75,-45
Clsn2:2
  Clsn2[0] = -21,-100,16,-52
  Clsn2[1] = 5,-79,67,-41
640,0,0,0,12,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
600,2,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
41,0,0,0,4,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
40,1,0,0,-1,,

[Begin Action 690]
LoopStart
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
690,0,0,0,6,,
Clsn1:1
  Clsn1[0] = 28,-146,64,-47
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
690,1,0,0,5,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
690,2,0,0,17,,
Clsn2:1
  Clsn2[0] = -20,-100,16,-20
600,2,0,0,-1,,

[Begin Action 700]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
690,0,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
690,1,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
690,2,0,0,10,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
10,0,0,0,2,,

[Begin Action 701]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
690,0,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
21,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
21,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
21,2,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
21,3,0,0,6,,

[Begin Action 702]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
291,0,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
291,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
291,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
290,3,0,0,6,,

[Begin Action 800]
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,0,0,0,1,,

[Begin Action 801]
LoopStart
801,0,0,0,12,,
801,1,0,0,5,,
801,2,0,0,5,,
801,3,0,0,30,,
801,4,0,0,3,,
801,5,0,0,50,,

[Begin Action 805]
LoopStart
5000,0,0,0,4,,
5000,10,0,0,4,,
5000,0,0,0,4,,
5010,0,0,0,4,,
5010,10,0,0,-1,,

[Begin Action 806]
LoopStart
5010,10,0,0,4,,
5010,20,0,0,4,,

[Begin Action 1040]
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,1,0,0,3,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,2,0,0,3,,
Clsn1:1
  Clsn1[0] = 0,-164,68,0
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,3,0,0,4,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,4,0,0,4,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,5,0,0,4,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,6,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
240,7,0,0,3,,

[Begin Action 1041]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,0,0,0,2,,
Clsn1:1
  Clsn1[0] = -5,-152,59,-2
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,3,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,4,0,0,8,,

[Begin Action 1042]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,5,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,7,0,0,1,,
Clsn1:1
  Clsn1[0] = 3,-135,57,0
Clsn2:2
  Clsn2[0] = -15,-110,8,-86
  Clsn2[1] = -26,-90,12,-1
245,9,0,0,10,,

[Begin Action 1043]
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,1,0,0,2,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,2,0,0,3,,
Clsn1:1
  Clsn1[0] = -3,-160,62,0
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,3,0,0,4,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,4,0,0,3,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,5,0,0,2,,
Clsn2:1
  Clsn2[0] = -26,-113,14,-2
240,6,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
240,7,0,0,2,,

[Begin Action 1044]
Clsn1:1
  Clsn1[0] = 3,-135,57,0
-1,0,0,0,-1,,

[Begin Action 1045]
Clsn1:1
  Clsn1[0] = 0,-164,68,0
-1,0,0,0,-1,,

[Begin Action 1048]
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,5,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,7,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,8,0,0,2,,
Clsn1:2
  Clsn1[0] = 4,-152,88,0
  Clsn1[1] = -79,-44,46,44
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,9,0,0,5,,

[Begin Action 1050]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
899,4,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
899,3,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
899,2,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
899,1,2,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,1,2,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,2,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
800,1,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
800,2,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,3,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,4,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,5,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,6,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,7,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,8,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,9,0,0,2,,

[Begin Action 1061]
LoopStart
1010,6,0,0,1,,S
1011,0,0,0,1,,S
1011,3,0,0,2,,S
1011,4,0,0,2,,S
1011,5,0,0,2,,S
1011,6,0,0,2,,S
1011,7,0,0,2,,S
1011,8,0,0,2,,S
1011,9,0,0,2,,S
1011,10,0,0,2,,S
1011,11,0,0,1,,S
1011,12,0,0,1,,S

[Begin Action 1062]
Clsn1:1
  Clsn1[0] = -66,-80,10,84
-1,0,0,0,20,,

[Begin Action 10620]
Clsn2:1
  Clsn2[0] = -35,-85,10,90
-1,0,0,0,20,,

[Begin Action 1063]
1011,10,0,0,3,,S
1011,11,0,0,3,,S
1011,12,0,0,3,,S

[Begin Action 1065]
-1,0,0,0,4,,
-1,0,0,0,4,,

[Begin Action 1200]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,2,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,0,1,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,3,0,0,22,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,3,0,0,17,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,4,0,0,6,,

[Begin Action 1201]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,2,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,0,1,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,5,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,6,0,0,22,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,6,0,0,17,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,7,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,4,0,0,6,,

[Begin Action 1300]
LoopStart
Clsn1:1
  Clsn1[0] = -35,-121,41,1
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,5,,
Clsn1:1
  Clsn1[0] = -35,-121,41,1
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,1,0,0,8,,
Clsn1:1
  Clsn1[0] = -35,-121,41,1
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,8,,
Clsn1:1
  Clsn1[0] = -35,-128,21,0
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,2,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,3,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,9,,

[Begin Action 1310]
LoopStart
Clsn1:1
  Clsn1[0] = -35,-121,41,1
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,5,,
Clsn1:1
  Clsn1[0] = -35,-121,41,1
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,1,0,0,8,,
Clsn1:1
  Clsn1[0] = -35,-121,41,1
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,8,,
Clsn1:1
  Clsn1[0] = -35,-128,21,0
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,2,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,3,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,1,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-121,8,-97
  Clsn2[1] = -26,-104,12,-1
290,0,0,0,9,,

[Begin Action 1412]
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,2,,
-1,0,0,0,5,,
-1,0,0,0,2,,
-1,2,0,0,2,,
-1,3,0,0,2,,
-1,0,0,0,9,,

[Begin Action 1450]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
801,0,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
801,1,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
801,2,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
801,3,0,0,11,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
801,4,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
801,5,0,0,32,,

[Begin Action 1950]
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,1,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,2,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,3,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,4,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,5,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,1,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,1,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,1,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,1,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,1,,

[Begin Action 1955]
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,1,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,1,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,1,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,1,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,5,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,4,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,3,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,2,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,1,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,0,0,0,2,,

[Begin Action 2005]
210,0,0,0,3,,AS50D90
210,1,0,0,3,,AS80D130
215,0,0,0,3,,AS100D160
215,1,0,0,7,,AS180D210
210,2,0,0,2,,AS220D225
210,3,0,0,2,,AS250D255
210,4,0,0,42,,
210,5,0,0,4,,
210,6,0,0,3,,
2000,0,0,0,3,,
2000,1,0,0,3,,
2000,2,0,0,3,,
2000,3,0,0,3,,
2000,4,0,0,3,,
2000,5,0,0,3,,
2000,6,0,0,26,,
2000,7,0,0,3,,
2000,8,0,0,2,,
2000,9,0,0,26,,
2000,10,0,0,3,,
2000,11,0,0,3,,

[Begin Action 2006]
2006,0,0,0,1,,
2006,1,0,0,3,,
2006,2,0,0,3,,
2006,3,0,0,3,,
2006,4,0,0,3,,
2006,5,0,0,3,,
2006,6,0,0,3,,
2006,7,0,0,3,,
2006,8,0,0,3,,
2006,9,0,0,26,,
2006,10,0,0,3,,
2006,11,0,0,2,,
2006,12,0,0,2,,
2006,13,0,0,2,,
2006,14,0,0,2,,
2006,15,0,0,2,,
2006,16,0,0,2,,
2006,17,0,0,2,,
2006,18,0,0,3,,
2006,19,0,0,3,,

[Begin Action 2200]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
240,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
240,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
183,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
183,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2100,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2100,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2100,2,0,0,13,,

[Begin Action 2201]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,0,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,1,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,2,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,3,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,4,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,5,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,4,,

[Begin Action 2205]
LoopStart
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,0,0,0,4,,
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,1,0,0,4,,
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,2,0,0,4,,
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,3,0,0,4,,
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,4,0,0,4,,
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,5,0,0,4,,

[Begin Action 2206]
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,7,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,8,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,9,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,7,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,8,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,9,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,7,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,8,0,0,5,,
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,9,0,0,5,,

[Begin Action 2207]
LoopStart
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,5,,

[Begin Action 2210]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,6,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,7,0,0,7,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2201,8,0,0,7,,

[Begin Action 2211]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,7,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,4,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,3,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,2,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,0,0,0,3,,

[Begin Action 2222]
Clsn2:2
  Clsn2[0] = -339,-450,346,0
  Clsn2[1] = -331,-442,354,8
2222,0,0,0,190,,

[Begin Action 2310]
LoopStart
210,0,0,0,4,,
210,1,0,0,5,,
215,0,0,0,5,,
215,1,0,0,10,,
210,2,0,0,4,,
210,3,0,0,4,,
210,4,0,0,4,,
210,5,0,0,17,,
210,6,0,0,6,,
2000,0,0,0,6,,
2000,1,0,0,6,,
2000,2,0,0,6,,
2000,3,0,0,6,,
2000,4,0,0,6,,
2000,5,0,0,5,,
2000,6,0,0,41,,
2000,7,0,0,5,,
2000,8,0,0,2,,
2000,9,0,0,20,,
2000,10,0,0,7,,

[Begin Action 2311]
LoopStart
2006,0,0,0,11,,
2006,1,0,0,6,,
2006,2,0,0,6,,
2006,3,0,0,6,,
2006,4,0,0,6,,
2006,5,0,0,6,,
2006,6,0,0,6,,
2006,7,0,0,6,,
2006,8,0,0,5,,
2006,9,0,0,41,,
2006,10,0,0,5,,
2006,11,0,0,2,,
2006,12,0,0,2,,
2006,13,0,0,2,,
2006,14,0,0,2,,
2006,15,0,0,2,,
2006,16,0,0,2,,
2006,17,0,0,2,,
2006,18,0,0,2,,
2006,19,0,0,3,,

[Begin Action 2312]
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
5300,0,0,0,6,,
5300,1,0,0,6,,
5300,2,0,0,6,,
5300,3,0,0,6,,
5300,4,0,0,-1,,

[Begin Action 2313]
1200,  4,  0,  0, 40
210,0,0,0,4,,
210,1,0,0,5,,
215,0,0,0,5,,
215,1,0,0,10,,
210,2,0,0,4,,
210,3,0,0,4,,
210,4,0,0,4,,
210,5,0,0,17,,
210,6,0,0,6,,
2000,0,0,0,6,,
2000,1,0,0,6,,
2000,2,0,0,6,,
2000,3,0,0,6,,
2000,4,0,0,6,,
2000,5,0,0,5,,
2000,6,0,0,41,,
2000,7,0,0,5,,
2000,8,0,0,2,,
2000,  9,  0,  0,  2
2000,  9,  0,  0, 20
2000,10,0,0,7,,

[Begin Action 2320]
LoopStart
Clsn2:1
  Clsn2[0] = -5,-10000,5,0
-1,0,0,0,1,,

[Begin Action 2512]
LoopStart
Clsn2:1
  Clsn2[0] = -21,-100,26,2
5010,0,0,0,4,,
Clsn2:1
  Clsn2[0] = -30,-89,27,3
5010,10,0,0,4,,
Clsn2:1
  Clsn2[0] = -31,-74,24,8
5010,20,0,0,4,,
Clsn2:1
  Clsn2[0] = -30,-89,27,3
5010,10,0,0,4,,
Clsn2:1
  Clsn2[0] = -21,-100,26,2
5010,0,0,0,4,,

[Begin Action 2535]
LoopStart
Clsn2:1
  Clsn2[0] = -25,-96,15,-5
5030,0,0,0,4,,
Clsn2:2
  Clsn2[0] = -5,-66,31,-6
  Clsn2[1] = -33,-97,2,-57
5030,10,0,0,-1,,

[Begin Action 2551]
2551,  0,  0,  0,  2
2551,  1,  0,  0,  2
2551,  2,  0,  0,  2
2551,  3,  0,  0,  2
2551,  4,  0,  0,  2
2551,  5,  0,  0,  2
2551,  6,  0,  0,  2
2551,  7,  0,  0,  2
2551,  8,  0,  0,  2
2551,  9,  0,  0,  2
2551, 10,  0,  0,  2
2551, 11,  0,  0,  2
2551, 12,  0,  0,  2
2551, 13,  0,  0,  2
2551, 14,  0,  0,  2
2551, 15,  0,  0,  2
2551, 16,  0,  0,  2
2551, 17,  0,  0,  2
2551, 18,  0,  0,  2
2551, 19,  0,  0,  2
2551, 20,  0,  0,  2

[Begin Action 3007]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
899,4,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
899,3,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
899,2,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
899,1,2,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,1,2,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,2,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
800,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
800,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,3,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,4,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,5,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,6,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,7,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,8,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,9,0,0,2,,

[Begin Action 3008]
0,0,0,0,11,,
240,0,0,0,4,,
183,0,0,0,4,,
183,1,0,0,4,,
2100,0,0,0,4,,
2100,1,0,0,4,,
2100,2,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,0,0,0,4,,
2201,1,0,0,4,,
2201,2,0,0,4,,
2201,3,0,0,4,,
2201,4,0,0,4,,
2201,5,0,0,4,,
2201,6,0,0,6,,
2201,7,0,0,7,,
2201,8,0,0,7,,
0,0,0,0,5,,

[Begin Action 3250]
5,0,0,0,2,,
240,0,0,0,3,,
240,1,0,0,3,,
183,0,0,0,3,,
183,1,0,0,3,,
183,2,0,0,2,,
183,3,0,0,2,,
183,4,0,0,2,,
183,5,0,0,1,,
183,6,0,0,1,,
183,7,0,0,1,,
183,8,0,0,1,,
183,9,0,0,1,,
183,10,0,0,1,,
183,11,0,0,1,,
183,12,0,0,1,,
183,13,0,0,1,,
183,14,0,0,1,,
183,15,0,0,1,,
183,16,0,0,1,,
183,17,0,0,1,,
183,18,0,0,1,,
183,19,0,0,1,,
183,20,0,0,1,,
183,21,0,0,1,,
183,22,0,0,1,,
183,23,0,0,1,,
183,24,0,0,1,,
183,25,0,0,1,,
183,26,0,0,1,,
183,27,0,0,1,,
183,28,0,0,1,,
183,29,0,0,1,,
183,30,0,0,1,,
183,31,0,0,1,,
183,32,0,0,1,,
183,33,0,0,1,,
183,34,0,0,1,,
183,35,0,0,1,,
183,36,0,0,1,,
183,37,0,0,1,,
183,38,0,0,1,,
183,39,0,0,1,,
183,40,0,0,1,,
183,41,0,0,1,,
183,42,0,0,1,,
183,43,0,0,1,,
183,44,0,0,1,,
183,45,0,0,1,,
183,46,0,0,1,,
183,47,0,0,1,,
183,48,0,0,1,,
183,49,0,0,1,,
183,50,0,0,1,,
183,51,0,0,1,,
183,52,0,0,1,,
183,53,0,0,15,,

[Begin Action 5000]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,10,0,0,5,,

[Begin Action 5001]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,10,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,20,0,0,5,,

[Begin Action 5002]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,20,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,30,0,0,6,,

[Begin Action 5005]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,0,0,0,-1,,

[Begin Action 5006]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,10,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,0,0,0,-1,,

[Begin Action 5007]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,20,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,10,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5000,0,0,0,-1,,

[Begin Action 5010]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,10,0,0,5,,

[Begin Action 5011]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,10,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,20,0,0,5,,

[Begin Action 5012]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,20,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,30,0,0,6,,

[Begin Action 5015]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,0,0,0,-1,,

[Begin Action 5016]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,10,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,0,0,0,-1,,

[Begin Action 5017]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,20,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,10,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5010,0,0,0,-1,,

[Begin Action 5020]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,10,0,0,5,,

[Begin Action 5021]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,10,0,0,4,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,20,0,0,5,,

[Begin Action 5022]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,20,0,0,4,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,30,0,0,6,,

[Begin Action 5025]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,0,0,0,-1,,

[Begin Action 5026]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,10,0,0,5,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,0,0,0,-1,,

[Begin Action 5027]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,20,0,0,4,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,10,0,0,4,,
Clsn2:1
  Clsn2[0] = -22,-62,16,-1
5020,0,0,0,-1,,

[Begin Action 5030]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,0,0,0,5,,

[Begin Action 5040]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,0,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,1,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,1,0,0,-1,,

[Begin Action 5050]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,0,0,0,9,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,10,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,20,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,30,0,0,-1,,

[Begin Action 5051]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,0,0,0,9,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,10,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,20,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,30,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,40,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,50,0,0,-1,,

[Begin Action 5052]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5050,0,0,0,3,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5050,1,0,0,3,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5050,2,0,0,3,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5050,3,0,0,3,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5050,0,0,0,3,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5050,1,0,0,3,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5050,2,0,0,3,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5050,3,0,0,3,,

[Begin Action 5062]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,10,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,20,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,30,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,40,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,50,0,0,-1,,

[Begin Action 5070]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5075,0,0,0,11,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,10,0,0,4,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,20,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,30,0,0,-1,,

[Begin Action 5080]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,20,0,0,4,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,0,0,0,-1,,

[Begin Action 5081]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,20,0,0,6,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,0,0,0,-1,,

[Begin Action 5082]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,20,0,0,7,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,0,0,0,-1,,

[Begin Action 5090]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,20,0,0,7,,

[Begin Action 5091]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,63,0,0,7,,

[Begin Action 5092]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,63,0,0,7,,

[Begin Action 5100]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,20,0,0,7,,

[Begin Action 5101]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,60,0,0,4,,

[Begin Action 5102]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,60,0,0,4,,

[Begin Action 5110]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,10,0,0,5,,

[Begin Action 5111]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,5,,

[Begin Action 5112]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,5,,

[Begin Action 5120]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,10,0,0,2,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,11,0,0,3,,
Clsn2:1
  Clsn2[0] = -19,-52,16,-1
5040,12,0,0,3,,
Clsn2:1
  Clsn2[0] = -19,-52,16,-1
5040,13,0,0,3,,
Clsn2:1
  Clsn2[0] = -19,-52,16,-1
5040,14,0,0,4,,
Clsn2:1
  Clsn2[0] = -19,-52,16,-1
5040,15,0,0,3,,
Clsn2:1
  Clsn2[0] = -19,-52,16,-1
5040,16,0,0,3,,
Clsn2:1
  Clsn2[0] = -19,-52,16,-1
5040,17,0,0,3,,

[Begin Action 5121]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,2,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,65,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,66,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,67,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,68,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,69,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,70,0,0,3,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,71,0,0,3,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,72,0,0,3,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,73,0,0,3,,

[Begin Action 5122]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,2,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,65,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,66,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,67,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,68,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,69,0,0,2,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,70,0,0,3,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,71,0,0,3,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,72,0,0,3,,
Clsn2:1
  Clsn2[0] = -17,-48,20,-1
5030,73,0,0,3,,

[Begin Action 5140]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,10,0,0,5,,

[Begin Action 5141]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,5,,

[Begin Action 5142]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,5,,

[Begin Action 5150]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,10,0,0,5,,

[Begin Action 5151]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,5,,

[Begin Action 5152]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,5,,

[Begin Action 5160]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,0,0,0,-1,,

[Begin Action 5161]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,60,0,0,4,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,61,0,0,4,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,62,0,0,4,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,63,0,0,-1,,

[Begin Action 5162]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,60,0,0,4,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,61,0,0,4,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,62,0,0,4,,
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,63,0,0,-1,,

[Begin Action 5170]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5040,10,0,0,3,,

[Begin Action 5171]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,3,,

[Begin Action 5172]
LoopStart
Clsn2:1
  Clsn2[0] = -39,-32,43,-1
5030,64,0,0,3,,

[Begin Action 5200]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,0,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,1,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,1,0,0,-1,,

[Begin Action 5210]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,0,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,1,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5200,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,2,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
41,1,0,0,-1,,

[Begin Action 5300]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
0,0,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5300,0,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5300,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5300,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5300,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
5300,4,0,0,-1,,

[Begin Action 10000]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,0,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,2,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1000,0,1,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,3,0,0,40,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,3,0,0,17,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,4,0,0,6,,

[Begin Action 10020]
LoopStart
Clsn2:1
  Clsn2[0] = -34,-125,21,-3
210,0,0,0,4,,
Clsn2:1
  Clsn2[0] = -34,-125,21,-3
210,1,0,0,4,,
Clsn2:1
  Clsn2[0] = -34,-125,21,-3
210,2,0,0,4,,
Clsn2:1
  Clsn2[0] = -34,-125,21,-3
210,3,0,0,4,,
Clsn2:1
  Clsn2[0] = -34,-125,21,-3
210,4,0,0,3,,
Clsn2:1
  Clsn2[0] = -34,-125,21,-3
210,5,0,0,5,,
Clsn2:1
  Clsn2[0] = -22,-92,16,-1
210,6,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-115,8,-91
  Clsn2[1] = -26,-99,12,-1
210,7,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
210,8,0,0,5,,

[Begin Action 10050]
LoopStart
Clsn1:2
  Clsn1[0] = -5,-50,10000,50
  Clsn1[1] = 40,-100,10000,100
Clsn2:2
  Clsn2[0] = -5,-50,10000,50
  Clsn2[1] = 40,-100,10000,100
-1,0,0,0,-1,,

[Begin Action 10075]
Clsn1:1
  Clsn1[0] = -80,-217,80,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-300,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-400,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -70,-10000,70,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -60,-10000,60,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -55,-10000,55,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -50,-10000,50,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -45,-10000,45,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -40,-10000,40,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -30,-10000,30,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -20,-10000,20,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -10,-10000,10,0
-1,0,0,0,1,,
Clsn1:1
  Clsn1[0] = -5,-10000,5,0
-1,0,0,0,1,,

[Begin Action 10080]
2200,8,0,0,2,,S
2200,7,0,0,2,,S
2200,6,0,0,2,,S
2200,5,0,0,2,,S
2200,4,0,0,2,,S
2200,3,0,0,2,,S
2200,2,0,0,2,,S
2200,1,0,0,2,,S
2200,0,0,0,2,,S

[Begin Action 10095]
LoopStart
10055,0,0,0,-1,,S

[Begin Action 10110]
10050,2,0,0,1,H,S
10050,0,0,0,1,H,S
10050,1,0,0,1,H,S
10050,0,0,0,1,HV,S
10050,2,0,0,1,HV,S

[Begin Action 10145]
LoopStart
26400,0,0,0,1,,

[Begin Action 11101]
Clsn1:1
  Clsn1[0] = -22,-22,24,27
3510,0,0,0,1,,S
Clsn1:1
  Clsn1[0] = -22,-22,24,27
3510,0,0,0,1,V,S
Clsn1:1
  Clsn1[0] = -22,-22,24,27
3510,0,0,0,1,HV,S
Clsn1:1
  Clsn1[0] = -22,-22,24,27
3510,0,0,0,1,H,S

[Begin Action 11103]
LoopStart
2110,0,0,0,2,,S
2110,1,0,0,2,,S
2110,2,0,0,2,,S
2110,3,0,0,2,,S
2110,4,0,0,2,,S
2110,5,0,0,2,,S
2110,6,0,0,2,,S
2110,7,0,0,2,,S
2110,8,0,0,2,,S
2110,9,0,0,2,,S
2110,10,0,0,2,,S
2110,11,0,0,2,,S

[Begin Action 11110]
LoopStart
Clsn1:1
  Clsn1[0] = -22,-22,24,27
3511,0,0,0,1,V,S
Clsn1:1
  Clsn1[0] = -22,-22,24,27
3511,0,0,0,1,HV,S
Clsn1:1
  Clsn1[0] = -22,-22,24,27
3511,0,0,0,1,H,S
Clsn1:1
  Clsn1[0] = -22,-22,24,27
3511,0,0,0,1,,S

[Begin Action 11330]
LoopStart
26200,0,0,0,15,,
26200,1,0,0,15,,
26200,2,0,0,15,,
26200,3,0,0,15,,
26200,4,0,0,15,,
26200,5,0,0,35,,

[Begin Action 11333]
LoopStart
26300,0,0,0,2,,S
26300,1,0,0,2,,S
26300,2,0,0,2,,S
26300,3,0,0,2,,S
26300,4,0,0,2,,S
26300,5,0,0,2,,S
26300,6,0,0,2,,S
26300,7,0,0,2,,S
26300,8,0,0,2,,S
26300,9,0,0,2,,S
26300,10,0,0,2,,S
26300,11,0,0,2,,S

[Begin Action 11334]
LoopStart
26300,0,0,0,2,V,S
26300,1,0,0,2,V,S
26300,2,0,0,2,V,S
26300,3,0,0,2,V,S
26300,4,0,0,2,V,S
26300,5,0,0,2,V,S
26300,6,0,0,2,V,S
26300,7,0,0,2,V,S
26300,8,0,0,2,V,S
26300,9,0,0,2,V,S
26300,10,0,0,2,V,S
26300,11,0,0,2,V,S

[Begin Action 11335]
LoopStart
26200,0,0,0,10,,
26200,1,0,0,10,,
26200,2,0,0,10,,
26200,3,0,0,10,,
26200,4,0,0,10,,
26200,5,0,0,190,,

[Begin Action 11610]
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,0,0,0,1,,S
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,1,0,0,1,,S
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,2,0,0,1,,S
LoopStart
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,3,0,0,2,,S
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,4,0,0,2,,S
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,5,0,0,2,,S
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,6,0,0,2,,S
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,7,0,0,2,,S
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,8,0,0,2,,S
Clsn1:1
  Clsn1[0] = -66,-80,10,84
1011,9,0,0,2,,S

[Begin Action 11630]
LoopStart
1011,2,0,0,2,,S
1011,1,0,0,2,,S
1011,0,0,0,2,,S
1011,10,0,0,2,,S
1011,11,0,0,2,,S
1011,12,0,0,2,,S
1011,13,0,0,2,,S
1011,14,0,0,2,,S

[Begin Action 13045]
3540,0,0,0,2,,S
3540,1,0,0,2,,S
3540,2,0,0,2,,S
3540,3,0,0,2,,S
3540,4,0,0,2,,S
LoopStart
3540,5,0,0,1,,S
3540,6,0,0,1,,S
3540,7,0,0,1,,S
3540,8,0,0,1,,S
3540,9,0,0,1,,

[Begin Action 13046]
3540,0,0,0,2,,S
3540,1,0,0,2,,S
3540,2,0,0,2,,S
3540,3,0,0,2,,S
3540,4,0,0,2,,S
3540,5,0,0,1,,S
3540,6,0,0,1,,S
LoopStart
3540,7,0,0,1,,S
3540,8,0,0,1,,S
3540,9,0,0,1,,S

[Begin Action 13047]
LoopStart
3540,0,0,0,1,,S
3540,1,0,0,1,,S
3540,2,0,0,1,,S
3540,3,0,0,1,,S
3540,4,0,0,1,,S
3540,5,0,0,1,,S
3540,6,0,0,2,,S
3540,7,0,0,2,,S
3540,8,0,0,2,,S
3540,9,0,0,-1,,S

[Begin Action 13048]
LoopStart
3540,9,0,0,1,,
3540,8,0,0,1,,
3540,7,0,0,1,,
3540,6,0,0,1,,
3540,5,0,0,1,,S
3540,4,0,0,1,,S
3540,3,0,0,2,,S
3540,2,0,0,2,,S
3540,1,0,0,2,,S
3540,0,0,0,2,,S

[Begin Action 18100]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,0,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,1,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,2,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,3,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,4,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,5,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,7,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,8,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,9,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,7,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,8,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,9,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,6,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,7,0,0,5,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,5,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,4,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,3,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,2,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
195,0,0,0,3,,

[Begin Action 18101]
LoopStart
2110,11,0,0,4,,S
2110,10,0,0,4,,S
2110,9,0,0,4,,S
2110,8,0,0,3,,S
2110,7,0,0,3,,S
2110,6,0,0,3,,S
2110,5,0,0,3,,S
2110,4,0,0,3,,S
2110,3,0,0,3,,S
2110,2,0,0,3,,S
2110,1,0,0,3,,S
2110,0,0,0,120,,S
2110,1,0,0,2,,S
2110,2,0,0,2,,S
2110,3,0,0,2,,S
2110,4,0,0,2,,S
2110,5,0,0,2,,S
2110,6,0,0,2,,S
2110,7,0,0,2,,S
2110,8,0,0,2,,S
2110,9,0,0,2,,S
2110,10,0,0,2,,S
2110,11,0,0,2,,S

[Begin Action 18102]
LoopStart
191,0,0,0,1,,
191,1,0,0,1,,
191,2,0,0,2,,
191,3,0,0,2,,
Clsn1:1
  Clsn1[0] = -27,-10000,27,0
Clsn2:1
  Clsn2[0] = -27,-10000,27,0
191,10,0,0,3,,
191,11,0,0,3,,
191,12,0,0,3,,
191,13,0,0,3,,
191,14,0,0,3,,

[Begin Action 19100]
LoopStart
191,0,0,0,1,,
191,1,0,0,1,,
191,2,0,0,1,,
191,3,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,9,0,0,1,,
191,4,0,0,1,,
191,5,0,0,1,,
191,6,0,0,1,,
191,7,0,0,1,,
191,8,0,0,1,,
191,10,0,0,3,,
191,11,0,0,3,,
191,12,0,0,3,,
191,13,0,0,3,,
191,14,0,0,4,,

[Begin Action 19500]
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,1,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,4,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,3,0,0,6,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
196,2,0,0,6,,

[Begin Action 19600]
LoopStart
0,0,0,0,12,,A
-1,0,0,0,17,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,
0,0,0,0,2,,
0,1,0,0,2,,AS220D225
0,0,0,0,2,,AS180D210
0,1,0,0,2,,AS140D180
0,0,0,0,2,,AS100D160
0,1,0,0,2,,AS80D130
0,0,0,0,2,,AS50D90
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
-1,0,0,0,240,,
0,0,0,0,2,,AS50D90
0,1,0,0,2,,AS80D130
0,0,0,0,2,,AS100D160
0,1,0,0,2,,AS140D180
0,0,0,0,2,,AS180D210
0,1,0,0,2,,AS220D225
0,0,0,0,2,,

[Begin Action 19610]
LoopStart
Clsn1:2
  Clsn1[0] = -19,-141,16,-114
  Clsn1[1] = -31,-118,27,-1
-1,0,0,0,-1,,

[Begin Action 22075]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
240,0,0,0,4,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
240,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
183,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
183,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2100,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2100,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2100,2,0,0,16,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
183,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2300,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
2300,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
290,2,0,0,4,,

[Begin Action 22076]
LoopStart
Clsn2:1
  Clsn2[0] = -29,-125,15,0
2300,2,0,0,3,,
Clsn2:1
  Clsn2[0] = -29,-125,15,0
2300,3,0,0,3,,
Clsn2:1
  Clsn2[0] = -29,-125,15,0
2300,4,0,0,3,,

[Begin Action 22077]
LoopStart
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
290,3,0,0,19,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
290,0,0,0,6,,

[Begin Action 22106]
LoopStart
3510,0,0,0,1,,S
3511,0,0,0,1,,S
3510,  0,  0,  0,  1, V,S
3511,0,0,0,1,V,S
3510,  0,  0,  0,  1,HV,S
3511,0,0,0,1,HV,S
3510,  0,  0,  0,  1,H,S
3511,0,0,0,1,H,S

[Begin Action 22109]
LoopStart
3514,  0,  0,  0,  1,,A
3514,  1,  0,  0,  1,,A
3514,  2,  0,  0,  1,,A
3514,  3,  0,  0,  1,,A
3514,  4,  0,  0,  1,,A
3514,  5,  0,  0,  1,,A
3514,  6,  0,  0,  1,,A
3514,  7,  0,  0,  1,,A
3514,  8,  0,  0,  1,,A
3514,  9,  0,  0,  1,,A
3514, 10,  0,  0,  1,,A
3514, 11,  0,  0,  1,,A

[Begin Action 22110]
LoopStart
3515,  0,  0,  0,  1,,A
3515,  1,  0,  0,  1,,A
3515,  2,  0,  0,  1,,A
3515,  3,  0,  0,  1,,A
3515,  4,  0,  0,  1,,A
3515,  5,  0,  0,  1,,A
3515,  6,  0,  0,  1,,A
3515,  7,  0,  0,  1,,A
3515,  8,  0,  0,  1,,A
3515,  9,  0,  0,  1,,A
3515, 10,  0,  0,  1,,A
3515, 11,  0,  0,  1,,A
3515, 12,  0,  0,  1,,A

[Begin Action 22111]
LoopStart
3516,  0,  0,  0,  1,,A
3516,  1,  0,  0,  1,,A
3516,  2,  0,  0,  1,,A
3516,  3,  0,  0,  1,,A
3516,  4,  0,  0,  1,,A
3516,  5,  0,  0,  1,,A
3516,  6,  0,  0,  1,,A
3516,  7,  0,  0,  1,,A
3516,  8,  0,  0,  1,,A
3516,  9,  0,  0,  1,,A
3516, 10,  0,  0,  1,,A
3516, 11,  0,  0,  1,,A
3516, 12,  0,  0,  1,,A

[Begin Action 22112]
LoopStart
3517,  0,  0,  0,  1,,A
3517,  1,  0,  0,  1,,A
3517,  2,  0,  0,  1,,A
3517,  3,  0,  0,  1,,A
3517,  4,  0,  0,  1,,A
3517,  5,  0,  0,  1,,A
3517,  6,  0,  0,  1,,A
3517,  7,  0,  0,  1,,A
3517,  8,  0,  0,  1,,A
3517,  9,  0,  0,  1,,A
3517, 10,  0,  0,  1,,A
3517, 11,  0,  0,  1,,A
3517, 12,  0,  0,  1,,A
3517, 13,  0,  0,  1,,A

[Begin Action 22113]
LoopStart
3514,  0,  0,  0,  1, V,A
3514,  1,  0,  0,  1, V,A
3514,  2,  0,  0,  1, V,A
3514,  3,  0,  0,  1, V,A
3514,  4,  0,  0,  1, V,A
3514,  5,  0,  0,  1, V,A
3514,  6,  0,  0,  1, V,A
3514,  7,  0,  0,  1, V,A
3514,  8,  0,  0,  1, V,A
3514,  9,  0,  0,  1, V,A
3514, 10,  0,  0,  1, V,A
3514, 11,  0,  0,  1, V,A

[Begin Action 22114]
LoopStart
3515,  0,  0,  0,  1, V,A
3515,  1,  0,  0,  1, V,A
3515,  2,  0,  0,  1, V,A
3515,  3,  0,  0,  1, V,A
3515,  4,  0,  0,  1, V,A
3515,  5,  0,  0,  1, V,A
3515,  6,  0,  0,  1, V,A
3515,  7,  0,  0,  1, V,A
3515,  8,  0,  0,  1, V,A
3515,  9,  0,  0,  1, V,A
3515, 10,  0,  0,  1, V,A
3515, 11,  0,  0,  1, V,A
3515, 12,  0,  0,  1, V,A

[Begin Action 22115]
LoopStart
3516,  0,  0,  0,  1, V,A
3516,  1,  0,  0,  1, V,A
3516,  2,  0,  0,  1, V,A
3516,  3,  0,  0,  1, V,A
3516,  4,  0,  0,  1, V,A
3516,  5,  0,  0,  1, V,A
3516,  6,  0,  0,  1, V,A
3516,  7,  0,  0,  1, V,A
3516,  8,  0,  0,  1, V,A
3516,  9,  0,  0,  1, V,A
3516, 10,  0,  0,  1, V,A
3516, 11,  0,  0,  1, V,A
3516, 12,  0,  0,  1, V,A
3516, 13,  0,  0,  1, V,A

[Begin Action 22116]
LoopStart
3517,  0,  0,  0,  1, V,A
3517,  1,  0,  0,  1, V,A
3517,  2,  0,  0,  1, V,A
3517,  3,  0,  0,  1, V,A
3517,  4,  0,  0,  1, V,A
3517,  5,  0,  0,  1, V,A
3517,  6,  0,  0,  1, V,A
3517,  7,  0,  0,  1, V,A
3517,  8,  0,  0,  1, V,A
3517,  9,  0,  0,  1, V,A
3517, 10,  0,  0,  1, V,A
3517, 11,  0,  0,  1, V,A
3517, 12,  0,  0,  1, V,A
3517, 13,  0,  0,  1, V,A

[Begin Action 22117]
LoopStart
-1,0,0,0,2,,
-1,0,0,0,9,,
Clsn2:1
  Clsn2[0] = -19,-125,16,-10
20,0,0,0,3,,
Clsn2:1
  Clsn2[0] = -19,-125,16,-10
20,1,0,0,4,,
Clsn2:1
  Clsn2[0] = -19,-125,16,-10
20,2,0,0,4,,
Clsn2:1
  Clsn2[0] = -19,-125,16,-10
20,3,0,0,4,,

[Begin Action 22120]
-1,0,0,0,5,,

[Begin Action 22121]
-1,0,0,0,4,,
-1,0,0,0,4,,
-1,0,0,0,4,,
-1,0,0,0,4,,
-1,0,0,0,4,,
-1,0,0,0,4,,
-1,0,0,0,4,,
-1,0,0,0,4,,

[Begin Action 22123]
LoopStart
183,53,0,0,2,,
170,0,0,0,1,,
170,1,0,0,1,,
100,0,0,0,1,,
-1,0,0,0,11,,

[Begin Action 22124]
5,0,0,0,1,,
240,0,0,0,1,,
240,1,0,0,1,,
183,0,0,0,1,,
183,1,0,0,1,,
183,2,0,0,1,,
183,3,0,0,1,,
183,4,0,0,1,,
183,5,0,0,1,,
183,6,0,0,1,,
183,7,0,0,1,,
183,8,0,0,1,,
183,9,0,0,1,,
183,10,0,0,1,,
183,11,0,0,1,,
183,12,0,0,1,,
183,13,0,0,1,,
183,14,0,0,1,,
183,15,0,0,1,,
183,16,0,0,1,,
183,17,0,0,1,,
183,18,0,0,1,,
183,19,0,0,1,,
183,20,0,0,1,,
183,21,0,0,1,,
183,22,0,0,1,,
183,23,0,0,1,,
183,24,0,0,1,,
183,25,0,0,1,,
183,26,0,0,1,,
183,27,0,0,1,,
183,28,0,0,1,,
183,29,0,0,1,,
183,30,0,0,1,,
183,31,0,0,1,,
183,32,0,0,1,,
183,33,0,0,1,,
183,34,0,0,1,,
183,35,0,0,1,,
183,36,0,0,1,,
183,37,0,0,1,,
183,38,0,0,1,,
183,39,0,0,1,,
183,40,0,0,1,,
183,41,0,0,1,,
183,42,0,0,1,,
183,43,0,0,1,,
183,44,0,0,1,,
183,45,0,0,1,,
183,46,0,0,1,,
183,47,0,0,1,,
183,48,0,0,1,,
183,49,0,0,1,,
183,50,0,0,1,,
183,51,0,0,1,,
183,52,0,0,1,,
LoopStart
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
183,53,0,0,20,,

[Begin Action 22125]
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,50,,

[Begin Action 22126]
Clsn1Default:1
  Clsn1[0] = -6,-120,35,0
Clsn2Default:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
-1,0,0,0,60,,
 -1,  0,  0,  0, 10
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  1
 -1,  0,  0,  0,  1
 -1,  0,  0,  0,  8
 -1,  0,  0,  0, 20
 -1,  0,  0,  0,  8
 -1,  0,  0,  0,  8
 -1,  0,  0,  0,  8
 -1,  0,  0,  0, 20
 -1,  0,  0,  0,  7
 -1,  0,  0,  0,  7
 -1,  0,  0,  0,  7
 -1,  0,  0,  0,  6
 -1,  0,  0,  0,  6
 -1,  0,  0,  0,  6
 -1,  0,  0,  0,  5
 -1,  0,  0,  0,  5
 -1,  0,  0,  0,  5
 -1,  0,  0,  0,  5
 -1,  0,  0,  0,  4
 -1,  0,  0,  0,  4
 -1,  0,  0,  0,  4
 -1,  0,  0,  0,  4
 -1,  0,  0,  0,  4
 -1,  0,  0,  0,  4
 -1,  0,  0,  0,  3
 -1,  0,  0,  0,  3
 -1,  0,  0,  0,  3
 -1,  0,  0,  0,  3
 -1,  0,  0,  0,  3
 -1,  0,  0,  0,  3
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
 -1,  0,  0,  0,  2
184,11,0,0,-1,,

[Begin Action 22127]
184,11,0,0,60,,
184,10,0,0,5,,
184,9,0,0,5,,
184,8,0,0,5,,
184,7,0,0,5,,
184,6,0,0,5,,
184,5,0,0,5,,
184,4,0,0,5,,
184,3,0,0,5,,
184,2,0,0,5,,
184,1,0,0,5,,
184,0,0,0,5,,
0,0,0,0,5,,

[Begin Action 22128]
170,8,0,0,60,,
170,7,0,0,4,,
170,6,0,0,4,,
170,5,0,0,4,,
170,4,0,0,4,,
170,3,0,0,4,,
170,2,0,0,4,,
170,1,0,0,4,,
170,0,0,0,4,,
0,0,0,0,4,,

[Begin Action 22131]
LoopStart
3525,0,0,0,6,,S
3525,1,0,0,6,,S
3525,2,0,0,6,,S
3525,3,0,0,6,,S
3525,4,0,0,6,,S

[Begin Action 22134]
LoopStart
Clsn1:1
  Clsn1[0] = 0,-114,49,-82
-1,0,0,0,2,,

[Begin Action 22135]
LoopStart
Clsn1:1
  Clsn1[0] = 4,-95,32,-51
-1,0,0,0,2,,

[Begin Action 22136]
LoopStart
Clsn1:2
  Clsn1[0] = -1,-126,55,-41
  Clsn1[1] = 51,-98,51,-98
-1,0,0,0,2,,

[Begin Action 22137]
LoopStart
Clsn1:2
  Clsn1[0] = -10,-153,48,-48
  Clsn1[1] = 51,-98,51,-98
-1,0,0,0,2,,

[Begin Action 22139]
LoopStart
3525,0,0,0,3,,S
3525,1,0,0,3,,S
3525,2,0,0,3,,S
3525,3,0,0,3,,S
3525,4,0,0,3,,S

[Begin Action 22140]
LoopStart
Clsn1:1
  Clsn1[0] = -3,-42,59,-3
-1,0,0,0,2,,

[Begin Action 22141]
LoopStart
Clsn1:1
  Clsn1[0] = 18,-103,105,-60
-1,0,0,0,2,,

[Begin Action 22142]
LoopStart
Clsn1:1
  Clsn1[0] = 1,-30,71,0
-1,0,-6,44,2,,

[Begin Action 22143]
LoopStart
Clsn1:1
  Clsn1[0] = 20,-39,132,0
-1,0,-6,44,2,,

[Begin Action 22144]
LoopStart
Clsn1:1
  Clsn1[0] = -9,-94,64,-52
-1,0,-6,44,2,,

[Begin Action 22145]
LoopStart
Clsn1:1
  Clsn1[0] = -9,-87,57,-43
-1,0,-6,44,2,,

[Begin Action 22146]
LoopStart
Clsn1:1
  Clsn1[0] = -3,-79,57,-16
-1,0,-6,44,2,,

[Begin Action 22147]
LoopStart
Clsn1:1
  Clsn1[0] = -3,-79,75,-25
-1,0,-6,44,2,,

[Begin Action 22148]
LoopStart
Clsn1:1
  Clsn1[0] = 1,-96,48,2
-1,0,-6,44,2,,

[Begin Action 22150]
LoopStart
Clsn1:1
  Clsn1[0] = -50,-10000,50,0
-1,0,0,0,-1,,

[Begin Action 22151]
LoopStart
Clsn1:1
  Clsn1[0] = -50,-10000,50,10000
-1,0,-1,1,20,,

[Begin Action 22152]
LoopStart
Clsn1:1
  Clsn1[0] = -36,-88,35,0
-1,0,-1,1,20,,

[Begin Action 22153]
LoopStart
Clsn1:1
  Clsn1[0] = -21,-88,22,0
-1,0,-1,1,20,,

[Begin Action 22154]
LoopStart
Clsn1:1
  Clsn1[0] = -16,-160,59,-93
-1,0,0,0,1,,

[Begin Action 22162]
LoopStart
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,
Clsn2:1
  Clsn2[0] = -22,-21,21,21
-1,0,0,0,2,,

[Begin Action 22172]
10075,0,-44,-29,1,,S
10075,1,-63,-37,1,,S
10075,2,-102,-64,1,,S
10075,3,-112,-64,1,,S
10075,4,-128,-60,1,,S
10075,5,-138,-63,1,,S
10075,6,-142,-70,2,,S
10075,7,-143,-65,2,,S
10075,8,-143,-66,2,,S
10075,9,-143,-69,2,,S
10075,10,-143,-70,2,,S
10075,11,-143,-44,2,,S
10075,12,-143,-45,2,,S
10075,13,-143,-46,2,,S
10075,14,-143,-21,2,,S
10075,15,-138,-15,2,,S

[Begin Action 22173]
10080,1,-11,-14,1,,S
10080,2,-21,-35,1,,S
10080,3,-38,-63,1,,S
10080,4,-47,-76,1,,S
10080,5,-55,-87,1,,S
10080,6,-61,-79,1,,S
10080,7,-59,-72,1,,S
10080,8,-42,-70,1,,S
10080,9,-44,-55,1,,S
10080,10,-44,-54,2,,S
10080,11,-44,-48,2,,S
10080,12,-39,-40,2,,S
10080,13,-39,-42,2,,S
10080,14,-33,-46,2,,S
10080,15,-29,-50,2,,S

[Begin Action 22174]
LoopStart
3540,0,0,0,2,,S
3540,1,0,0,2,,S
3540,2,0,0,2,,S
3540,3,0,0,2,,S
3540,4,0,0,2,,S
3540,5,0,0,2,,S
3540,6,0,0,2,,S
3540,7,0,0,2,,S
3540,8,0,0,2,,S
3540,9,0,0,1,,S
3540,8,0,0,1,,S
3540,7,0,0,1,,S
3540,6,0,0,1,,S
3540,5,0,0,1,,S
3540,4,0,0,1,,S
3540,3,0,0,1,,S
3540,2,0,0,1,,S
3540,1,0,0,1,,S
3540,0,0,0,1,,S

[Begin Action 22175]
LoopStart
Clsn1:1
  Clsn1[0] = -77,-81,77,77
-1,0,0,0,-1,,

[Begin Action 22176]
LoopStart
Clsn1:1
  Clsn1[0] = -100,-100,100,100
-1,0,0,0,-1,,

[Begin Action 22179]
LoopStart
Clsn1:2
  Clsn1[0] = -44,-44,46,44
  Clsn1[1] = -44,-44,46,44
Clsn2:1
  Clsn2[0] = -44,-44,46,44
-1,0,0,0,2,,

[Begin Action 22180]
LoopStart
Clsn1:1
  Clsn1[0] = -44,-44,46,44
-1,0,0,0,2,,

[Begin Action 22184]
LoopStart
3521,0,0,0,1,,A
3521,1,0,0,1,,A
3521,2,0,0,1,,A
3521,3,0,0,1,,A
3521,4,0,0,1,,A
3521,5,0,0,1,,A
3521,6,0,0,1,,A

[Begin Action 22185]
LoopStart
Clsn1:1
  Clsn1[0] = 0,-231,191,-1
-1,0,0,0,1,,

[Begin Action 22200]
LoopStart
Clsn1:1
  Clsn1[0] = -112,-112,112,112
-1,0,0,0,-1,,

[Begin Action 2300]
LoopStart
5,0,0,0,1,,
240,0,0,0,1,,
240,1,0,0,1,,
183,0,0,0,1,,
183,1,0,0,1,,
183,2,0,0,1,,
183,3,0,0,1,,
183,4,0,0,1,,
183,5,0,0,1,,
183,6,0,0,1,,
183,7,0,0,1,,
183,8,0,0,1,,
183,9,0,0,1,,
183,10,0,0,1,,
183,11,0,0,1,,
183,12,0,0,1,,
183,13,0,0,1,,
183,14,0,0,1,,
183,15,0,0,1,,
183,16,0,0,1,,
183,17,0,0,1,,
183,18,0,0,1,,
183,19,0,0,1,,
183,20,0,0,1,,
183,21,0,0,1,,
183,22,0,0,1,,
183,23,0,0,1,,
183,24,0,0,1,,
183,25,0,0,1,,
183,26,0,0,1,,
183,27,0,0,1,,
183,28,0,0,1,,
183,29,0,0,1,,
183,30,0,0,1,,
183,31,0,0,1,,
183,32,0,0,1,,
183,33,0,0,1,,
183,34,0,0,1,,
183,35,0,0,1,,

[Begin Action 23000]
183,36,0,0,1,,
183,37,0,0,1,,
183,38,0,0,1,,
183,39,0,0,1,,
183,40,0,0,1,,
183,41,0,0,1,,
183,42,0,0,1,,
183,43,0,0,1,,
183,44,0,0,1,,
183,45,0,0,1,,
183,46,0,0,1,,
183,47,0,0,1,,
183,48,0,0,1,,
183,49,0,0,1,,
183,50,0,0,1,,
183,51,0,0,1,,
183,52,0,0,1,,
LoopStart
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
183,53,0,0,1,,

[Begin Action 23100]
5,0,0,0,1,,
240,0,0,0,1,,
240,1,0,0,1,,
183,0,0,0,1,,
183,1,0,0,1,,
183,2,0,0,1,,
183,3,0,0,1,,
183,4,0,0,1,,
183,5,0,0,1,,
183,6,0,0,1,,
183,7,0,0,1,,
183,8,0,0,1,,
183,9,0,0,1,,
183,10,0,0,1,,
183,11,0,0,1,,
183,12,0,0,1,,
183,13,0,0,1,,
183,14,0,0,1,,
183,15,0,0,1,,
183,16,0,0,1,,
183,17,0,0,1,,
183,18,0,0,1,,
183,19,0,0,1,,
183,20,0,0,1,,
183,21,0,0,1,,
183,22,0,0,1,,
183,23,0,0,1,,
183,24,0,0,1,,
183,25,0,0,1,,
183,26,0,0,1,,
183,27,0,0,1,,
183,28,0,0,1,,
183,29,0,0,1,,
183,30,0,0,1,,
183,31,0,0,1,,
183,32,0,0,1,,
183,33,0,0,1,,
183,34,0,0,1,,
183,35,0,0,1,,
183,36,0,0,1,,
183,37,0,0,1,,
183,38,0,0,1,,
183,39,0,0,1,,
183,40,0,0,1,,
183,41,0,0,1,,
183,42,0,0,1,,
183,43,0,0,1,,
183,44,0,0,1,,
183,45,0,0,1,,
183,46,0,0,1,,
183,47,0,0,1,,
183,48,0,0,1,,
183,49,0,0,1,,
183,50,0,0,1,,
183,51,0,0,1,,
183,52,0,0,1,,
183, 53,  0,  0,  1

[Begin Action 23200]
LoopStart
Clsn1:1
  Clsn1[0] = -99999999,-99999999,99999999,99999999
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
183,53,0,0,1,,

[Begin Action 24000]
LoopStart
205,0,0,0,3,,
205,1,0,0,3,,
Clsn1:1
  Clsn1[0] = 3,-103,54,-30
205,2,0,0,3,,
200,0,0,0,3,,
230,0,0,0,3,,
230,1,0,0,3,,
245,0,0,0,3,,
Clsn1:1
  Clsn1[0] = 10,-83,86,-32
245,1,0,0,3,,
245,2,0,0,3,,
245,3,0,0,3,,
245,4,0,0,3,,
245,5,0,0,3,,
245,6,0,0,3,,
Clsn1:1
  Clsn1[0] = 6,-111,83,-60
245,7,0,0,3,,
Clsn1:1
  Clsn1[0] = 5,-74,84,-17
245,8,0,0,3,,
245,9,0,0,3,,
245,10,0,0,3,,
245,11,0,0,3,,
245,12,0,0,3,,
Clsn1:1
  Clsn1[0] = -27,-128,13,0
240,0,0,0,3,,
Clsn1:1
  Clsn1[0] = -27,-128,13,0
240,1,0,0,3,,
Clsn1:3
  Clsn1[0] = 23,-145,95,-2
  Clsn1[1] = -31,-174,75,-110
  Clsn1[2] = -42,-132,38,-63
240,2,0,0,3,,
Clsn1:2
  Clsn1[0] = 19,-142,89,-3
  Clsn1[1] = -63,-191,81,-90
240,3,0,0,3,,
Clsn1:3
  Clsn1[0] = -72,-175,64,-91
  Clsn1[1] = -2,-111,75,-6
  Clsn1[2] = 58,-31,58,-31
240,4,0,0,3,,
Clsn1:4
  Clsn1[0] = -88,-146,56,-53
  Clsn1[1] = -27,-113,56,-7
  Clsn1[2] = 58,-31,58,-31
  Clsn1[3] = -6,-80,8,-70
240,5,0,0,3,,
240,6,0,0,3,,
240,7,0,0,3,,
205,0,0,0,2,,
205,1,0,0,2,,
Clsn1:1
  Clsn1[0] = 3,-103,54,-30
205,2,0,0,2,,
200,0,0,0,2,,
230,0,0,0,2,,
230,1,0,0,2,,
245,0,0,0,2,,
Clsn1:1
  Clsn1[0] = 10,-83,86,-32
245,1,0,0,2,,
245,2,0,0,2,,
245,3,0,0,2,,
245,4,0,0,2,,
245,5,0,0,2,,
245,6,0,0,2,,
Clsn1:1
  Clsn1[0] = 6,-111,83,-60
245,7,0,0,2,,
Clsn1:1
  Clsn1[0] = 5,-74,84,-17
245,8,0,0,2,,
245,9,0,0,2,,
245,10,0,0,2,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
245,11,0,0,2,,
245,12,0,0,2,,
Clsn1:1
  Clsn1[0] = -27,-128,13,0
240,0,0,0,2,,
Clsn1:1
  Clsn1[0] = -27,-128,13,0
240,1,0,0,2,,
Clsn1:3
  Clsn1[0] = 23,-145,95,-2
  Clsn1[1] = -31,-174,75,-110
  Clsn1[2] = -42,-132,38,-63
240,2,0,0,2,,
Clsn1:2
  Clsn1[0] = 19,-142,89,-3
  Clsn1[1] = -63,-191,81,-90
240,3,0,0,2,,
Clsn1:3
  Clsn1[0] = -72,-175,64,-91
  Clsn1[1] = -2,-111,75,-6
  Clsn1[2] = 58,-31,58,-31
240,4,0,0,2,,
Clsn1:4
  Clsn1[0] = -88,-146,56,-53
  Clsn1[1] = -27,-113,56,-7
  Clsn1[2] = 58,-31,58,-31
  Clsn1[3] = -6,-80,8,-70
240,5,0,0,2,,
240,6,0,0,2,,
240,7,0,0,2,,
205,0,0,0,2,,
205,1,0,0,2,,
Clsn1:1
  Clsn1[0] = 3,-103,54,-30
205,2,0,0,2,,
200,0,0,0,2,,
230,0,0,0,2,,
230,1,0,0,2,,
245,0,0,0,2,,
Clsn1:1
  Clsn1[0] = 10,-83,86,-32
245,1,0,0,2,,
245,2,0,0,2,,
245,3,0,0,2,,
245,4,0,0,2,,
245,5,0,0,2,,
245,6,0,0,2,,
Clsn1:1
  Clsn1[0] = 6,-111,83,-60
245,7,0,0,2,,
Clsn1:1
  Clsn1[0] = 5,-74,84,-17
245,8,0,0,2,,
245,9,0,0,2,,
245,10,0,0,2,,
245,11,0,0,2,,
245,12,0,0,2,,
Clsn1:1
  Clsn1[0] = -27,-128,13,0
240,0,0,0,2,,
Clsn1:1
  Clsn1[0] = -27,-128,13,0
240,1,0,0,2,,
Clsn1:3
  Clsn1[0] = 23,-145,95,-2
  Clsn1[1] = -31,-174,75,-110
  Clsn1[2] = -42,-132,38,-63
240,2,0,0,2,,
Clsn1:2
  Clsn1[0] = 19,-142,89,-3
  Clsn1[1] = -63,-191,81,-90
240,3,0,0,2,,
Clsn1:3
  Clsn1[0] = -72,-175,64,-91
  Clsn1[1] = -2,-111,75,-6
  Clsn1[2] = 58,-31,58,-31
240,4,0,0,2,,
Clsn1:4
  Clsn1[0] = -88,-146,56,-53
  Clsn1[1] = -27,-113,56,-7
  Clsn1[2] = 58,-31,58,-31
  Clsn1[3] = -6,-80,8,-70
240,5,0,0,2,,
240,6,0,0,2,,
240,7,0,0,2,,
290,0,0,0,3,,
290,1,0,0,3,,
290,0,0,0,3,,
Clsn1:1
  Clsn1[0] = 26,-121,62,-35
290,2,0,0,3,,
290,3,0,0,3,,
290,0,0,0,3,,

[Begin Action 24100]
LoopStart
Clsn1:1
  Clsn1[0] = -6,-120,35,0
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,0,0,0,4,,
Clsn1:1
  Clsn1[0] = -6,-120,35,0
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,1,0,0,4,,
Clsn1:1
  Clsn1[0] = -6,-120,35,0
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,2,0,0,4,,
Clsn1:1
  Clsn1[0] = -6,-120,35,0
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,3,0,0,4,,
Clsn1:1
  Clsn1[0] = -6,-120,35,0
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,4,0,0,4,,
Clsn1:1
  Clsn1[0] = -6,-120,35,0
Clsn2:2
  Clsn2[0] = -15,-103,8,-79
  Clsn2[1] = -26,-89,12,-1
100,5,0,0,4,,

[Begin Action 24200]
LoopStart
Clsn1:1
  Clsn1[0] = -6,-120,35,0
-1,0,0,0,-1,,

[Begin Action 26000]
LoopStart
26000,1,0,0,1,,S

[Begin Action 26100]
LoopStart
Clsn1:1
  Clsn1[0] = -20,-21,20,20
26000,1,0,0,1,,S

[Begin Action 26150]
LoopStart
Clsn1:1
  Clsn1[0] = -11,-11,11,11
26000,1,0,0,1,,S

[Begin Action 26500]
LoopStart
26500,0,0,0,2,,S
26500,1,0,0,2,,S
26500,2,0,0,2,,S
26500,3,0,0,2,,S
26500,4,0,0,2,,S
26500,5,0,0,2,,S
26500,6,0,0,2,,S
26500,7,0,0,2,,S
26500,8,0,0,2,,S
26500,9,0,0,2,,S
26500,10,0,0,2,,S
26500,11,0,0,2,,S
26500,12,0,0,2,,S
26500,13,0,0,2,,S
26500,14,0,0,2,,S
26500,15,0,0,2,,S
26500,16,0,0,2,,S
26500,17,0,0,2,,S
26500,18,0,0,2,,S

[Begin Action 26550]
LoopStart
26500,0,0,0,2,H,S
26500,1,0,0,2,H,S
26500,2,0,0,2,H,S
26500,3,0,0,2,H,S
26500,4,0,0,2,H,S
26500,5,0,0,2,H,S
26500,6,0,0,2,H,S
26500,7,0,0,2,H,S
26500,8,0,0,2,H,S
26500,9,0,0,2,H,S
26500,10,0,0,2,H,S
26500,11,0,0,2,H,S
26500,12,0,0,2,H,S
26500,13,0,0,2,H,S
26500,14,0,0,2,H,S
26500,15,0,0,2,H,S
26500,16,0,0,2,H,S
26500,17,0,0,2,H,S
26500,18,0,0,2,H,S

[Begin Action 26600]
LoopStart
26500,18,0,0,2,H,S
26500,17,0,0,2,H,S
26500,16,0,0,2,H,S
26500,15,0,0,2,H,S
26500,14,0,0,2,H,S
26500,13,0,0,2,H,S
26500,12,0,0,2,H,S
26500,11,0,0,2,H,S
26500,10,0,0,2,H,S
26500,9,0,0,2,H,S
26500,8,0,0,2,H,S
26500,7,0,0,2,H,S
26500,6,0,0,2,H,S
26500,5,0,0,2,H,S
26500,4,0,0,2,H,S
26500,3,0,0,2,H,S
26500,2,0,0,2,H,S
26500,1,0,0,2,H,S
26500,0,0,0,2,H,S

[Begin Action 28000]
LoopStart
30000,0,0,0,1,,S
30000,1,0,0,1,,S
30000,2,0,0,1,,S
30000,3,0,0,1,,S
30000,4,0,0,1,,S
30000,5,0,0,1,,S
30000,6,0,0,1,,S
30000,7,0,0,1,,S

[Begin Action 28200]
LoopStart
3525,1,0,0,2,,S
3525,1,0,-5,2,,S
3525,1,0,-9,2,,S
3525,1,0,-14,2,,S
3525,1,0,-16,2,,S
3525,1,1,-20,2,,S
3525,1,1,-24,2,,S
3525,1,1,-29,2,,S
3525,2,1,-33,2,,S
3525,2,2,-39,2,,S
3525,2,2,-45,2,,S
3525,2,2,-52,2,,S
3525,3,3,-58,2,,S
3525,3,3,-62,2,,S
3525,3,3,-70,2,,S
3525,4,2,-78,1,,S
3525,4,2,-85,1,,S
3525,4,2,-94,1,,S
3525,4,2,-101,1,,S
3525,4,2,-108,1,,S

[Begin Action 30300]
LoopStart
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5000,0,0,0,5,,
Clsn2:1
  Clsn2[0] = -33,-101,23,-35
5030,0,0,0,6,,

[Begin Action 33300]
LoopStart
3525,0,0,0,16,,S
3525,1,0,0,1,,S
3525,2,0,0,1,,S
3525,3,0,0,1,,S
3525,3,0,0,1,,S
3525,4,0,0,1,,S

[Begin Action 33400]
LoopStart
3525,0,0,0,1,,S
3525,1,0,0,1,,S
3525,0,0,0,1,,S
3525,0,0,0,1,,S
3525,1,0,0,1,,S
3525,0,0,0,1,,S
3525,0,0,0,1,,S
3525,1,0,0,1,,S
3525,0,0,0,1,,S
3525,0,0,0,1,,S
3525,1,0,0,1,,S
3525,0,0,0,1,,S
3525,0,0,0,1,,S
3525,1,0,0,1,,S
3525,0,0,0,1,,S
3525,1,0,0,1,,S
3525,2,0,0,1,,S
3525,3,0,0,1,,S
3525,4,0,0,2,,S

[Begin Action 33500]
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
0,0,0,0,30,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,0,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,1,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,2,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,3,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,4,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,5,0,0,3,,
LoopStart
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,6,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,7,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,8,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,9,0,0,3,,

[Begin Action 33600]
LoopStart
195,5,0,0,3,,
195,4,0,0,3,,
195,3,0,0,3,,
195,2,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,1,0,0,3,,
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
195,0,0,0,3,,

[Begin Action 40000]
-1,0,0,0,1,,

[Begin Action 40010]
LoopStart
Clsn1:1
  Clsn1[0] = -10000,-10000,10000,10000
-1,0,0,0,1,,

[Begin Action 40020]
LoopStart
Clsn2:1
  Clsn2[0] = -99999999,-99999999,99999999,99999999
40020,0,0,0,1,,

[Begin Action 99999]
LoopStart
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
-1,0,0,0,1,,

[Begin Action 100000]
LoopStart
Clsn1:1
  Clsn1[0] = -999999,-999999,999999,999999
Clsn2:1
  Clsn2[0] = -999999,-999999,999999,999999
-1,0,0,0,1,,

[Begin Action 45321423]
Clsn1:1
  Clsn1[0] = -999,-999,999,999
45321423,0,0,0,1,,

[Begin Action 1234567890]
Clsn1:1
  Clsn1[0] = -999,-999,999,999
1234567890,0,0,0,1,,

[Begin Action 12110]
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,0,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,1,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,2,1,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,5,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,6,0,0,150,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,5,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,4,0,0,3,,
Clsn2:2
  Clsn2[0] = -15,-128,8,-104
  Clsn2[1] = -26,-108,12,-1
1200,0,0,0,3,,

[Begin Action 25555]
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,1,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,2,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,3,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,4,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,5,0,0,2,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,6,0,0,3,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,7,0,0,3,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,8,0,0,3,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,9,0,0,6,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,3,0,0,6,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,2,0,0,6,,
Clsn2:1
  Clsn2[0] = -23,-125,15,-7
195,1,0,0,6,,

[Begin Action 25557]
Clsn1:1
  Clsn1[0] = -107,-202,105,1
Clsn2:2
  Clsn2[0] = -107,-202,105,1
  Clsn2[1] = -107,-202,105,1
-1,0,0,0,7,,

[Begin Action 1930]
1930,0,0,0,2,,
1930,1,0,0,2,,
1930,2,0,0,2,,
1930,1,0,0,20,,

[Begin Action 126200]
LoopStart
Clsn1:1
  Clsn1[0] = -25,-75,25,75
Clsn2:1
  Clsn2[0] = -25,-75,25,75
-1,0,0,0,1,,

[Begin Action 66666]
LoopStart
Clsn1:1
  Clsn1[0] = -100,-100,100,100
-1,0,0,0,-1,,

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;CMD
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

;-| 超必殺技 |--------------------------------------------------------
[Command]
name = "アース・クエイク"
command = ~D,D, z+x
time = 30

[Command]
name = "パニッシュ・レイ"
command = ~D,D, c+x
time = 30

[Command]
name = "ブラッディ・スペルバイング"
command = ~D,D, z+c
time = 30

[Command]
name = "グラビティ・ホール"
command = ~D,F,D,F, s
time = 30

[Command]
name = "デッドリーレイブ"
command = ~D,F,D,F, c
time = 30

[Command]
name = "ハルマゲドン"
command = ~D,D, a+c
time = 30

[Command]
name = "ブラック・アビス"
command = ~D,D, y+c
time = 30

[Command]
name = "カオティック・フレア"
command = ~D,F,D,F, y
time = 30

[Command]
name = "バニッシュ"
command = ~D,B,D,B, y
time = 30

[Command]
name = "ニュークリアー・レイジエーション"
command = ~D,B,D,B, x
time = 30

[Command]
name = "神に挑むとは無謀"
command = ~D,B,D,B, b
time = 30

[Command]
name =  "ソウル・デストラクション"
command = ~D,D, y+z
time = 30

[Command]
name =  "カオティック・レイ"
command = ~D,D, b+z
time = 30

[Command]
name =  "無に還ろう"
command = ~D,D, c+b
time = 30

[Command]
name = "血の贖罪"
command = ~D,F,D,F, a
time = 30

[Command]
name = "ディメンション・カラプス"
command = ~D,F,D,F, b
time = 30

[Command]
name = "ジェノサイド"
command = ~D,F, s
time = 30

;-| 必殺技 |------------------------------------------------------
[Command]
name = "エクスプローディングスフィア"
command = ~D,DF, s
time = 25

[Command]
name = "フォトンスフィア"
command = ~D,F, b

[Command]
name = "髑髏柱4"
command = ~F,D,B, z
time = 25

[Command]
name = "髑髏柱3"
command = ~F,D,B, b
time = 25

[Command]
name = "髑髏柱2"
command = ~F,D,B, y
time = 25

[Command]
name = "髑髏柱1"
command = ~F,D,B, a
time = 25

[Command]
name = "髑髏柱0"
command = ~F,D,B, x
time = 25

[Command]
name = "バニシング"
command = ~B,D,DB, c
time = 25

[Command]
name = "オロチ飛び道具"
command = ~F,D,DF, x

[Command]
name = "オロチ飛び道具2"
command = ~F,D,DF, y

[Command]
name = "オロチ飛び道具3"
command = ~F,D,DF, z

[Command]
name = "オロチ飛び道具4"
command = ~F,D,DF, a

[Command]
name = "ウェベーリゼーション"
command = ~F,D,DF, b

[Command]
name = "3wayオロチ"
command = ~B,D,DB, y

[Command]
name = "グラビティー"
command = ~B,D,DB, x

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

[Command]
name = "ヘル・パニッシュ"
command = ~D,B, b

[Command]
name = "クレイスト・ピラー"
command = ~D,F, a

[Command]
name = "エクスプロージョンスフィアΩ"
command = ~D,F, x

[Command]
name = "レールフォース"
command = ~D,F, y

[Command]
name = "マグネティックスフィア"
command = ~F,D,B, s
time = 25

[Command]
name = "ミラー・ウォール"
command = ~D,D, s

[Command]
name = "ワープ"
command = ~D,D, x

[Command]
name = "ワープ"
command = ~D,D, y

[Command]
name = "ワープ"
command = ~D,D, z

[Command]
name = "ワープ"
command = ~D,D, a

[Command]
name = "ワープ"
command = ~D,D, b

[Command]
name = "ワープ"
command = ~D,D, c

[Command]
name = "緊急回避前"
command = x+a
time = 1

[Command]
name = "緊急回避前"
command = z
time = 1

[Command]
name = "緊急回避後"
command = /$B,x+a
time = 1

[Command]
name = "緊急回避後"
command = /$B,z
time = 1

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;Common1.cnsに使用されているため、コマンド名を変えるときは注意
command = F, F
time = 10

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

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

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

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

[Command]
name = "ふっ飛ばし"
command = c
time = 1

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

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

;------------------------------------------------------------------------------
;-| ボタン押しっぱなし |-----------------------------------------------------
[Command]
name = "hold_c"
command = /c

;------------------------------------------------------------------------------
;-| 方向キー押しっぱなし |-----------------------------------------------------
[Command]
name = "holdfwd"   ;Common1.cnsで使用されている
command = /$F
time = 1

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

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

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

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

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

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

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

;===========================================================================
[Statedef -1]

[State 1]
type = superpause
triggerall = enemy,name = "New_Shiki_Nanaya"
trigger1 = win
trigger2 = enemy,alive = 0
time = 2147483647
movetime = 2147483647
anim = -1
darken = 0
p2defmul  = 1
ignorehitpause = 1

[State 1]
type = pause
triggerall = enemy,name = "New_Shiki_Nanaya"
trigger1 = win
trigger2 = enemy,alive = 0
time = 2147483647
movetime = 2147483647
ignorehitpause = 1

;===========================================================================
;基本コマンド
;===========================================================================
;超必殺技
;===========================================================================
;カオティック・フレア
[State -1]
type = ChangeState
value = 2200
triggerall = palno = [11,12]
triggerall = palno !=11
triggerall = command = "カオティック・フレア"
triggerall = var(30) != 1
triggerall = power >= 7000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;カオティック・レイ
[State -1]
type = ChangeState
value = 19200
triggerall = palno = [11,12]
triggerall = palno !=11
triggerall = command = "カオティック・レイ"
triggerall = var(30) != 1
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;ブラック・アビス
[State -1]
type = ChangeState
value = 2300
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "ブラック・アビス"
triggerall = var(30) != 1
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;無に還ろう
[State -1]
type = null;ChangeState
value = 14000
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "無に還ろう"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;アース・クエイク
[State -1]
type = ChangeState
value = 19300
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "アース・クエイク"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;グラビティ・ホール
[State -1]
type = ChangeState
value = 24100
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "グラビティ・ホール"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;ディメンション・カラプス
[State -1]
type = ChangeState
value = 19150
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "ディメンション・カラプス"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;パニッシュ・レイ
[State -1]
type = ChangeState
value = 33500
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "パニッシュ・レイ"
triggerall = var(30) != 1
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;神に挑むとは無謀
[State -1]
type = ChangeState
value = 19500
triggerall = palno = [11,12]
triggerall = palno !=11
triggerall = command = "神に挑むとは無謀"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;ソウル・デストラクション
[State -1]
type = ChangeState
value = 30080
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "ソウル・デストラクション"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;ブラッディ・スペルバイング
[State -1]
type = ChangeState
value = 11000
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "ブラッディ・スペルバイング"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;ニュークリアー・レイジエーション
[State -1]
type = ChangeState
value = 10120
triggerall = palno !=11
triggerall = command = "ニュークリアー・レイジエーション"
triggerall = var(30) != 1
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;血の贖罪
[State -1]
type = ChangeState
value = 11220
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "血の贖罪"
triggerall = var(30) != 1
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;1p~6pのみ
;===========================================================================
;デッドリーレイブ
[State -1]
type = ChangeState
value = 7100
triggerall = palno != [7,12]
triggerall = command = "デッドリーレイブ"
triggerall = var(30) != 1
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;ソウルドレイン
[State -1]
type = ChangeState
value = 11800
triggerall = palno != [7,12]
triggerall = command = "グラビティ・ホール"
triggerall = var(30) != 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;ディメンション・カラプス
[State -1]
type = ChangeState
value = 3000
triggerall = palno != [7,12]
triggerall = command = "ディメンション・カラプス"
triggerall = var(30) != 1
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;ジェノサイドカッター
[State -1]
type = ChangeState
value = 1030
triggerall = palno != [7,12]
triggerall = command = "ジェノサイド"
triggerall = var(30) != 1
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;===========================================================================
;必殺技
;===========================================================================
;超必殺技
;===========================================================================
;髑髏柱
[State -1]
type = ChangeState
value = 1450
triggerall = palno !=10
triggerall = palno !=11
triggerall =  (command = "髑髏柱0")||(command = "髑髏柱1")||(command = "髑髏柱2")||(command = "髑髏柱3")||(command = "髑髏柱4")
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;オロチ飛び道具
[State -1]
type = ChangeState
value = 1050
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "オロチ飛び道具"
triggerall = enemy,stateno != 1205
triggerall = numhelper(1050) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;オロチ飛び道具2
[State -1]
type = ChangeState
value = 11610
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "オロチ飛び道具2"
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;オロチ飛び道具3
[State -1]
type = ChangeState
value = 3001
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "オロチ飛び道具3"
triggerall = enemy,stateno != 1205
triggerall = numhelper(3002) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;ワープ
[State -1]
type = ChangeState
value = 1950
triggerall = palno !=11
triggerall = command = "ワープ"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;バニシングクラッシュ
[State -1]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = command = "バニシング"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;バニシングクラッシュ
[State -1]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = command = "バニシング"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;クレイスト・ピラー
[State -1]
type = ChangeState
value = 18100
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "クレイスト・ピラー"
triggerall = numhelper(18101) = 0
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;グラビティースフィア
[State -1]
type = ChangeState
value = 1700
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "グラビティー"
triggerall = numhelper(1720) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;エクスプロージョンスフィアΩ
[State -1]
type = ChangeState
value = 1800
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "エクスプロージョンスフィアΩ"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;レールフォース
[State -1]
type = ChangeState
value = 1080
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "レールフォース"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;ヘル・パニッシュ
[State -1]
type = ChangeState
value = 1100
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "ヘル・パニッシュ"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;エクスプローディングスフィア
[State -1]
type = ChangeState
value = 1250
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "エクスプローディングスフィア"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;マグネティックスフィア
[State -1]
type = ChangeState
value = 12300
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "マグネティックスフィア"
triggerall = numhelper(12310) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;フォトンスフィア
[State -1]
type = ChangeState
value = 11101
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "フォトンスフィア"
triggerall = numhelper(11100) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;光
[State -1]
type = ChangeState
value = 11500
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "光"
triggerall = numhelper(11500) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;ウェベーリゼーション
[State -1]
type = ChangeState
value = 25555
triggerall = palno !=10
triggerall = palno !=11
triggerall = command = "ウェベーリゼーション"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;===========================================================================
;投げ
[State -1]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype != A
trigger1 = p2bodydist X < 20
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl
;===========================================================================
;ふっ飛ばし攻撃
[State -1]
type = ChangeState
value = 290
triggerall = var(30) != 1
triggerall = command = "ふっ飛ばし"
triggerall = statetype = S
trigger1 = ctrl
;===========================================================================
;空中ふっ飛ばし攻撃
[State -1]
type = ChangeState
value = 690
triggerall = var(30) != 1
triggerall = command = "ふっ飛ばし"
trigger1 = statetype = A
trigger1 = ctrl
;===========================================================================
;緊急回避後
[State -1]
type = ChangeState
value = 701
triggerall = var(30) != 1
triggerall = command = "緊急回避後"
trigger1 = statetype != A
trigger1 = ctrl
;===========================================================================
;ガードキャンセル緊急回避後
[State -1]
type = ChangeState
value = 701
triggerall = var(30) != 1
triggerall = command = "緊急回避後"
trigger1 = stateno = 150
trigger2 = stateno = 151
;===========================================================================
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(30) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(30) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;タクティカルステップ
[State -1]
type = ChangeState
value = 700
triggerall = var(30) != 1
triggerall = var(30) = 0
triggerall = command = "緊急回避前"
trigger1 = statetype != A
trigger1 = ctrl
;===========================================================================
;ガードキャンセルタクティカルステップ
[State -1]
type = ChangeState
value = 700
triggerall = var(30) != 1
triggerall = command = "緊急回避前"
trigger1 = stateno = 150
trigger2 = stateno = 151
;===========================================================================
;ダウン回避
[State -1]
type = ChangeState
value = 702
triggerall = var(30) != 1
triggerall = command = "緊急回避前"
trigger1 = stateno = 5050
trigger1 = pos y >=-40
;===========================================================================
;基本技
;===========================================================================
[State -1]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 205
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype != A
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 215
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype != A
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 230
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 235
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 240
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0
trigger3 = stateno = 430

[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 430
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 440
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 440
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger1 = var(30) = 0
trigger2 = stateno = 700 && animelem = 3,>=0

[State -1]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 630
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 640
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 640
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 640
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = var(30) = 0

[State -1]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl
trigger1 = var(30) = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Common
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0]
type = ChangeAnim
triggerall = name = "KALSIEL"
triggerall = Anim != 17000
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0]
type = VelSet
triggerall = name = "KALSIEL"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "KALSIEL"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 6]
type = turn
triggerall = name = "KALSIEL"
triggerall = !ishelper
trigger1 = fvar(1) < 0
trigger1 = teammode = single
trigger1 = roundstate = 2
ignorehitpause = 1
[State 0, 4]
type = ChangeState
trigger1 = !alive && !ishelper && name="KALSIEL"
value = 5050
[State 0]
type = statetypeset
trigger1 = name !="KALSIEL"
statetype = A
movetype = H
physics = N
ignorehitpause = 1
[State 0]
type = lifeadd
trigger1 = name !="KALSIEL"
value = -1
absolute = 1
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1
[State 0]
type = assertspecial
trigger1 = name !="KALSIEL"
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
ignorehitpause = 1
[State 0]
type = assertspecial
trigger1 = name !="KALSIEL"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
[State 0, 4]
type = ChangeState
triggerall = name !="KALSIEL"
trigger1 = !alive
value = 5150
ignorehitpause = 1
[State 0]
type = lifeset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1
[state 0]
type = destroyself
triggerall = name ="KALSIEL"
trigger1 = ishelper
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Varのラウンド持ち越し
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 5900]
type = S

[State 0]
type = VarRangeSet
triggerall = !ishelper && name="KALSIEL"
trigger1 = TeamMode = turns
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = VarRangeSet
triggerall = !ishelper && name="KALSIEL"
trigger1 = TeamMode = turns
fvalue = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 0]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name !="KALSIEL" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = Lifeset
trigger1 = name !="KALSIEL" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = name !="KALSIEL" && !ishelper
trigger1 = time > 0
value = 5050
ignorehitpause = 1
[State 0]
type = ChangeState
triggerall = name !="KALSIEL" && !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
; ジャンプスタート
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

[State 0]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name !="KALSIEL" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = Lifeset
trigger1 = name !="KALSIEL" && !ishelper
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; フロントステップ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
movetype = I
physics = N
anim = 22123
ctrl = 0
sprpriority = 1

[State 100]
type = PlaySnd
trigger1 = animelem = 1
value = s10000,38

[State 100]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 100]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 100]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = AnimTime = 0
value = 101

[Statedef 101]
type    = S
movetype = I
physics = N
anim = 22120
ctrl = 0
velset = 30,0

[State 101]
type = removeexplod
trigger1 = time = 0
id = 22118

[State 101]
type = ChangeState
trigger1 = animtime = 0
value = 102

[Statedef 102]
type    = S
movetype = I
physics = N
anim = 22117
ctrl = 0
velset = 0,0

[State 102]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 102]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 102]
type = Explod
trigger1 = animelem = 1
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 102]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バックステップ
;---------------------------------------------------------------------------

[Statedef 105]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 104
velset = 0,0

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

[State 105]
type = ChangeState
trigger1 = Time = 7
value = 106

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 106]
type    = A
movetype = I
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 106]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 106]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 107]
type    = S
movetype = I
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

[State 107]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

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

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

[State 120]
type = helper
trigger1 = !numhelper(41000)&&roundstate=2
id = 41000
persistent = 0
name = "baef"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

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

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

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

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

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

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

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

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

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

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

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

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

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

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

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

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

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

[State 140]
type = helper
trigger1 = !numhelper(41000)&&roundstate=2
id = 41000
persistent = 0
name = "baef"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ガード
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------

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

[State 150, 1]
type = ChangeAnim
triggerall = !ishelper
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = !ishelper
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
triggerall = !ishelper
trigger1 = time = 0
waveform = square
time = 3
;-----------------------------------------
[State 150]
type = ChangeAnim
triggerall = ishelper(41000)
trigger1 = anim != 40000
value = 40000
ignorehitpause = 1

[State 0]
type = HitOverride
triggerall = ishelper(41000)
trigger1 = 1
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[state 150]
type = nothitby
triggerall = ishelper(41000)
trigger1 = 1
value = SCA

[State 150]
type = AssertSpecial
triggerall = ishelper(41000)
trigger1 = 1
flag = noshadow

[State 150]
type = Trans
triggerall = ishelper(41000)
trigger1 = 1
trans = sub
alpha = 250-(time*15),50*(time*30)

[State 150]
type = AngleDraw
trigger1 = ishelper(41000)
Scale = 0.01+(time*0.03),0.1+(time*0.03)

[State 150]
type = Explod
triggerall = ishelper(41000)
trigger1 = time=0
anim = 34600
id = 34600
sprpriority = 2147483647
postype = p1
pos = 0,0
vel = 0,0
trans = sub
bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = PlaySnd
triggerall = ishelper(41000)
trigger1 = Time = 0
value = 10000,39

[State 150]
type = ModifyExplod
triggerall = ishelper(41000)
trigger1 = 1
ID = 34600
scale = 1.0-(time*0.07),1.0-(time*0.07)

[state 150]
type = destroyself
triggerall = ishelper(41000)
trigger1 = Time >= 16
;-----------------------------------------
[State 150]
type = ChangeAnim
triggerall = ishelper(6400000)
trigger1 = anim != 40000
value = 40000
ignorehitpause = 1

[State 150]
type = StateTypeSet
triggerall = ishelper(6400000)
trigger1 = 1
statetype = S
movetype= I
physics = S
ignorehitpause = 1

[State 150]
type = NotHitBy
triggerall = ishelper(6400000)
trigger1 = roundstate >= 3
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 150]
type = statetypeset
triggerall = ishelper(6400000)
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 150]
type = AssertSpecial
triggerall = ishelper(6400000)
trigger1 = 1
flag = Invisible
ignorehitpause = 1

[State 150];本体に張り付かせる
type = BindToRoot
triggerall = ishelper(6400000)
trigger1 = 1
ignorehitpause = 1

[State 150]
type = NotHitBy
triggerall = ishelper(6400000)
trigger1 = roundstate != 2
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 150];当たり判定のアニメを本体と同じに
type = ChangeAnim
triggerall = ishelper(6400000)
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)
ignorehitpause = 1

[State 150]
type = PlaySnd
triggerall = ishelper(6400000)
triggerall = root,palno != 10
trigger1 = time = 0
trigger1 = gethitvar(damage)
value = 2000,random%3
freqmul = 3.0
voulme = 255

[State 150];ターン
type = Turn
triggerall = ishelper(6400000)
trigger1 = Facing != root,Facing
ignorehitpause = 1

[State 150];Hit後の無敵
type = nothitby
triggerall = ishelper(6400000)
trigger1 = GetHitVar(Damage)
time = 200
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 150]
type = NotHitBy
triggerall = ishelper(6400000)
trigger1 = time = 0
trigger2 = (root,stateno=[5000,5150])||(root,anim=[5000,5150])
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 150]
type = poweradd
triggerall = ishelper(6400000)
triggerall = roundstate = 2
trigger1 = time = 1
value = 200
ignorehitpause = 1

[State 150]
type = HitOverride
triggerall = ishelper(6400000)
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 150]
type = Turn
triggerall = ishelper(6400000)
trigger1 = Facing != parent,Facing
ignorehitpause = 1

[State 150]
type = DestroySelf
triggerall = ishelper(6400000)
trigger1 = root,palno != [7,12]
ignorehitpause = 1

[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = root,var(30)
trigger1 = root,palno = 12
v = 0
value = 1
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
triggerall = !win
trigger1 = root,palno = 12
trigger1 = root,stateno = 30081
trigger1 = root,time = 5
trigger2 = root,palno = 12
trigger2 = root,stateno = 30080
trigger2 = root,time = 310
v = 1
value = 1
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
trigger1 = root,stateno = 23000
trigger1 = root,time = 5
v = 1
value = 1
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
trigger1 = roundstate < 2
v = 2
value = 0
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
trigger1 = roundstate = 2
v = 2
value = 1
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = root,palno = 12
trigger1 = enemynear,hitdefattr = SCA,AA,AT,AP
v = 3
value = 600
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = root,palno = 12
trigger1 = var(3) > 600 || var(3) < 0
v = 3
value = 0
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
triggerall = root,palno = 12
trigger1 = var(3) > 0
v = 3
value = -1
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
trigger1 = roundstate < 2
v = 4
value = 0
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
trigger1 = root,var(30)
v = 4
value = 1
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = var(5) != 10
trigger1 = root,stateno = 23000
trigger1 = root,movehit
v = 5
value = 10
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
trigger1 = root,stateno!=23000
v = 5
value = 0
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
trigger1 = roundstate = 2
trigger1 = 1
var(6) = enemynear,life
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = enemynear,name != "KALSIEL"
triggerall = roundstate = 2
triggerall = root,alive
trigger1 = root,life <= 100
trigger1 = var(6) >= enemynear,lifemax*0.2
var(7) = 1
ignorehitpause = 1
[State 150]
type = VarSet
triggerall = ishelper(6400000)
trigger1 = root,stateno = 1007000
trigger1 = root,time > 45
v = 41
value = 600
ignorehitpause = 1
[State 150]
type = VarAdd
triggerall = ishelper(6400000)
trigger1 = root,stateno != 1007000
trigger1 = (GameTime%2)=0 && var(41) !=0
var(41) = -1
ignorehitpause = 1
[State 150]
type = VarSet
triggerall = ishelper(6400000)
trigger1 = roundstate != 2
v = 41
value = 0
ignorehitpause = 1
[State 150]
type = helper
triggerall = ishelper(6400000)
triggerall = roundstate = 2
triggerall = numhelper(301050) < 5
trigger1 = root,palno = [11,12]
trigger1 = root,stateno = 19201
trigger1 = root,time = [60,420]
trigger2 = root,palno = [11,12]
trigger2 = root,stateno = 2205
trigger2 = root,time = [60,350]
ID = 301050
name = "chaos"
stateno = 301050
pos = 0,2000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = helper
triggerall = ishelper(6400000)
trigger1 = roundstate = 2
trigger1 = numhelper(649999) < 3
trigger1 = root,palno = [11,12]
trigger1 = root,stateno = 2205
trigger1 = root,time = [60,400]
trigger2 = numhelper(649999) < 5
trigger2 = root,palno = [11,12]
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="Shutdown" || p2name="MUAHAHAHAHAHAHAHAHA"
id = 649999
name = "649999"
stateno = 649999
pos = 0,899999999+99999999
postype = p1
helpertype = player
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = helper
triggerall = ishelper(6400000)
triggerall = numhelper(169990) = 0
triggerall = roundstate <= 2
trigger1 = root,stateno = 23000
trigger2 = root,stateno = 10003
id = 169990
persistent = 1
name = "kill"
pos = 0,0
postype = p1
stateno = 169990
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = pause
triggerall = ishelper(6400000)
triggerall = root,palno != 10
triggerall = enemy,name != "New_Shiki_Nanaya"
trigger1 = roundstate < 2
time = 0
movetime = 0
ignorehitpause = 1
[State 150]
type = superpause
triggerall = ishelper(6400000)
triggerall = root,palno != 10
triggerall = enemy,name != "New_Shiki_Nanaya"
trigger1 = roundstate < 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[State 150]
type = SuperPause
triggerall = ishelper(6400000)
triggerall = root,palno != 10
triggerall = enemy,name != "New_Shiki_Nanaya"
trigger1 = win
trigger1 = roundstate = 2
anim = -1
movetime = 1
time = 1
darken = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = Pause
triggerall = ishelper(6400000)
triggerall = root,palno != 10
triggerall = enemy,name != "New_Shiki_Nanaya"
trigger1 = !win
trigger2 = roundstate != 2
movetime = 0
time = 0
ignorehitpause = 1
[State 150]
type = SuperPause
triggerall = ishelper(6400000)
triggerall = root,palno != 10
triggerall = enemy,name != "New_Shiki_Nanaya"
trigger1 = !win
trigger2 = roundstate != 2
movetime = 0
time = 0
darken = 0
anim = -1
p2defmul = 1
ignorehitpause = 1
;-----------------------------------------
[State 150]
type = ChangeAnim
triggerall = ishelper(66666)
trigger1 = anim != 66666
value = 66666
ignorehitpause = 1

[State 150]
type = AssertSpecial
trigger1 = ishelper(66666)
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 150]
type = screenbound
trigger1 = ishelper(66666)
value = 1
movecamera = 1

[State 150]
type = PlayerPush
trigger1 = ishelper(66666)
value = 0

[State 150]
type = NotHitBy
trigger1 = ishelper(66666)
value = SCA,AA,AT,AP
time = 2147483647
ignorehitpause = 1

[State 66666]
type = hitdef
triggerall = ishelper(66666)
trigger1 = timemod = 60,0
trigger1 = time >= 60
attr = S,NA
damage = 0,0
guardflag = 
hitflag = 
priority = 7, Hit
ignorehitpause = 1

[State 150]
type = HitOverride
triggerall = ishelper(66666)
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 150]
type = posset
trigger1 = ishelper(66666)
x = enemy,pos x
y = enemy,pos y

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,stateno = 24000
trigger1 = root,numprojid(30530) = 0
trigger1 = root,time = 20
attr = S, SA
animtype  = hard
damage = 2147483647,2147483647
projremovetime = 20
postype = p1
projremove = 1
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
projanim = 22180
ProjID = 30530
offset = 0,-75
pausetime = 0,30
guard.pausetime = 2,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1
p1stateno = 24050
p2stateno = 24100
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 11225
trigger1 = (GameTime%11) = 1
attr = A, NA
projanim = 22179
projid = 22179
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
velocity = 0
animtype  = hard
damage  = 10,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 11225
triggerall = numprojid(11010) = 0
trigger1 = (GameTime%11) = 1
attr = A, NA
projanim = 22152
projhitanim = -1
projid = 11010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
velocity = 0
animtype  = hard
damage  = 10,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 4405
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 22179
projid = 100000000
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
animtype  = hard
damage  = 10,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = numprojid(1101000) = 0
triggerall = root,palno = 12
triggerall = root,stateno = 4405
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 22152
projid = 1101000
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
animtype  = hard
damage  = 10,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 2205
trigger1 = (GameTime%5) = 1
attr = A, NA
projanim = 22179
projid = 100000000
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage  = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 2205
triggerall = numprojid(2215200) = 0
trigger1 = (GameTime%5) = 1
attr = A, NA
projanim = 22152
projid = 2215200
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage  = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 33500
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype != A
trigger2 = (GameTime%6) = 1
trigger2 = p2movetype = A&&time >= 180
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 33500
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 33500
trigger1 = (GameTime%7) = 1
trigger1 = time >= 200
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 250
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,life < lifemax/2
trigger1 = roundstate<3
attr = S, SA
animtype  = hard
damage    = 10,5
projremovetime = 5
postype = p1
priority = 2147483647
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFPD
guardflag = 
projanim = 126200
ProjID = 126200
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,-50
projpriority = 2147483647
projsprpriority = 2147483647
pausetime = 0,0
guard.pausetime = 2,1
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = destroyself
triggerall = ishelper(66666)
trigger1 = roundstate >= 3
trigger2 = win
ignorehitpause = 1
;-----------------------------------------
[State 150]
type = ChangeAnim
triggerall = ishelper(28090)
trigger1 = anim != 4000
value = 40000
ignorehitpause = 1

[State 150]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 150]
type = PlayerPush
trigger1 = ishelper(28090)
value = 0

[State 150]
type = NotHitBy
trigger1 = ishelper(28090)
value = SCA,AA,AT,AP
time = 2147483647
ignorehitpause = 1

[State 150]
type = Turn
triggerall = ishelper(28090)
trigger1 = Facing != parent,Facing
ignorehitpause = 1

[State 150]
type = HitOverride
triggerall = ishelper(28090)
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 150]
type = posset
trigger1 = ishelper(28090)
x = enemy,pos x
y = enemy,pos y

[State 150]
type = varset
triggerall = ishelper(28090)
triggerall = root,var(30)
trigger1 = 1
v = 0
value = 1
ignorehitpause = 1

[State 150]
type = varset
triggerall = ishelper(28090)
trigger1 = 1
v = 1
value =(roundstate=2)*(root,var(55) !=gametime+123456789)*(var(1)+1)
ignorehitpause = 1

[State 150]
type = varset
triggerall = ishelper(28090)
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(2)-root,life>root,lifemax*0.1),var(2),root,life))))
ignorehitpause = 1

[State 150]
type = varset
triggerall = ishelper(28090)
trigger1 =roundstate=2&&(gametime%10=0&&var(3)-root,life<root,life<20)||roundstate!=2
v =3
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1

[State 150]
type = destroyself
triggerall = ishelper(28090)
trigger1 = roundstate >= 3
ignorehitpause = 1
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

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

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

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

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

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

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

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
;---------------------------------------------------------------------------

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

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

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

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

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

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

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

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

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

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

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

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

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
;---------------------------------------------------------------------------

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

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

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

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

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

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;負け動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; タイムオーバー
;---------------------------------------------------------------------------

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

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

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

[State 191, 3]
type = PlaySnd
triggerall = !lose
trigger1 = Time = 10
value = 10000,5
volume = 255
freqmul = 2.0

[State 191, 3]
type = PlaySnd
triggerall = lose
trigger1 = Time = 10
value = 11,0
volume = 255
freqmul = 0.7

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

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

;---------------------------------------------------------------------------
; 勝った動作１　
;---------------------------------------------------------------------------

[Statedef 180]
type = S

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

[State 180];天上天下
type = ChangeState
trigger1 = var(48) = 0
value = 181

[State 180]
type = ChangeState
trigger1 = var(48) = 1
value = 1840

[State 180];このような結末は・・・
type = ChangeState
trigger1 = var(48) = 2
value = 185

[State 180];下の下だな・・・
type = ChangeState
trigger1 = var(48) = 3
value = 186

[State 180];下の下だな2・・・
type = ChangeState
trigger1 = var(48) = 4
value = 187

;---------------------------------------------------------------------------
; 勝った動作
;---------------------------------------------------------------------------
[Statedef 1840]
type = S
ctrl = 0
anim = 1840
velset = 0,0

[State 1840]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1
volume = 255
[State 1840]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,2
volume = 255
freqmul = 2.0
[State 1840]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,1
volume = 255
freqmul = 2.0
[State 1840]
type = PlaySnd
trigger1 = time = 180
value = 10000,26
volume = 255
freqmul = 0.5
[State 1840]
type = PlaySnd
trigger1 = time = 180
value = 10000,26
volume = 255
freqmul = 0.45
[State 1840]
type = PlaySnd
trigger1 = time = 180
value = 10000,26
volume = 255
[State 1840]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[天上天下]
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 50
value = 181,0
volume = 255
freqmul = 2.0

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

[State 1000, 5]
type = RemoveExplod
trigger1 = time = 225
ID = 182

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

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,26
volume = 255
freqmul = 0.45
[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,26
volume = 255

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

;---------------------------------------------------------------------------
; 勝った動作　このような結末は・・・・
;---------------------------------------------------------------------------

[Statedef 185]
type = S
ctrl = 0
anim = 1850
velset = 0,0

[State 1850]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
volume = 255
freqmul = 2.0

[State 1850]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1
volume = 255
freqmul = 2.0

[State 1850]
type = PlaySnd
trigger1 = Time = 130
value = 2000,2
volume = 255
freqmul = 2.0

[State 1851]
type = helper
triggerall = !ishelper
trigger1 = time = 0
stateno = 1851
name = ""
ID = 1851
pos = -15,-150
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state 1850]
type = Explod
triggerall = numexplod(1851) = 0
trigger1 = time = 160
anim = 1851
id = 1851
sprpriority = 2147483647
removetime = 65
pos = -15,-130
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 215
trigger1 = time <= 225
anim = 22131
sprpriority = 2147483647
postype = p1
pos = -20,-140
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 215
trigger1 = time <= 225
anim = 22131
sprpriority = 2147483647
postype = p1
pos = -20,-140
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 215
trigger1 = time <= 225
anim = 22131
sprpriority = 2147483647
postype = p1
pos = -20,-140
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = PlaySnd
trigger1 = time = 220
value = s10000,1
freqmul = 2.5
[State 2000]
type = PlaySnd
trigger1 = time = 220
value = s10000,16
freqmul = 2.5
[State 2000]
type = PlaySnd
trigger1 = time = 225
value = s2300,3
[State 2000]
type = PlaySnd
trigger1 = time = 225
value = s10000,26

[State 1]
type = Explod
trigger1 = time > 535
trigger1 = time <= 545
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 535
trigger1 = time <= 545
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 535
trigger1 = time <= 545
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 535
value = 10000,26
volume = 255
freqmul = 0.45
[State 191, 3]
type = PlaySnd
trigger1 = time = 535
value = 10000,26
volume = 255

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

[State 1851]
type = AssertSpecial
trigger1 = time = [0,600]
flag = roundnotover

[Statedef 1851]
movetype = I
anim = 40000

[State 1851]
type = BindToRoot
trigger1 = 1
pos = -15,-150
ignorehitpause = 1

[State 1]
type = SelfState
triggerall = !ishelper(1851)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1851
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 160
anim = 33300
random = 25,25
ownpal = 1
ontop = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 2000]
type = Explod
trigger1 = time <= 160
anim = 33400
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 2000]
type = DestroySelf
trigger1 = time > 160

;---------------------------------------------------------------------------
; 勝った動作　血を出す
;---------------------------------------------------------------------------

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

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 181,1
volume = 255

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,26
volume = 255
freqmul = 0.45
[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,26
volume = 255

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

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

;---------------------------------------------------------------------------
; 勝った動作 下の下だな・・・
;---------------------------------------------------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,0
volume = 255
freqmul = 2.0

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0
volume = 255
freqmul = 2.0

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

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,26
volume = 255
freqmul = 0.45
[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,26
volume = 255

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

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

[State 191]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 191]
type = PlaySnd
trigger1 = Time = 0||Time = 60||Time = 120||Time = 160||Time = 200||Time = 240||Time = 260||Time = 280||Time = 300||Time = 320||Time = 340||Time = 360||Time = 370||Time = 380||Time = 390||Time = 400||Time = 410||Time = 420
value = 10000,26
volume = 255

[State 191]
type = PlaySnd
trigger1 = time = 430
value = 190,1
volume= 255

[State 191]
type = PlaySnd
trigger1 = time = 430
value = 190,0
freqmul = 2.0
volume= 255

[State 191];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191]
type = Explod
trigger1 = time = 430
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 193] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 193] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作  見よう見まねでやったけど弾幕の制御のしたかたがわからない
;---------------------------------------------------------------------------
[Statedef 195]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[State 195]
type = helper
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 16500
persistent = 0
name = "monsyou"
pos = 0,-100
size.xscale = 0.9
size.yscale = 0.9
postype = p1
stateno = 16500
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 195]
type = PlaySnd
trigger1 = animelem = 6
value = 195,0
volume = 255
freqmul = 2.0

[State 195]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------
;ヘルパー
[Statedef 16500]
type    = S
movetype= I
physics = N
anim = 40000
velset = 0,0
ctrl = 0

[State 16500]
type = SelfState
triggerall = !ishelper(14102)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
[State 16500]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 16500]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 16500]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 14102
[State 16500]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1
[State 16500]
type = posset
trigger1 = 1
x = 0
y = -90
ignorehitpause = 1
[State 16500]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
[State 16500]
type = AngleAdd
trigger1 = 1
value = -7
[State 16500]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 16500]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0
volume = 255
freqmul = 0.4
[State 16500]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = p1
pos = 0,0
removetime = 280
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 16500]
type = ModifyExplod
trigger1 = time <= 20
scale = 0.02*time,0.02*time
id = 26000
[State 16500]
type = ModifyExplod
trigger1 = time > 260
scale = 0.02*(280-time),0.02*(280-time)
id = 26000
[State 16500]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = p1
sprpriority = 7
pos = 0,0
removetime = 280
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 16500]
type = ModifyExplod
trigger1 = time <= 20
scale = 0.02*time,0.02*time
id = 28000
[State 16500]
type = ModifyExplod
trigger1 = time > 260
scale = 0.02*(280-time),0.02*(280-time)
id = 28000
[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 3.5,-5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -3.5,5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -3.5,-5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 3.5,5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 0,5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 0,-5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,-5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,0
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,0
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,-5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,5
attr = S, SP
animtype = Hard
damage    = 10,5
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11311]
type = destroyself
trigger1 = time = 280

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;やられ動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 5050]
type    = A
movetype= H
physics = N

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

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = name = "KALSIEL"
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

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

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

[state 5050, 9]
type = destroyself
triggerall = name ="KALSIEL"
trigger1 = ishelper
ignorehitpause = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
; HIT_LIEDEAD
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

[State 5150]
type = AssertSpecial
trigger1 = name!="KALSIEL"
flag = noshadow
flag2 = nobardisplay
flag3 = invisible

[State 5150]
type = PlaySnd
trigger1 = name!="KALSIEL"
trigger1 = time = 20 || time =50 || time = 80 || time = 120 || time = 140|| time = 170|| time = 200 || time = 240 || time = 270 || time = 300 || time = 340 || time = 380 || time = 420 || time = 460 || time = 500
value = 11,0
freqmul = 0.5+((random%4)*0.2)
voulme = 255

[State 5150]
type = PlaySnd
trigger1 = name!="KALSIEL"
trigger1 = time = 20 || time =40 || time = 60 || time = 80 || time = 100|| time = 120|| time = 140 || time = 160 || time = 180 || time = 220 || time = 240 || time =260 || time = 280 || time = 300 || time = 320|| time = 340|| time = 360 || time = 380
value = 11,0
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="KALSIEL"
trigger1 = time = 400 || time = 420 || time = 440 || time = 460 || time = 480 || time = 500 || time = 520 || time = 540 || time = 560 || time = 580 || time = 600
value = 11,0
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="KALSIEL"
trigger1 = time = 20 || time =50 || time = 80 || time = 120 || time = 140|| time = 170|| time = 200 || time = 240 || time = 270 || time = 300 || time = 340 || time = 380 || time = 420 || time = 460 || time = 500
value = 11,random%40
freqmul = 0.5+((random%4)*0.2)
voulme = 255

[State 5150]
type = PlaySnd
trigger1 = name!="KALSIEL"
trigger1 = time = 20 || time =40 || time = 60 || time = 80 || time = 100|| time = 120|| time = 140 || time = 160 || time = 180 || time = 220 || time = 240 || time =260 || time = 280 || time = 300 || time = 320|| time = 340|| time = 360 || time = 380
value = 11,random%40
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="KALSIEL"
trigger1 = time = 400 || time = 420 || time = 440 || time = 460 || time = 480 || time = 500 || time = 520 || time = 540 || time = 560 || time = 580 || time = 600
value = 11,random%40
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = Explod
trigger1 = name!="KALSIEL"&&animexist(100)
trigger1 = (GameTime%10) = 0
anim = 100
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 1+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="KALSIEL"&&animexist(101)
trigger1 = (GameTime%10) = 0
anim = 101
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 4+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="KALSIEL"&&animexist(20)
trigger1 = (GameTime%10) = 2
anim = 20
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 3+(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="KALSIEL"&&animexist(21)
trigger1 = (GameTime%10) = 2
anim = 21
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = -3-(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="KALSIEL"&&animexist(41)
trigger1 = (GameTime%14) = 0
anim = 41
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 0,-2.5-(random%2)
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="KALSIEL"&&animexist(5150)
trigger1 = (GameTime%50) = 0
anim = 5150
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 0,-5-(random%2)
removetime = -1
supermove = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "KALSIEL"
trigger1 = numexplod(22222) <=30
persistent = 5
anim = ifelse(random>=5,10,170)
id = 22222
vel = -14+random%8,-14+random%8
sprpriority = 2147483647
postype = p1
scale =0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "KALSIEL"
trigger1 = numexplod(22223) <=30
persistent = 5
anim = ifelse(random>=5000,120,121)
id = 22223
vel = -8+random%8,-8+random%8
sprpriority = 2147483647
postype = p1
scale =0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "KALSIEL"
trigger1 = numexplod(2222) <=30
persistent = 5
anim = ifelse(random>=5001,5020,5011)
id = 2222
vel = -4+random%8,-4+random%8
sprpriority = 2147483647
postype = p1
scale =0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "KALSIEL"
trigger1 = numexplod(2223) <=30
persistent = 5
anim = ifelse(random>=500,5010,130)
id = 2223
vel = -10+random%20,-10+random%20
sprpriority = 2147483647
postype = p1
scale = 0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "KALSIEL"
trigger1 = numexplod(2224) <=30
persistent = 5
anim = ifelse(random>=5002,5050,5150)
id = 2224
vel = -10+random%20,-10+random%20
sprpriority = 2147483647
postype = p1
scale = 0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

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

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

[State 5150, 6]
type = PosSet
triggerall = palno != [11,12]
trigger1 = name != "KALSIEL"
y = 0

[State 5150, 6]
type = PosSet
triggerall = palno = [11,12]
trigger1 = name != "KALSIEL"
y = 99999

[state 5150]
type = destroyself
triggerall = ishelper
trigger1 = root,name = "KALSIEL"
trigger2 = root,name != "KALSIEL"
trigger2 = time > 1

[State 5150]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = time > 0
trigger1 = root,alive
trigger1 = !(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(2)
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 26350
projremovetime = 30
postype = p2
offset = 0,250
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
p1stateno = 40
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

;自分

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

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

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

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

[State 5150, 6]
type = VelMul
triggerall = palno != [11,12]
triggerall = name = "KALSIEL"
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
triggerall = palno != [11,12]
triggerall = name = "KALSIEL"
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 7]
type = VelSet
triggerall = name = "KALSIEL"
triggerall = palno = [11,12]
trigger1 = pos Y > 0
x = 0
y = 0
[State 5150, 7] ;Friction
type = posset
triggerall = name = "KALSIEL"
triggerall = palno = [11,12]
trigger1 = pos Y > 0
x = 0
y = 0

[State 5150, 8]
type = NotHitBy
triggerall = name = "KALSIEL"
trigger1 = 1
value = SCA

[statedef 24640]
movetype = I
ctrl = 1

[State 24640]
type = lifeadd
triggerall = name = "KALSIEL"
trigger1 = life < lifemax/4
value = lifemax/4
kill = 0
ignorehitpause = 1

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

[State 24640]
type = poweradd
triggerall = name = "KALSIEL"
trigger1 = 1
value = 1000
ignorehitpause = 1

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

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

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

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

;==========================================================================================
;==========================================================================================
; 遠距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

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

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

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

[State 200, 1]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = S, NA                 
damage = 38, 0                   
getpower = 61,61
animtype = Light                
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 2,4                 
sparkno = s22109 + (random%8)
sparkxy = -20, -69
hitsound = s202,0
guard.sparkno = s22184
guardsound = s120,0            
ground.type = high               
ground.slidetime = 9             
ground.hittime  = 9             
ground.velocity = -6             
airguard.velocity = -1.9,-2     
air.type = Low                  
air.velocity = -1.4,-3           
air.hittime = 12                

[State 200]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 10, 0  
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 50, -89 
hitsound = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 2.0

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

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

;==========================================================================================
;==========================================================================================
; 近距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0
ctrl = 0
anim = 205
poweradd = 0
sprpriority = 2

[State 200, 1]
type = Projectile
trigger1 = animelem = 3
attr = S, NA
damage = 10, 0
getpower = 61,61
animtype = Light 
guardflag = MA
hitflag = MAF
projanim = 22135
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
priority = 4, Hit
pausetime = 7,8
sparkno = s22109 + (random%8)
sparkxy = 50, -69
hitsound = s202,0   
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
airguard.velocity = -1.9,-2
air.type = Low
air.velocity = -1.9,-2
air.hittime = 12

[State 205]
type = Veladd
trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -3.4

[State 205]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 2.0

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離強パンチ
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 2.0

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,26
volume = 255
freqmul = 0.45

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

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

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

[State 210]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage = 100,10
getpower = 33,33
guardflag = M
pausetime = 25,15
sparkno = s22109 + (random%8)
sparkxy = -30, -70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 210]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = hard
damage = 10,10
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 30,10
sparkno = s22109 + (random%8)
sparkxy = 40, -69
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

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

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

;==========================================================================================
;==========================================================================================
;近距離強パンチ
;==========================================================================================
;==========================================================================================
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 2.0

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,26
volume = 255
freqmul = 0.45

[State 210]
type = Explod
trigger1 = animelem = 2
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
scale = 0.7,0.7

[State 10121]
type = Explod
trigger1 = animelem = 5
anim = 10910
id = 211
postype = p1
sprpriority = 2147483647
postype = p1
pos = 60,-70
removetime = 15
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 210]
type = HitDef
triggerall = palno != [6,12]
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage = 130,13
getpower = 33,33
guardflag = M
pausetime = 23,23
sparkno = s22109 + (random%8)
sparkxy = -30, -70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 210, 2]
type = Projectile
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage = 10,10
getpower = 61,61
projanim = 22136
projid = 22136
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = MA
pausetime = 23,23
sparkno = s22109 + (random%8)
sparkxy = 40, -69
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3

[State 215]
type = Pause
trigger1 = projhit22136 = 1 || projguarded22136 = 1
time = 23

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離 立ち弱キック
;==========================================================================================
;==========================================================================================

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

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

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

[State 230]
type = PlaySnd
trigger1 = AnimElem = 4
value = 210,random%3
volume = 255
freqmul = 2.0

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

[State 230]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage  = 90,9
priority = 7
getpower = 50,50
guardflag = M
pausetime = 14,15
sparkno = s22109 + (random%8)
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[State 240]
type = Projectile
triggerall = palno = [6,12]
trigger1 = Time = 0
attr = S, SA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 10,4
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 50, -85
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

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

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

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

[State 230]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -130
trigger1 = MoveContact = 1

[State 230]
type = ChangeState
value = 1201
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y <= -130
trigger1 = MoveContact = 1

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

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

;==========================================================================================
;==========================================================================================
;近距離 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,random%3
volume = 255
freqmul = 2.0

[State 235]
type = Explod
trigger1 = animelem = 4
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999
scale = 0.7,0.7

[State 235]
type = PlaySnd
trigger1 = animelem = 4
value = 240,1

[State 235]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 235]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -3

[State 235]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 235]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.0005 * enemy,Const(data.life))
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 50, -85
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0

[state 235]
type = posadd
trigger1 = animelem = 3
x = 4

[State 235]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離 立ち強キック
;==========================================================================================
;==========================================================================================

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

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,random%3
volume = 255
freqmul = 2.0

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

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 240,1

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 0,-20
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

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

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

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage  = 90,9
getpower = 30,30
guardflag = MA
pausetime = 10,10
sparkno = s22109 + (random%8)
sparkxy = -15,-85
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage  = 10,7
getpower = 30,30
guardflag = MA
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -15,-106
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5

[State 240]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.0005 * enemy,Const(data.life)) 
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 50, -85
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0

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

[State 240]
type = ChangeState
value = IfElse((Random < 600),230,1043)
triggerall = palno !=10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,80]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

[State 240]
type = ChangeState
value = 1200
triggerall = palno =10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -130
trigger1 = MoveContact = 1

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

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

;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,26
volume = 255
freqmul = 0.45

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000, 5
volume = 255
freqmul = 2.0

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage  = 90,9
getpower = 136,136
guardflag = M
pausetime = 14,15
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7

[State 240, 2]
type = Projectile
triggerall = palno = [6,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = diagup
damage  = 10,4
getpower = 136,136
projanim = 22148
projid = 22148
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
guardflag = M
pausetime = 14,15
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
fall.recover = 0

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

;==========================================================================================
;==========================================================================================
;屈み弱パンチ
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 2.0

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

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

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

[State 400, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage = 20,2
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 2,4
sparkno = s22109 + (random%8)
sparkxy = -10,-37
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3

[State 400]
type = Projectile
triggerall = palno= [6,12]
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22140
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 10,2
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 38, -25
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 400]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,70]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

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

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

;==========================================================================================
;==========================================================================================
;屈み強パンチ
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 2.0

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

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

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

[State 410, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = C, NA
damage = 90,9
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s22109 + (random%8)
sparkxy = -10,-73
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6


[State 410]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 22141
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage = 10,4
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 60, -70
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

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

;==========================================================================================
;==========================================================================================
;屈み弱キック
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 2.0

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

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

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

[State 430, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage = 20,2
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 2,4
sparkno = s22109 + (random%8)
sparkxy = -10,-12
hitsound   = s224,0
getpower = 30,30
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 10,2
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 38, -15
hitsound   = s224,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

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

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;==========================================================================================
;==========================================================================================
;屈み強キック
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = time = 0
value = 210,random%3
volume = 255
freqmul = 2.0

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

[State 440]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

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

[State 440, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage = 150,15
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s22109 + (random%8)
getpower = 61,61
sparkxy = -15,-18
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s22184
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 440]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 8
attr = C, NA
projanim = 22143
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 10,4
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 88, -15
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

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

;==========================================================================================
;==========================================================================================
;空中弱パンチ
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 2.0

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

[State 600]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

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

[State 600, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage = 40,4
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s22109 + (random%8)
sparkxy = -10,-79
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22144
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 10,3
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 30, -70
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;==========================================================================================
;==========================================================================================
;空中強パンチ
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 2.0

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

[State 610]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

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

[State 610, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage = 120,12
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -10,-76
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
animtype = Medium
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 610]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22145
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Medium
damage = 10,4
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 30, -70
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;==========================================================================================
;==========================================================================================
;垂直空中弱キック
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3
volume = 255
freqmul = 2.0

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

[State 630]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

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

[State 630, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage = 40,4
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s22109 + (random%8)
sparkxy = -5,-51
hitsound   = s224,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 630]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22146
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 10,4
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 43, -20
hitsound   = s224,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3

;==========================================================================================
;==========================================================================================
;空中強キック
;==========================================================================================
;==========================================================================================

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

[State 200, 5]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 2.0

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

[State 640]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

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

[State 640, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage = 140,14
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -10,-61
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 640]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22147
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 10,4
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 43, -40
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000, 5
volume = 255
freqmul = 2.0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 10000,26
volume = 255
freqmul = 0.45

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage = 100,10
getpower = 120,120
guardflag = MA
pausetime = 11,12
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

[State 240, 2]
type = Projectile
triggerall = palno = [6,12]
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage = 10,4
getpower = 120,120
guardflag = MA
projanim = 22148
projid = 22148
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
pausetime = 11,12
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
fall.recover = 0

;---------------------------------------------------------------------------
;緊急回避前
;---------------------------------------------------------------------------

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

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

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

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

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

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

[State 700]
type = velset
trigger1 = animelem = 2
x = 12

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19100
id = 19100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 700] 
type = turn 
triggerall = animelem = 4
trigger1 = p2dist x< 0 
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
;---------------------------------------------------------------------------

[Statedef 701]
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 701]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state 701]
type = posset
trigger1 = time = 0
y = 0

[state 701]
type = playerpush
trigger1 = 1
value = 0

[State 701]
type = PlaySnd
trigger1 = animelem = 1
value = 190,1

[State 701]
type = velset
trigger1 = animelem = 2
x = -12

[State 701]
type = velset
trigger1 = animelem = 5
x = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19100
id = 19100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 701]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
;---------------------------------------------------------------------------

[Statedef 702]
movetype = I
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state 702]
type = posset
trigger1 = time = 0
y = 0

[State 702]
type = NotHitBy
trigger1 = 1
value = SCA

[state 702]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 702]
type = PlaySnd
trigger1 = Time = 1
value = 10004,0 

[State 702]
type = velset
trigger1 = Time = 0
x = -4

[State 702]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state 702]
type = velset
trigger1 = vel x >= 0
x = 0

[State 702]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22148
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 801       
p2stateno = 805 
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 801
ctrl = 0

;==========================================================================================
;==========================================================================================
;投げている自分
;==========================================================================================
;==========================================================================================

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0 
value = 2000,3
volume = 255
freqmul = 2.0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 28
volume = -255

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 12
volume = 250

[State 801]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0

[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State -2]
type = targetLifeAdd
triggerall = palno != [7,12]
trigger1 = 1
value = -(Ceil(0.00005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = palno = [7,12]
trigger1 = 1
value = -(Ceil(0.0005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 801]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 22150
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 15
postype = p1
offset = 70,0
velocity = 0
animtype  = Light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.0005 * enemy,Const(data.life))
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22138
sparkxy = 40, -89 
hitsound   = s10000,28
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 801]
type = EnvShake
trigger1 = animelem = 5
time = 18
ampl = 18
freq = 95
phase = 95

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;投げられている相手
;==========================================================================================
;==========================================================================================

[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;==========================================================================================
;==========================================================================================
;投げられている相手2
;==========================================================================================
;==========================================================================================

[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = NotHitBy
trigger1 = 1
value = SCA

[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 806]
type = lifeset
triggerall = enemynear,name="KALSIEL"
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具1
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1050]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 10000,5
volume = 255
freqmul = 2.0

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 1050]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2900, 1]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2900, 1]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1050]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[State 1065]
type = SelfState
triggerall = !ishelper(1065)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1065]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1065]
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 2147483647
projsprpriority = 2147483647
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.0007 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = 0,0
hitsound = s222,0
guardsound = s121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 10620
projremovetime = 16
projid = 1050
projpriority = 2147483647
projsprpriority = 2147483647
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 0,0
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = 0,0
hitsound = s222,0
guardsound = s121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11610]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 6
value = 1000,0
volume = 255
freqmul = 2.0

[state a]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
damage = 10,10
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
damage = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) 
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
damage    = Ceil(0.006 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) 
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具3
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3001]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 3007
ctrl = 0

[State 3001]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[state 3001]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 3001]
type = PlaySnd
trigger1 = animelem=7||animelem=8
value = 10000,44
volume= 255

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 3001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 3002]
type = S
movetype = I
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(3002)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3002
ignorehitpause = 1

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3002]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3002]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3002

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[state 3002]
type = velset
triggerall = var(0) =1
trigger1 = p2bodydist X< 0 && Time >= 20
x = -7.5

[state 1]
type = velset
triggerall = var(0)=0
trigger1 = p2bodydist X > 0 && Time >= 20
x = 7.5

[state 3002]
type = velset
triggerall = var(0) =1
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -4.0

[state 3002]
type = velset
triggerall = var(0)=0
trigger1 = p2bodydist Y > 50 && Time >= 20
y = 4.0

[state 3002]
type = posset
trigger1 = !ishelper
y = 0

[state 3002]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 3002]
type = ChangeState
triggerall = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 3004

[State 3002]
type = ChangeState
triggerall =  1 && ishelper
trigger1 = Movecontact = 1
value = 3004

[State 3002]
type = ChangeState
trigger1 = time >= 60 && ishelper
value = 3004

;==========================================================================================
;==========================================================================================
;消滅
;==========================================================================================
;==========================================================================================

[Statedef 3004]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 3004]
type = playsnd
trigger1 = time = 0
value = 10000,43

[state 3004]
type = nothitby
trigger1 = 1
value = SCA

[State 3004]
type = Projectile
triggerall = 1
trigger1 = time = 0
attr = S, NA
projanim = 22179
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
animtype  = diagup
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) 
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15

[state 3004]
type = destroyself
trigger1 = AnimTime = 0

;=====================================================================================
;=====================================================================================
; クレイスト・ピラー
;=====================================================================================
;=====================================================================================
[Statedef 18100]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 2300,0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2000, 1
freqmul = 2.0

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

[State 18100]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 18102
persistent = 0
name = "monsyou"
pos = 70,-150
postype = P1
stateno = 18102
size.xscale = 0.7
size.yscale = 0.7
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 18100]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 18102
persistent = 0
name = "monsyou"
pos = 70,-150
postype = P1
stateno = 18102
size.xscale = 0.7
size.yscale = 0.7
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------
;ヘルパー
[Statedef 18102]
type    = S
movetype= I
physics = N
anim = 18101
velset = 0,0
ctrl = 0

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(18102)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 18101
ignorehitpause = 1

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 18102

[State 180, 1]
type = VarRandom
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
v = 48
range = 0,5

[State 2]
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 0,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2]
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
hitsound   = s225,1
sparkno = s22109 + (random%8)
guard.sparkno = s22184
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -160,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15
postype = p1
offset = 140,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 40,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 20,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 160,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
hitsound   = s225,1
sparkno = s22109 + (random%8)
guard.sparkno = s22184
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state a];
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
value = 801,1

[state 11311]
type = destroyself
trigger1 = time = 178

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシング・ラッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 22115]
type = S
movetype = I
physics = N
anim = 22123
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 200, 5]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 2.0

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s10000,38

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117

;==========================================================================================
;==========================================================================================
;ダッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22117]
type = S
movetype = I
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22118

[State a]
type = Pause
trigger1 = projhit22151 = 1 || projguarded22151 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projid = 22151
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 50
numhits = 1
animtype  = hard
damage    = Ceil(0.0002 * enemy,Const(data.life)) ,Ceil(0.0001 * enemy,Const(data.life))
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkxy = -5, -85
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0

[State a]
type = helper
trigger1 = projcontact22151 = 1
trigger1 = numhelper(22122) = 0
id = 22122
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22122
juggle = 12
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
ignorehitpause = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 22116

;==========================================================================================
;==========================================================================================
;終了
;==========================================================================================
;==========================================================================================

[Statedef 22116]
type = S
movetype = I
physics = N
anim = 22117
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;==========================================================================================
;==========================================================================================
;ラッシュ
;==========================================================================================
;==========================================================================================
[Statedef 22122]
type    = S
movetype= A
physics = S
sprpriority = 4
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(22122)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22122
ignorehitpause = 1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 150]
type = posset
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State 1]
type = Projectile
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4
attr = A, NA
projanim = 22152
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
animtype  = hard
damage = Ceil(0.008*enemy,Const(data.life)),Ceil(0.001*enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 8,0
sparkno = s22109 + (random%8)
sparkxy = -5, -80
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4
fall = 1
fall.recover = 0

[State 2]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシング・ラッシュ1pから6p
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 22118]
type = S
movetype = A
physics = N
anim = 22123
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2

[State 22118]
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = varset
trigger1 = time = 0 
fv = 0
value = 0

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s10000,38

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22119

;==========================================================================================
;==========================================================================================
;ダッシュ1pから6p
;==========================================================================================
;==========================================================================================

[Statedef 22119]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 15
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = time = 0 
fv = 0
value = 1

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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22118

[State a]
type = Pause
trigger1 = projhit22151 = 1 || projguarded22151 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projid = 22151
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 25
postype = p1
offset = 0,0
velocity = 50
numhits = 1
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life))
getpower = 25,25
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0

[State a]
type = helper
trigger1 = projcontact22151 = 1
trigger1 = numhelper(22122) = 0
id = 22122
name = "lash"
pos = 0,0
postype = p2
stateno = 22122
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = ChangeState
trigger1 = animtime = 0
value = 22120

;==========================================================================================
;==========================================================================================
;終了1pから6p
;==========================================================================================
;==========================================================================================

[Statedef 22120]
type = S
movetype = A
physics = N
anim = 22117
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 髑髏柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "x"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X < 180;
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "a"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X = [90,240]
trigger2 = random = [500,999]
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "y"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X > 180
trigger2 = random = [0,500]
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "b"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X > 240 && random = [500,999]
v = 5
value = 3

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "a"
trigger1 = !var(30) || var(30) && p2bodydist X > 60
trigger2 = var(30)&&random<160&&p2bodydist X > 60&&var(5)=[0,4]
v = 5
value = 1

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "y"
trigger1 = !var(30) || var(30) && p2bodydist X > 120
trigger2 = var(30)&&random<150&&p2bodydist X > 120&&var(5)=[0,4]
v = 5
value = 2

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "b"
trigger1 = !var(30) || var(30) && p2bodydist X > 180
trigger2 = var(30)&&random<150&&p2bodydist X > 180&&var(5)=[0,4]
v = 5
value = 3

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "z"
trigger2 = var(30)&&random<50&&p2bodydist X = [-300,300]
v = 5
value = 4

[state a]
type = varset
triggerall = palno = 12
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 8
[state a]
type = varset
triggerall = palno != 12
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 4
[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0
[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0
[state a]
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(30)
v = 7
value = 1
[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 7
value = 1

[State 2900, 1]
type = helper
triggerall = palno != [11,12]
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2900, 1]
type = helper
triggerall = palno = [11,12]
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;---------------------[連続]
[state a]
type = changestate
triggerall = palno = 12
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,10]
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = palno != 12
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno != 12
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,6]
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = playsnd
trigger1 = animelem = 1||animelem = 2
value = 10000,34
volume = 255

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

[Statedef 1412]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1412

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

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

[State 1]
type = SelfState
triggerall = !ishelper(1412)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1412
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,18
volume = 255
[state a]
type = playsnd
trigger1 = time = 0
value = 10000,28
volume = 255
[state a]
type = playsnd
trigger1 = time = 0
value = 10000,49
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21474836
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1412]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%4 = 1
anim = 22131
sprpriority = 2147483647
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
vel = 0,-5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1412]
type = EnvShake
trigger1 = time = 0
time = 15
ampl = -15
freq = 95
phase = 95

[State 1412]
type = Projectile
triggerall = palno != [11,12]
trigger1 = time = 0
projanim = 22150
projremove = 0
projremovetime = 30
projpriority = 2147483647
projsprpriority = 2147483647
getpower = 20,20
offset = 0,0
attr = S, SP
animtype = Hard
damage    = Ceil(0.01 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
pausetime = 2,10
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1

[State 2]
type = Projectile
triggerall = palno = [11,12]
trigger1 = time = 0
attr = S,SP
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
getpower = 20,20
guardflag = M
projanim = 22150
projremove = 0
projremovetime = 30
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 0,0
numhits = 1
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ディメンション・ホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1950]
type = A
ctrl = 0
anim = 1950
velset = 0,0

[State 1950]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
range = 0,3
v = 5
[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,26
volume = 255
freqmul = 0.45
[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,26
volume = 255
[State 1950]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,1
volume = 255
freqmul = 2.0

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120
[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 1955

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 1955]
type = S
ctrl = 0
anim = 1955
velset = 0,0

[State 1955]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1955]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

[State 1955]
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state a];移動制御
type = posset
trigger1 = time = 0
y = 0
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -50
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 50

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.7,0.7

[State z]
type = ChangeState
trigger1 = StateType = A
trigger1 = AnimTime = 0
value = 51
ctrl = 1

[state z]
type = changestate
trigger1 = StateType = S
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ヘル・パニッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 10020
poweradd = 0
sprpriority = 2
juggle = 2

[State 1100]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 3+ (random%3),-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3
freqmul = 2.0
volume = 255

[State 1100]
type = Explod
trigger1 = animelem = 3
anim = 26500
ontop = 1
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 1100]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 16
trigger1 = time <= 32
projanim = 22185
projid = 22185
projremove = 0
projremovetime = 2
projpriority = 5
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAFPD
guardflag = M
sparkno = -1
guard.sparkno = -1
hitsound = s10000,42
guardsound = s120,0
pausetime = 0,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 17
ground.velocity = 0,-11
air.velocity = 0,-11
air.fall = 1
fall.recover = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; フォトンスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11101]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3007
ctrl = 0

[State 11101]
type = NotHitBy
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 1050,0
volume= 255

[State 1000, 6]
type = PlaySnd
trigger1 = time = 7
trigger2 = time = 9
trigger3 = time = 11
trigger4 = time = 13
trigger5 = time = 15
trigger6 = time = 17
value = s10000,31
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,14
volume = -255

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;玉
;==========================================================================================
;==========================================================================================

[Statedef 11100]
type    = S
movetype= I
physics = N
anim = 11101
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(11100)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11100
ignorehitpause = 1

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[State 1]
type = VelSet
trigger1 = var(0)=0
x = time%40 * 0.2

[State 1]
type = VelSet
trigger1 = var(0) =1
x = -time%40 * 0.2

[State 1]
type = VelSet
trigger1 = p2bodydist Y <= 0
y = Sin((-gameTime*3)*Pi/180) - 1

[State 1]
type = VelSet
trigger1 = p2bodydist Y > 0
y = -Sin((gameTime*3)*Pi/180) + 1 

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = MoveContAct = 1
value = 11125

[state a]
type = changestate
trigger1 = time >= 80
trigger2 = p2bodydist X<20&&p2bodydist X>-20
trigger2 = p2bodydist Y<20&&p2bodydist Y>-20
value = 11125

;==========================================================================================
;衝突
;==========================================================================================

[Statedef 11125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 11125]
type = playsnd
trigger1 = time = 0
value = 10000,48
volume = 255
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,49
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,28
volume = -255
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,27
volume = -255

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.25,0.25
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.3,0.3
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.5,0.5
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -7+ (random%14),-7 + (random%14)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -6+ (random%12),-6 + (random%12)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -5+ (random%10),-5 + (random%10)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
[State 11125]
type = Helper
triggerall = numhelper(22101) < 3
trigger1 = time = 0
trigger3 = time = 20
id = 22101
stateno = 22101
pos = 0,0
ownpal = 0
helpertype = player
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11125]
type = Projectile
trigger1 = time = 0
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15

[state 11125]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 光弾
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11500]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 11500]
type = NotHitBy
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 5
id = 11502
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 5||Animelem=6
id = 11502
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[Statedef 11502]
type = S
movetype = I
physics = N
anim = 22139
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(11502)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11502
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11502
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 10000, 27
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-((ishelper(11500))*2)

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+((ishelper(11500))*2)

[state 1]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11500))*0.6)

[state 1]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11500))*0.6)

[State 1]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11502]
type = DestroySelf
trigger1 = time >= 250+((ishelper(11500))*50)

;=================================================================================
;=================================================================================
グラウディースフィア
;=================================================================================
;=================================================================================

[Statedef 1800]
type     = S
movetype = I
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1310
ctrl     = 0
sprpriority = 3

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 90,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 140,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 190,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 45
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 240,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1500,0
volume = 255
freqmul = 2.0

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,18
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,49
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,28
volume = -150

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14

[State 2000, 6]
type = Projectile
trigger1 = time = 30
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 90,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 35
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 140,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 40
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 190,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 45
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 0
offset = 240,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-40
velocity = 14, 0
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-70
velocity = 14, 0
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-100
velocity = 14, 0
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
グラウディースフィア
;=================================================================================
;=================================================================================

[Statedef 1810]
type     = S
movetype = I
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 3007
ctrl     = 0
sprpriority = 3

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 90,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 140,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 190,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1000,0
volume = 255
freqmul = 2.0

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31
volume = -50

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14
volume = -50

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,18
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,49
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,28
volume = -150

[State 2000, 6]
type = Projectile
trigger1 = time = 30
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 90,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 35
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 140,30
attr = S, SP
animtype = Hard
damage = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 2000, 6]
type = Projectile
trigger1 = time = 40
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 190,30
attr = S, SP
animtype = Hard
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 3000]
type = Projectile
trigger1 = time = 5
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 10
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
エクスプロージョンスフィアΩ
;=================================================================================
;=================================================================================

[Statedef 1700]
type     = S
movetype = I
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 3

[State 230]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 5

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,17
volume = 255
freqmul = 2.0

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =1300,0
volume = 255
freqmul = 2.0

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,14

[State 1000]
type = Helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 1
stateno = 1720
id = 1720
helpertype = normal
pos = 30,-85
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000]
type = Helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 1
stateno = 1720
id = 1720
helpertype = player
pos = 30,-85
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1720]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 28000
ownpal = 1
sprpriority = 999

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(1720)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1720
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1009]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State 1720]
type = Turn
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[State 1720]
type = AngleDraw
trigger1 = Time >= 0
value = gametime * 1.5 * (1 + random%100) * 0.1
scale = (ifelse((gametime%120<=59),((gametime%60 * 0.01)  / 0.6),(1 - (gametime%60*0.01)  / 0.6))) * 1.5,1.5

[State 1720]
type = VelSet
trigger1 = 1
x = (P2Dist X)/10
y = (P2Dist Y+(enemynear(0),const(size.mid.pos.y)))/10

[State 1000]
type = VarRandom
trigger1 = 1
v = 48
range = 0,360

[State 2000]
type = Explod
trigger1 = time < 140
anim = 22131
pos = Ceil(100*cos(pi*var(48)/180)),Ceil(100*sin(pi*var(48)/180))
vel = -10*cos(pi*var(48)/180)+vel X,-10*sin(pi*var(48)/180)+vel Y
removetime = 10
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000]
type = Explod
trigger1 = time < 150
anim = 26000
scale = 0.5,0.5
ontop = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000]
type = Projectile
trigger1 = time < 150
projanim = 22179
projid = 22183
projremove = 1
projremovetime = 1
projmisstime = 10
projhits = 1
getpower = 100
ownpal = 0
attr = S, SP
animtype = Hard
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.0001 * enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s10000,2
guardsound = s10000,2
pausetime = 10,10
sparkno = s22138
guard.sparkno = s22184
ground.type = high
ground.hittime = 21
ground.slidetime = 21
air.juggle = 8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1234
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000]
type = DestroySelf
trigger1 = time > 150

[Statedef 1234]
type    = A
movetype= H
physics = N
anim = 5050
velset = -4,-0.5

[State 1234]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 1000]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 1000]
type = SelfState
trigger1 = time > 10
value = 5050

;=================================================================================
;=================================================================================
レールフォース
;=================================================================================
;=================================================================================
[Statedef 1080]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 2

[State 1080]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 2563,4

[State 1000, 1]
type = PlaySnd
trigger1 = time = 18
value = 801,1

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10100
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
trans =sub
sprpriority = 999

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10110
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
sprpriority = 999

[State 240, 4]
type = ModifyExplod
trigger1 = time > 30
trigger1 = time <= 40
id = 10004
scale = 0.09*(time-30),1

[State 240, 4]
type = ModifyExplod
trigger1 = time > 50
id = 10004
scale = 0.6,0.05*(70-time)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2]
type = Projectile
trigger1 = time = 20
attr = S, SP
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)),Ceil(0.003 * enemy,Const(data.life))
getpower = 61,61
guardflag = M
projanim = 10050
projhitanim = -1
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 35
postype = p1
offset = 10,-90
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
 マグネティックスフィア
;=================================================================================
;=================================================================================
[Statedef 12300]
type    = S
movetype= I
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 12300]
type = NotHitBy 
trigger1 = animelem=6,<=0
value = SCA

[State 12300]
type = PlaySnd
trigger1 = animelem=1
value = 10000,5
volume = 255
freqmul = 2.0

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 1300,1
volume= 255

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,44
volume= 255

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 12310
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 12310]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 11101
ownpal = 1
sprpriority = 999

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(12310)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 12310
ignorehitpause = 1

[State 12310]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = Turn
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist Y<50||p2bodydist Y>50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)

[State 12310]
type = Explod
trigger1 = (gametime%4)=0
anim = 11110
id = 11110
sprpriority = 2147483647
postype = p1
pos = 0,0
vel = 0,0
trans = sub
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12310]
type = ModifyExplod
trigger1 = 1
id = 11110
scale= 0.1+0.1*(gametime%9),0.1+0.1*(gametime%9)

[state 12310]
type = removeexplod
trigger1 = time>=70
id = 11110

[State 1110]
type = Projectile
triggerall = palno != [7,12]
trigger1 = ishelper
trigger1 = (gametime%2) = 1
attr = S, NA
damage    = Ceil(0.003 * enemy,Const(data.life)),Ceil(0.0003 * enemy,Const(data.life))
guardflag = M
hitflag = MAFP
projanim = 22179
projremove = 0
projremovetime = 2
postype = p1
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22138
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1110]
type = Projectile
triggerall = palno = [7,12]
trigger1 = ishelper
trigger1 = (gametime%2) = 1
attr = S, NA
damage    = Ceil(0.001 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life))
guardflag = M
hitflag = MAFP
projanim = 22179
projremove = 0
projremovetime = 2
postype = p1
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22138
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state 12310]
type = destroyself
trigger1 = Time>=75
;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 12360]
type    = A
movetype= H
physics = N
velset = 0,0

[State 12360]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 12360]
type = PlaySnd
triggerall = alive
triggerall = name != "KALSIEL"
trigger1 = (GameTime%50) = 1
value = 11,0
freqmul = 0.5+((random%4)*0.2)
voulme = 255

[State 12360]
type = PlaySnd
triggerall = alive
triggerall = name != "KALSIEL"
trigger1 = (GameTime%50) = 1
value = 11,0
freqmul = 1.8+((random%4)*0.2)
voulme = 255

[State 12360]
type = lifeadd
triggerall = name != "KALSIEL"
trigger1 = (gametime%5)=0
value = -(Ceil(0.005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 12360]
type = poweradd
triggerall = name != "KALSIEL"
trigger1 = (gametime%2)=0
ignorehitpause = 1
value = -(Ceil(0.5 * Const(data.power)))

[State 12360]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 12360]
type = destroyself
trigger1 = ishelper

[State 12360]
type = angledraw
triggerall = name != "KALSIEL"
trigger1= 1
scale= 1.0+0.2*(gametime%4),1.0+0.2*(gametime%4)

[State 12360] 
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150
;---------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ウェベーリゼーション
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------
[Statedef 25555]
type    = S
movetype= I
physics = S
juggle  = 20
poweradd= 80
ctrl = 0
velset = 2,0
anim = 25555
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,28
volume = -255
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,49
volume = -255
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,3
freqmul = 2.0

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 26550
sprpriority = 2
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[State 2300]
type = Explod
trigger1 = animelem = 6
anim = 22174
sprpriority = 2
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
scale = 0.7,0.7
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = projhit25557 = 1
anim = 22109 + (random%8)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded25557 = 1
anim = 22184
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 2]
type = Projectile
trigger1 =AnimElem=6||AnimElem=7||AnimElem=8||AnimElem = 9
attr = S, NA
projanim = 25557
projid = 25557
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = diagup
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
ignorehitpause = 1
juggle = 15

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

[Statedef 24000]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 2205]
type = Turn
trigger1 = P2dist X < 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(37) != 1
value = 0
ctrl = 1

[State 240, 4]
type = ChangeState
trigger1 = var(37) = 1
value = 24640
ctrl = 1

[Statedef 24050]
type     = S
movetype = I
physics  = S
velset = 0,0
juggle = 0
poweradd= 0
anim = 2313
sprpriority = 35
ctrl = 0

[State 1020, 4]
type = EnvShake
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
ignorehitpause = 1
time = 3
value = 255,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,5
volume = 255
freqmul = 2.0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 2300,3

[State 2000, 6]
type = Explod
triggerall = win
trigger1 = animelem = 7
trigger1 = numexplod(2311) = 0
id = 2311
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = win
trigger1 = animelem = 7
trigger1 = numexplod(22109) = 0
id = 22109
anim = 22109 + (random%8)
sprpriority = 8
postype = p2
pos = 50,-65
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = win
trigger1 = animelem = 18
trigger1 = numexplod(22109) = 0
id = 22109
anim = 22109 + (random%8)
sprpriority = 8
postype = p2
pos = 58,-83
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = Explod
trigger1 = animelem = 7
anim = 1930
pos = 14, -110
postype = p2
ownpal = 1
scale = 0.7,0.7
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 1500,0
freqmul = 2.0
volume = 250
[State 2000, 6]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 18
value = 10000,29
volume = 250
[State 2000, 6]
type = BGPalFx
triggerall = !win
trigger1 = animelem = 18
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 2000, 6]
type = Explod
triggerall = !win
trigger1 = animelem = 18
anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 18
value = 11,0
freqmul = 2.5

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 24100]
type    = A
movetype= H
physics = N
velset = 0,0

[State 24100]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 24100]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 24100]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 24100]
type = ChangeState
triggerall = name = "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 24100]
type = ChangeAnim2
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 5011
ignorehitpause = 1

[State 24100]
type = Turn
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 24100]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 24100]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = enemy,name = "KALSIEL"
trigger1 = enemy,stateno = 24050
trigger1 = enemy,time > 175
x = -7
y = -5
ignorehitpause = 1

[State 24100]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = enemy,name != "KALSIEL"
x = -3
y = -5
ignorehitpause = 1

[State 24100]
type = PosSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[state 24100]
type = lifeadd
trigger1 = enemy,time = 20
value = 2147483647
kill = 0
absolute = 1

[State 24100]
type = SelfState
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = enemy,name = "KALSIEL"
trigger1 = enemy,stateno = 24050
trigger1 = enemy,time > 175
trigger2 = enemy,name != "KALSIEL"
value = 5050
ignorehitpause = 1

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 10145
ownpal = 1

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(22101)
trigger1 = var(55)!=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22101
ignorehitpause = 1

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

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

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

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

[State a]
type = angledraw
trigger1 = time >= 0
scale = 0.2 + var(56)/10.0 , 0.2 + var(56)/10.0

[State a]
type = angleadd
trigger1 = Time >= 0
value = -3

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

[Statedef 6500]
type    = S
movetype= I
physics = S

[State 6400]
type = ChangeAnim
trigger1 = time = 0
value = root,anim

[State 6400]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 6400]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6400]
type = PlayerPush
trigger1 = 1
value = -1

[state 6400]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 6400]
type = playsnd
trigger1 = time = 0
IgnoreHitPause = 1
persistent = 0
value = 10000,16
volume = 255
freqmul = 3.0

[State 6500]
type = destroyself
trigger1 = RoundState != 3

[Statedef 169990]
type    = S
movetype= I
physics = S
anim = 100000

[State 169990]
type = SelfState
triggerall = !ishelper(169990)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 169990]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 169990]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169990]
type = BindToroot
trigger1 = 1

[State 169990]
type = PlayerPush
trigger1 = 1
value = 0

[State 169990]
type = PosSet
trigger1 = 1 
x = root, pos x

[State 169990]
type = HitDef
trigger1 = ishelper(169990)
attr = S, NA
animtype  = hard
damage    = 2147483647,2147483647
priority = 7
getpower = 0,0
givepower = -2147483647,-2147483647
guardflag = M
ignorehitpause = 1

[State 169990]
type = destroyself
trigger1 = root,stateno!=23000&&root,stateno!=10003
trigger2 = win
trigger3 = roundstate != 2
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; グラビティ・ホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 23100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 23100
ctrl = 0

[state 23100]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1
[state 23100]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1
[state 23100]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 23100]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = -1,-100
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 2.0
volume = 255
[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 23200

[Statedef 23200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 23200
ctrl = 0

[State 23200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 23200]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 23200]
type = statetypeset
triggerall = palno = [7,12]
trigger1 = !ishelper
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[State 23200]
type = Projectile
triggerall = palno != [7,12]
trigger1 = time = [20,250]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage  = 10,5
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 30200

[State 23200]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 40020
projid = 40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,-1
air.velocity = -2,-1

[State 23200]
type = ReversalDef
triggerall = palno != [7,12]
trigger1 = time = [20,250]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
p2stateno = 30201

[State 23200]
type = targetstate
triggerall = palno != [7,12]
trigger1 = time = [20,250]
trigger1 = (GameTime%3) = 1
value = 30201

[State 23200]
type = targetLifeAdd
triggerall = palno != [7,12]
trigger1 = numtarget >0
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 23200]
type = HitAdd
triggerall = palno != [7,12]
trigger1 = target,stateno = 30201 && enemynear,time = 0
value = 1

[State 23200]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

[State 23200]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = p1
pos = -1,-100
removetime = 260
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26000

[State 23200]
type = ModifyExplod
trigger1 = time > 210
scale = 0.02*(260-time),0.02*(260-time)
id = 26000

[State 23200]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = p1
sprpriority = 7
pos = -1,-100
removetime = 260
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 28000

[State 23200]
type = ModifyExplod
trigger1 = time > 210
scale = 0.02*(260-time),0.02*(260-time)
id = 28000

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -4 + (random%8),-4 + (random%8)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -3 + (random%6),-3 + (random%6)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23200]
type = PlaySnd
trigger1 = time = 10
value = 10000,0
volume = 255
ignorehitpause = 1
[State 23200]
type = PlaySnd
trigger1 = time = 10
value = 2563,0
freqmul = 2.0
volume = 255
ignorehitpause = 1
[State 23200]
type = PlaySnd
triggerall = numtarget
triggerall = win
trigger1 = time = 260
value = 2300,3
persistent = 0
ignorehitpause = 1
[State 23200]
type = PlaySnd
triggerall = numtarget
triggerall = win
trigger1 = time = 260
value = 10000,1
volume = 255
persistent = 0
ignorehitpause = 1

[State 23200]
type = turn
trigger1 = P2dist X < 0
trigger1 = fvar(1) < 0
ignorehitpause = 1

[State 23200]
type = pause
triggerall = !win
trigger1 = time > 250
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 23200]
type = superpause
trigger1 = !win
trigger1 = time > 250
trigger1 = (gametime%2) = 0
trigger2 = time = 260
anim = -1
time = 1
movetime = 1
ignorehitpause = 1

[State 23200]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 2
movetime = 2
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[state 23000]
type = changestate
trigger1 = time >= 260
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 瞬獄殺
;---------------------------------------------------------------------------
[Statedef 10000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= 0
anim = 23100
ctrl = 0
sprpriority = 99

[State 10000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 10000]
type = NotHitBy 
trigger1 = 1
value = SCA
[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = -1,-100
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2
[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 2563,1
[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,42
[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 190,0
freqmul = 2.0
volume = 250

[State 10000]
type = changestate
trigger1 = animtime = 0
value = 10001
;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 10001]
type = S
movetype = I
physics = N
ctrl = 0
juggle = 7
velset = 10,0
sprpriority = 2

[State 10001]
type = ChangeAnim
trigger1 = Time = 0
value = 22125
IgnoreHitPause = 1

[State 10001]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 10001]
type = PlaySnd
trigger1 = Time = 0
value = s10000,38
volume = 250

[State 10001]
type = Explod
trigger1 = Time = 0
anim = 22129
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 10001]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 2147483647
pausetime = 0,2
p1stateno = 10003
ignorehitpause = 1

[State 10001]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%2) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 10,5
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 10003
pausemovetime = 2147483647
supermovetime = 2147483647

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
ignorehitpause = 1

[state 10001]
type = changestate
trigger1 = animtime = 0
value = 10002

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------

[Statedef 10002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22117
ctrl = 0
sprpriority = 99

[State 10002]
type = Explod
trigger1 = Time = 0
anim = 22119
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 10002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;開始
;---------------------------------------------------------------------------


[Statedef 10003]
type    = A
movetype= A
physics = N
anim = 22126
velset   = 0,0
ctrl     = 0
sprpriority = 2
juggle = 15
ctrl = 0

[State 10003]
type = TargetBind
Trigger1 = Time = 0
pos = 34,0
ignorehitpause = 1

[State 10003]
type = TargetBind
Trigger1 = Time = 41
pos = 45,0
ignorehitpause = 1

[State 10003]
type = allpalfx
trigger1 = time = 11
time = 30
sinadd = 255,255,255,120

[State 10003]
type = pause
trigger1 = time = [41,270]
time = 2
movetime = 2

[State 10003]
type = envcolor
trigger1 = time = [41,270]
time = 5
value = 255,255,255

[State 10003]
type = assertspecial
trigger1 = time = [11,270]
flag = nobardisplay

[State 10003]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 2147483647
pausetime = 0,2
p2stateno = 1000043
ignorehitpause = 1

[State 10003]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 10003]
type = HitAdd
trigger1 = target,stateno = 1000043 && enemynear,time = 0
value = 1

[State 10003]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = enemy,alive
value = 1000043
ignorehitpause = 1

[State 10003]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

[State 10003]
type = targetlifeAdd
triggerall = numtarget > 0
trigger1 = !target,ishelper
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 10003]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 40
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 120
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 10,5
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 10003]
type = envshake
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40 || animelem = 41
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = IfElse((animelem = 49),17,5)
freq = 90
ampl = IfElse((animelem = 49),-17,-13)

[State 10003]
type = envcolor
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = 1
value = 0,0,0

[State 10003]
type = hitadd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = 1

[State 10003]
type = playsnd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = s10000,10

[State 10003]
type = Explod
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = 22109 + (random%8)
sprpriority = 6
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 60,60
facing = -1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 10003]
type = ChangeState
triggerall = win
trigger1 = Time >= 270
value = 10004
ctrl = 0

[State 10003]
type = ChangeState
trigger1 = Time >= 270
value = 10005
ctrl = 0

;---------------------------------------------------------------------------
; 終了2
;---------------------------------------------------------------------------

[Statedef 10004]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22127
ctrl = 0
sprpriority = 99

[State 10004]
type = PlaySnd
trigger1 = time = 0
value = 181,0
volume = 250
freqmul = 2.0

[state 10004]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 終了3
;---------------------------------------------------------------------------

[Statedef 10005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22128
ctrl = 0
sprpriority = 99

[State 10005]
type = PlaySnd
trigger1 = time = 30
value = 10000,29
volume = 250
[State 10005]
type = PlaySnd
trigger1 = time = 30
value = 11,0
volume = 250
freqmul = 2.5
[State 11051]
type = BGPalFx
trigger1 = time = 30
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 11052]
type = Explod
trigger1 = time = 30
Anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;吸い寄せ
;---------------------------------------------------------------------------

[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(2320)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2320
ignorehitpause = 1

[State 1]
type = Turn
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 10

[state a]
type = destroyself
trigger1 = root,stateno != 2301

[Statedef 19300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19300]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,6
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 19301

;------------------------------------
[Statedef 19301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2563,0
volume = 255
freqmul = 0.6
[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 19301]
type = angledraw
trigger1 = !ishelper
scale = 1+0.025*(gametime%5),1+0.025*(gametime%5)
ignorehitpause = 1

[State 19301]
type = targetstate
triggerall = numtarget
trigger1 = target,ishelper
trigger1 = movehit = 1
value = 0
ignorehitpause = 1

[State 19301]
type = ReversalDef
triggerall = !ishelper
trigger1 = time < 180
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
damage = 10,5
pausetime = 0,0
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
ignorehitpause = 1

[State 19301]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
trigger1 = time >= 180
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
p2stateno = 1000044
fall = 1
fall.recover = 0
fall.damage = -2147483647
ignorehitpause = 1

[State 19301]
type = targetdrop
triggerall = numtarget
trigger1 = !target,ishelper
trigger1 = target,stateno != 1000044
trigger2 = target,ishelper
trigger2 = movehit = 1
ignorehitpause = 1

[State 19301]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,360]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647

[State 19301]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,360]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647

[State 19301]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 19301]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 19301] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 19151]
type = allpalfx
trigger1 = time = [0,360]
trigger1 = GameTime%80 = 0
mul = 90,90,90
add = 90,90,90
sinadd = -250,-250,-250,80
time = 80
color = 250
invertall = 1
ignorehitpause = 1

[State 19301]
type = EnvShake
trigger1 = time <= 80
trigger1 = (GameTime%4) = 1
time = 20
ampl = -20
freq = 95
phase = 95

[State 19301]
type = EnvShake
trigger1 = time >= 80
trigger1 = time <= 160
trigger1 = (GameTime%4) = 1
time = 15
ampl = -15
freq = 95
phase = 95

[State 19301]
type = EnvShake
trigger1 = time >= 160
trigger1 = time <= 240
trigger1 = (GameTime%4) = 1
time = 10
ampl = -10
freq = 95
phase = 95

[State 19301]
type = EnvShake
trigger1 = time >= 240
trigger1 = time <= 320
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 19301]
type = EnvShake
trigger1 = time >= 320
trigger1 = time <= 360
trigger1 = (GameTime%4) = 1
time = 3
ampl = -3
freq = 95
phase = 95

[state 19301]
type = changestate
trigger1 = time >= 360
value = 19302

[Statedef 19302]
type    = S
movetype= I
physics = S
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State 19302]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 19302]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ユニバース・ディストーションΩ
;---------------------------------------------------------------------------
[Statedef 3000]
type     = S
movetype = A
physics  = N
juggle   = 15
velset   = 0,0
anim     = 3008
ctrl     = 0
sprpriority = 3

[State 2000, 6]
type = superpause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 2000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 2000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
sprpriority = -5
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,32
volume = -50

[State 4400]
type = PlaySnd
trigger1 = AnimElemtime(8) = 10
value = 2000,0
volume = 255
freqmul = 2.0

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 70
value = 2000,1
volume = 255
freqmul = 2.0

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 140
value = 2000,2
volume = 255
freqmul = 2.0

[State 1100, 6]
type = Explod
trigger1 = AnimElem = 6
anim = 10080
id = 10080
postype = back
sprpriority = 2147483647
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1100, 6]
type = Explod
trigger1 = AnimElemtime(8) = 240
persistent = 0
anim = 10080
postype = back
sprpriority = 2147483647
ignorehitpause = 1
sprpriority = 0
bindtime = -1
removeongethit = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1001,]
type = RemoveExplod
trigger1 = AnimElemtime(8) = 240
ID = 10080

[State 1001,]
type = PlaySnd
trigger1 = time = 20
value = 2200,2
volume = 250
freqmul = 0.8

[State 1001,]
type = PlaySnd
trigger1 = time = 90
value = 2200,2
volume = 250
freqmul = 0.8

[State 1950]
type = Projectile
trigger1 = AnimElemtime(8) = 0
trigger2 = AnimElemtime(8) = 10
trigger3 = AnimElemtime(8) = 20
trigger4 = AnimElemtime(8) = 30
trigger5 = AnimElemtime(8) = 40
trigger6 = AnimElemtime(8) = 50
trigger7 = AnimElemtime(8) = 60
trigger8 = AnimElemtime(8) = 70
trigger9 = AnimElemtime(8) = 80
trigger10 = AnimElemtime(8) = 90
trigger11 = AnimElemtime(8) = 100
trigger12 = AnimElemtime(8) = 110
trigger13 = AnimElemtime(8) = 120
trigger14 = AnimElemtime(8) = 130
trigger15 = AnimElemtime(8) = 140
trigger16 = AnimElemtime(8) = 150
trigger17 = AnimElemtime(8) = 160
trigger18 = AnimElemtime(8) = 170
trigger19 = AnimElemtime(8) = 180
trigger20 = AnimElemtime(8) = 190
trigger21 = AnimElemtime(8) = 200
trigger22 = AnimElemtime(8) = 210
trigger23 = AnimElemtime(8) = 220
trigger24 = AnimElemtime(8) = 230
trigger25 = AnimElemtime(8) = 240
attr = S,HA
projanim = 40010
projremove = 1
projremovetime = 10
projid = 400100
getpower = 10
givepower = -2147483647
damage    = Ceil(0.025 * enemy,Const(data.life)),Ceil(0.0025 * enemy,Const(data.life))
animtype = Hard
hitflag = MAFPD
guardflag = M
priority = 5
pausetime = 9,5
guard.pausetime = 9,5
guardsound = s120,0
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
p2facing = 1
p2stateno = 3020
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = HitAdd
trigger1 = target,stateno = 3020 && enemynear,time = 0
value = 1

[State 1]
type = Explod
trigger1 = target,stateno = 3020 && enemynear,time = 0 || projhit400100 = 1
anim = 22109 + (random%8)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = projguarded400100=1
anim = 22184
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projid = 2222
projanim = 2222
projremove = 0
projpriority = 10
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 190
attr = S,HP
animtype = Hard
damage = 0,0
hitflag = MAFD
guardflag = M

[State 1000, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 3020]
type = Velset
triggerall = ishelper = 0
trigger1 = time = 0
x = 0
y = 0

[State 3020]
type = Velset
triggerall = ishelper = 0
trigger1 = time = 3
x = -1
y = -2

[State 3020]
type = VelAdd
triggerall = ishelper = 0
trigger1 = 1
y = .2

[State 3020]
type = ChangeAnim2
triggerall = ishelper = 0
Trigger1 = Time = 0
value = 30300

[State 3020]
type = SelfState
triggerall = ishelper = 0
trigger1 = Animtime = 0
value = 5050

[State 3020]
type = DestroySelf
trigger1 = ishelper


;ディメンション・カラプス

[Statedef 19150]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 2300]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 19150]
type = PlaySnd
trigger1 = Time = 2
value = 2563,1
[State 19150]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
[State 19150]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41
[State 19150]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 255,255,255
time = 1
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 19151

;------------------------------------
[Statedef 19151]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 19151]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 19151]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19151]
type = bgpalfx
trigger1 = 1
time = 10
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 19151]
type = PlaySnd
trigger1 = Time = 0
value = 190,0
volume = 250
freqmul = 2.0

[State 19151]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 250
freqmul = 0.8

[State 19151]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 250
freqmul = 0.8

[State 19151]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 250
freqmul = 0.8

[State 19151]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 250
freqmul = 0.8

[State 19151]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 255,255,255
time = 1
under = 2

[State 19151]
type = Explod
trigger1 = Time = 0
anim = 10080
id = 10080
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 400
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

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

[State 19151]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype != A
trigger2 = (GameTime%6) = 1
trigger2 = p2movetype = A&&time >= 180
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = (GameTime%7) = 1
trigger1 = time >= 200
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 250
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 19151]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 19151] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[state 19151]
type = changestate
trigger1 = time >= 420
value = 19152

[Statedef 19152]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[state 19152]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[state 19152]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 19152]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[state 19152]
type = removeexplod
trigger1 = time = 0
id = 10080

[state 19152]
type = Explod
trigger1 = time = 1
anim = 26600
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[state 19152]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[state 19152]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ブラック・アビス
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2300
ctrl = 0

[state 2300]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1
[state 2300]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1
[state 2300]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 2300]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = -1,-100
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 2.0
volume = 255
[state 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 2.0
volume = 255
[state 2300]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 2300]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 23000

[Statedef 23000]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 15
anim = 23000
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 23000]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 23000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 2147483647
pausetime = 0,2
p2stateno = 1000043
ignorehitpause = 1

[State 23000]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 23000]
type = HitAdd
trigger1 = target,stateno = 1000043 && enemynear,time = 0
value = 1

[State 23000]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = enemy,alive
value = 1000043
ignorehitpause = 1

[State 23000]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

[State 23000]
type = targetlifeAdd
triggerall = numtarget > 0
trigger1 = !target,ishelper
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 90
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 220
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 10,5
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[state 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23000]
type = Explod
trigger1 = numexplod(26000) = 0
anim = 26000
id = 26000
sprpriority = 2147483647
removetime = 400
pos = -2,-100
scale = 1,1
ontop = 1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23000]
type = ModifyExplod
trigger1 = time < 200
scale = 0.03*time,0.03*time
id = 26000

[State 23000]
type = ModifyExplod
trigger1 = time > 200
scale = 0.03*(400-time),0.03*(400-time)
id = 26000

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 2.0
ignorehitpause = 1

[State 23000]
type = PlaySnd
trigger1 = time = 10
value = 2563,0
volume = 255
ignorehitpause = 1

[State 23000]
type = turn
trigger1 = P2dist X < 0
trigger1 = fvar(1) < 0
ignorehitpause = 1

[State 23000]
type = pause
triggerall = !win
trigger1 = time > 390
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 23000]
type = superpause
trigger1 = !win
trigger1 = time > 390
trigger1 = (gametime%2) = 0
trigger2 = time = 400
anim = -1
time = 1
movetime = 1
ignorehitpause = 1

[State 23000]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 2
movetime = 2
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[state 23000]
type = changestate
trigger1 = time >= 400
value = 0
ctrl = 1
;-------------------------------------------------------
[Statedef 26350]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 26350]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state 26350]
type = destroyself
trigger1 = ishelper

[State 26350]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 26350]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 26350]
type = VarRangeSet
triggerall = name != "KALSIEL"
trigger1 = !ishelper
value = 0

[State 26350]
type = VarRangeSet
triggerall = name != "KALSIEL"
trigger1 = !ishelper
fvalue = 0

[State 26350]
type = VarSet
triggerall = name != "KALSIEL"
trigger1 = !ishelper
sysvar(1) = 0

[State 26350]
type = VarSet
triggerall = name != "KALSIEL"
trigger1 = !ishelper
sysvar(2) = 0

[State 26350]
type = VarSet
triggerall = name != "KALSIEL"
trigger1 = !ishelper
sysvar(3) = 0

[State 26350]
type = VarSet
triggerall = name != "KALSIEL"
trigger1 = !ishelper
sysvar(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(0) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(1) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(2) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(3) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(5) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(6) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(7) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(8) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(9) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(10) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(11) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(12) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(13) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(14) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(15) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(16) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(17) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(18) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(19) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(20) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(21) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(22) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(23) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(24) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(25) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(26) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(27) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(28) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(29) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(30) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(31) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(32) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(33) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(34) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(35) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(36) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(37) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(38) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(39) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(40) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(41) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(42) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(43) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(44) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(45) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(46) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(47) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(48) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(49) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(50) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(51) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(52) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(53) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(54) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(55) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(56) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(57) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(58) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
var(59) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(0) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(1) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(2) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(3) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(5) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(6) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(7) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(8) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(9) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(10) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(11) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(12) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(13) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(14) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(15) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(16) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(17) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(18) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(19) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(20) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(21) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(22) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(23) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(24) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(25) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(26) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(27) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(28) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(29) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(30) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(31) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(32) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(33) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(34) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(35) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(36) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(37) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(38) = 0

[State 26350]
type = parentvarset
triggerall = name != "KALSIEL"
trigger1 = ishelper
fvar(39) = 0

[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 26350]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26350] 
type = changestate
trigger1 = time >= 8
value = 26370
;---------------------------------------------------------------------------
[Statedef 1000043]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1000043]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000043]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000043]
type = Afterimagetime
trigger1 = 1
time = 0
ignorehitpause = 1

[State 1000043]
type = removeexplod
trigger1 = 1
ignorehitpause = 1

[State 1000043]
type = ChangeState
triggerall = name = "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[state 1000043]
type=statetypeset
trigger1 = name != "KALSIEL"
statetype = A
movetype = H
physics = N
ignorehitpause=1

[State 1000043]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 1000043]
type = lifeset
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000043]
type = lifeadd
triggerall = name != "KALSIEL"
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 1000043]
type = powerset
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000043]
type = AssertSpecial
trigger1 = name != "KALSIEL"
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
ignorehitpause = 1

[State 1000043]
type = assertspecial
trigger1 = name != "KALSIEL"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 1000043]
type = BindToTarget
triggerall = name != "KALSIEL"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1000043]
type = BindToParent
triggerall = name != "KALSIEL"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 1000043]
type = BindToRoot
triggerall = name != "KALSIEL"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[state 1000043]
type = varset
triggerall = name != "KALSIEL"
trigger1 = ishelper
v = 1
value = prevstateno
ignorehitpause = 1

[state 1000043]
type = varset
triggerall = name != "KALSIEL"
trigger1 = ishelper
v = 2
value = anim
ignorehitpause = 1

[State 1000043]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 1000043]
type = PosSet
triggerall = name != "KALSIEL"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 1000043]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = time <= 20
trigger1 = root,numprojid(1000043) <= 0
attr = S,NA
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
projanim = anim
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projid = 1000043
projremovetime = 100
postype = p2
offset = 0,250
damage = 0
numhits = 0
hitflag = MAFLPD
guardflag = 
p1stateno = prevstateno
p2stateno = 150
p2getp1state = 0
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000043]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = time <= 20
trigger1 = root,alive
attr = S,NA
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
projanim = var(2)
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projid = 1000043
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage = 0
numhits = 0
hitflag = MAFLPD
guardflag = 
p1stateno = var(1)
p2stateno = 150
p2getp1state = 0
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000043]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = time > 20&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
trigger2 = enemynear,name="KALSIEL"
trigger2 = enemynear,stateno!=23000
trigger2 = enemynear,stateno!=10003
attr = S,NA
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
projanim = var(2)
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projid = 1000043
projremovetime = 30
postype = p2
offset = 0,250
damage = 0
numhits = 0
hitflag = MAFLPD
guardflag = 
p1stateno = 40
p2stateno = 150
p2getp1state = 0
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000043]
type = PosSet
trigger1 = ishelper
y = 2000
ignorehitpause = 1

[State 1000043]
type = ChangeState
triggerall = name != "KALSIEL"
trigger1 = !alive
trigger2 = !ishelper
trigger2 = Time>0
trigger3 = ishelper
trigger3 = enemynear,name="KALSIEL"&&enemynear,stateno!=23000
value = 5150
ignorehitpause = 1

[State 1000043]
type = hitdef
triggerall = !ishelper
triggerall = name != "KALSIEL"
triggerall = enemynear,name = "KALSIEL"
trigger1 = enemynear,stateno = 23000
attr = A,NA
damage = 0,0
guardflag = 
hitflag = 
ignorehitpause = 1

[State 1000043]
type = changestate
triggerall = name != "KALSIEL"
triggerall = enemynear,name = "KALSIEL"
triggerall = enemynear,stateno = 23000
trigger1 = !ishelper
trigger1 = alive
trigger1 = hitpausetime > 1
value = 1000044
ignorehitpause = 1

[State 1000043]
type = destroyself
trigger1 = ishelper
trigger1 = time > 30
trigger2 = ishelper
trigger2 = enemynear,name="KALSIEL"
trigger2 = enemynear,stateno!=23000
trigger2 = enemynear,stateno!=10003
ignorehitpause = 1

[Statedef 26370]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 26370]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 26370]
type = lifeset
triggerall = name != "KALSIEL"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26370]
type = powerset
triggerall = name != "KALSIEL"
trigger1 = 1
ignorehitpause = 1
value = 0

[state 26370]
type = destroyself
trigger1 = ishelper

[State 26370]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 26370]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 26370]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26370]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
value = 0

[State 26370]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
fvalue = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(1) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(2) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(3) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(4) = 0

[State 26370]
type = PlayerPush
trigger1 = 1
value = -1

[State 26370]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 26370]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 26370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[statedef 100500]
type     = S
movetype= I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 100500]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2
[State ]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 33000]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33000]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s2200,2

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s801,1

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,9

[State 19150]
type = PlaySnd
trigger1 = Time = 2
value = 2563,1
[State 19150]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
[State 19150]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 120
pos = 10,-149
ownpal = 1
ontop = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
pos = 10,-149
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 33600

[Statedef 19200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 2201
ctrl = 0

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 19150]
type = PlaySnd
trigger1 = Time = 2
value = 2563,1
[State 19150]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
[State 19150]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 19201

[Statedef 19201]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0, 0
anim = 2206
sprPriority = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 280
value = 2200,2
volume = 255
freqmul = 0.8

[state 0]
type = Projectile
trigger1 = GameTime%3 = 0
projanim = 40010
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 2147483647
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,NA
hitflag = HLMAFPD
affectteam = E
damage  = 10,5
animtype = Hard
ground.type = Low
air.type = Low
ground.slidetime = 2147483647
ground.hittime = 2147483647
guard.hittime = 2147483647
givePower = -enemy,power+1
fall = 1
air.Fall = 1
fall.Recover = 0
fall.Damage = 2147483647
pausetime = 0,2147483647
p2stateno = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23000]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub

[State 23000]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26000

[State 23000]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 26000

[State 23000]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub

[State 23000]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 28000

[State 23000]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 28000

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

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

[State 1000, 0]
Type = PlayerPush
Trigger1 = 1
Value = 0
ignorehitpause = 1

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

[State 0]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 380
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19201]
type = targetlifeadd 
trigger1 = numtarget > 0
value = -2147483647
Absolute = 1
ignorehitpause = 1

[state 19201]
type = targetpoweradd
trigger1 = numtarget > 0
value = -2147483647
ignorehitpause = 1

[state 19201]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 19201]
type = destroyself
triggerall = ishelper
trigger1 = time > 170 || root,time > 250
trigger2 = roundstate != 2
ignorehitpause = 1

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

[State 321]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = superpause
triggerall = !ishelper
trigger1 = time = [60,380]
trigger1 = (gametime%20) = 1
time = 2
anim = -1
pos = 0,0
sound = -1
darken = 0
p2defmul = 1
ignorehitpause = 1

[state 23000]
type = changeanim
trigger1 = anim != 2211
trigger1 = time = 380
value = 2211

[state 19201]
type = selfstate
trigger1 = time >= 400
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; カオティック・フレア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2300
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "E Youmu" ;mugenが落ちる？
value = 4400

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "G Magaki"	
value = 100500

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "AxAyAzSSS" ;mugenが落ちる
value = 2300

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2200]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nofg
ignorehitpause = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -7000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -7000
ignorehitpause = 1

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State a]
type = helper
trigger1=time=4||time=8||time=12||time=16||time=20||time=24||animelemtime(7)=1||animelemtime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = -1,-100
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = -1,-100
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 19150]
type = PlaySnd
trigger1 = Time = 2
value = 2563,1
[State 19150]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
[State 19150]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41
[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2200,0
volume = 255
freqmul = 2.0
ignorehitpause = 1

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

[Statedef 2205]
type    = S
physics = N
velset = 0,0
juggle = 0
anim = 23000
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1
[State 2205]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95
[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 2.0
[State 2205]
type = PlaySnd
trigger1 = Time = 20
value = 2563,0
volume = 255
channel = 9
[State 2205]
type = PlaySnd
trigger1 = Time = 20
value = 2300,0
volume = 255
freqmul = 0.7
[State 2205]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = p1
pos = -1,-100
removetime = 400
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2205]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26000
[State 2205]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 26000
[State 2205]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = p1
sprpriority = 7
pos = -1,-100
removetime = 400
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2205]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 28000
[State 2205]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 28000
[State 2205]
type = Explod
trigger1 = time < 400
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2205]
type = Explod
trigger1 = time < 400
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2205]
type = Explod
trigger1 = time < 400
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2205]
type = Explod
trigger1 = time < 400
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -4 + (random%8),-4 + (random%8)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2205]
type = Explod
trigger1 = time < 400
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -3 + (random%6),-3 + (random%6)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2205]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95
[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[State 2205]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1
[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 400
trigger2 = numtarget > 6
ignorehitpause = 1
[state 2205]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1
[State 2205]
type = destroyself
triggerall = ishelper
trigger1 = time > 395 || root,time > 400
trigger2 = roundstate != 2
ignorehitpause = 1
[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,400]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1
[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,400]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1
[State 2205]
type = Turn
trigger1 = P2dist X < 0

[state 2210]
type = changestate
trigger1 = time >= 400
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ソウルブレイク
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1
[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1
[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 11801       
p2stateno = 11805 
fall = 1
[State 800, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 11801]
type    = S
movetype= A
physics = N
anim = 12110
juggle  = 8
sprpriority = 2
[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0
[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 801]
type = Explod
trigger1 = time = 50
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 70
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 90
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 110
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 130
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 150
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[state a]
type = targetstate
trigger1 = time = 150
value = 11806
[State 3040, 7]
type = EnvColor
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
ignorehitpause = 1
time = 3
value = 255,0,0
under = 2
[State 1851]
type = PlaySnd
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
value = 10000,12
[State 1851]
type = PlaySnd
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
value = 10000,28
[State 11001]
type = EnvShake
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
time = 7
ampl = -7
freq = 95
phase = 95
[State -2]
type = targetLifeAdd
trigger1 = 1
value = -(Ceil(0.0015 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 801]
type = Width
trigger1 = 1
edge = 60,0
[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 11805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1
[State 805]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
value = 0
[State 805]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
fvalue = 0
IgnoreHitPause = 1
[State 805]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(1) = 0
IgnoreHitPause = 1
[State 805]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(2) = 0
IgnoreHitPause = 1
[State 805]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(3) = 0
IgnoreHitPause = 1
[State 805]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(4) = 0
IgnoreHitPause = 1
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 50
value = 806
[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3
[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1
[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1
[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
[Statedef 11806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1
[State 806]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
value = 0
[State 806]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
fvalue = 0
IgnoreHitPause = 1
[State 806]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(1) = 0
IgnoreHitPause = 1
[State 806]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(2) = 0
IgnoreHitPause = 1
[State 806]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(3) = 0
IgnoreHitPause = 1
[State 806]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(4) = 0
IgnoreHitPause = 1
[State 806]
type = NotHitBy
trigger1 = 1
value = SCA
[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050
[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10
[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4
[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1
[State 806]
type = lifeset
triggerall = enemynear,name="KALSIEL"
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0
[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;=================================================================================
;=================================================================================
;ジェノサイドカッター
;=================================================================================
;=================================================================================

[Statedef 1030]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 20,-42
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state a]
type = poweradd
triggerall = palno != [7,12]
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno != [7,12]
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1

[state a]
type = poweradd
triggerall = palno = 10
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno = 10
trigger1 = time = 0
var(57) = -3000
ignorehitpause = 1

[State 19150]
type = PlaySnd
trigger1 = Time = 2
value = 2563,1
[State 19150]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
[State 19150]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 4

[State 1950]
type = HitDef
triggerall = palno != [7,12]
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 5
pausetime = 3,3
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p1stateno = 1040

[State 1950]
type = Projectile
triggerall = palno = 10
trigger1 = animelem = 3
trigger1 = numprojid(24200) = 0
attr = S,NA
animtype  = hard
damage    = 0
getpower = 30,30
projanim = 24200
projid = 24200
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 80
postype = p1
offset = 0,0
velocity = 4.5
guardflag = 
hitsound   = s800,1
p1stateno = 1040
p1facing = 1
kill = 0

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

[Statedef 1040]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1041
ctrl = 0

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

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = AnimElem = 3
value = 200, random%3
volume = 255
freqmul = 2.0

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = AnimElem = 3
value = 200, random%3
volume = 255
freqmul = 2.0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2563,2

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage  = 10,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[State 210, 2]
type = Projectile
triggerall = palno =10
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1044
projid = 1044
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage  = 10,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = 20,-40    
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.65,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

[Statedef 1041]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1042
ctrl = 0

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

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = AnimElem = 1
value = 210, random%3
volume = 255
freqmul = 2.0

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = AnimElem = 1
value = 210, random%3
volume = 255
freqmul = 2.0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2563,2

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
facing = -1
vfacing = -1
pos = 45,-200
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage  = 10,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[State 210, 2]
type = Projectile
triggerall = palno = 10
trigger1 = AnimElem = 2
projanim = 1044
projid = 1044
attr = S, NA
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage  = 10,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = 20,-40    
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1042
ctrl = 1

[Statedef 1042]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1043
ctrl = 0
sprpriority = 2

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

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = time = 1
value = 210, random%3
volume = 255
freqmul = 2.0

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = time = 1
value = 210, random%3
volume = 255
freqmul = 2.0

[State 1015, 1]
type = VelSet
trigger1 = Time = 1
y = -6

[State 1010, 1]
type = VelSet
trigger1 = Time = 0 > 0
x = 2

[State 210, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Animelem = 3
attr = A, SA
animtype  = hard
damage  = 90,5
getpower = 30,30
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-7             
air.type = low                 
air.velocity = -.5, -7         
air.hittime = 12                
fall.recover = 0
fall = 1
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 210, 2]
type = Projectile
triggerall = palno = 10
trigger1 = Animelem = 3
projanim = 1045
projid = 1045
attr = A, SA
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage  = 40,5
getpower = 30,30
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = 20,-40    
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-7             
air.type = low                 
air.velocity = -.5, -7         
air.hittime = 12                
fall.recover = 0
fall = 1
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[state 1015, 5]
trigger1 = animelem = 2 > 0
type = Gravity

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 240,1

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1043

[Statedef 1043]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1040
ctrl = 0
sprpriority = 2

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

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = time = 0
value = 210, random%3
volume = 255
freqmul = 2.0

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = time = 0
value = 210, random%3
volume = 255
freqmul = 2.0

[State 1015, 1]
type = VelSet
trigger1 = Time = 0
y = -5

[State 1010, 1]
type = VelSet
trigger1 = Time = 0
x = 2

[State 1010, 3]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage  = 100,10
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5 
airguard.velocity = -1.9,-.8  
air.type  = low             
air.velocity = -4, -7  
air.hittime = 12              
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[State 1010, 3]
type = Projectile
triggerall = palno = 10
trigger1 = Time = 0
projanim = 1045
projid = 1045
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
attr = A, SA
animtype  = hard
damage = 40,4
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = 20,-40  
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5 
airguard.velocity = -1.9,-.8  
air.type  = low             
air.velocity = -4, -7  
air.hittime = 12              
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[state 1015, 5]
trigger1 = animelem = 3 > 0
type = Gravity

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 3
value = 240,1

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1044

[Statedef 1044]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1048
ctrl = 0
sprpriority = 2

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

[State 1011]
type  = VelSet
trigger1  = Time = 0
y  = -3

[State 1010, 3]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr  = A, SA                  
damage  = 10,5       
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,3
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 1010, 3]
type = Projectile
triggerall = palno = 10
trigger1 = Time = 0
projanim = 1044
projid = 1044
attr  = A, SA           
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
damage  = 10,5         
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = 20,-40   
hitsound   = s2300,3
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = AnimElem = 2
value = 10000,5
volume = 255
freqmul = 2.0

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = AnimElem = 2
value = 10000,5
volume = 255
freqmul = 2.0

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 240,1

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1045
;---------------------------------------------------------------------------
[Statedef 1045]
type    = A
physics = N
anim = 41
velset = 0,0
ctrl  = 0

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

[State 1019, 1]
type = VelSet
trigger1 = Time = 0
x = -4
y = -1.5

[State 1011]
type  = VelSet
trigger1 = animelemtime(5) > 1
x = -2

[State 1011]
type = Veladd
trigger1 = 1
y = .4

[State 1012]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(2) > 0
value = 52

[State 1019, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
;デッドリーレイブ
;=================================================================================
;=================================================================================

[Statedef 7100]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1]
type = changestate
triggerall = palno = [6,12]
trigger1 = time = 0
value = 11220

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 20,-42
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 19150]
type = PlaySnd
trigger1 = Time = 2
value = 2563,1
[State 19150]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
[State 19150]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 7.5

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound   = s800,1
guardsound = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 7110
p2stateno = 2220

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

[Statedef 7110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 24000
ctrl     = 0
sprpriority = 5

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

[State 810,1]
type = Width
trigger1 = 1
edge = 50,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 22
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
trigger8 = AnimElem = 49
trigger9 = AnimElem = 57
trigger10 = Animelem = 62
trigger11 = Animelem = 68
trigger12 = Animelem = 76
value = s221,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
x = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
pos = 50,0

[State 200,2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,10
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 49
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 62
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 68
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 76
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s240,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p1stateno = 7120
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1

[Statedef 2220]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2512

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 7120]
type = S
movetype = A
physics = S
poweradd= 0
anim = 10000
ctrl = 0

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

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10100
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
trans =sub
sprpriority = 999

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10110
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
sprpriority = 999

[State 240, 4]
type = ModifyExplod
trigger1 = time > 30
trigger1 = time <= 40
id = 10004
scale = 0.09*(time-30),1

[State 240, 4]
type = ModifyExplod
trigger1 = time > 50
id = 10004
scale = 0.6,0.05*(70-time)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 2]
type = Projectile
trigger1 = numprojid(1005000) = 0
trigger1 = time = 20
attr = S, SA
animtype  = hard
damage = 21474836,21474836
getpower = 0,0
givepower = -2147483647
guardflag = 
projanim = 10050
projid = 1005000
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 35
postype = p1
offset = 10,-90
numhits = 1
pausetime = 0,30
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[state 23000]
type = targetdrop
trigger1 = roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7

[state 1030,2]
type = EnvShake
Trigger1 = time  = 70
time = 50
ampl = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = s2000,2
volume = 255
freqmul = 2.0

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 2563,4

[State 1000, 1]
type = PlaySnd
trigger1 = time = 18
value = 801,1

[State 3020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 断罪
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

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

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Godwald"
value = 19500

[state a]
type = poweradd
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -3000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 10000,4

[state a]
type = changestate
trigger1 = animtime = 0
value = 11001

;-----------------------------------------
;攻撃
;-----------------------------------------

[Statedef 11001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

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

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 2.0
[State 2000]
type = PlaySnd
trigger1 = Time = 60||Time = 120
value = 10000,0
volume = 255
[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20
value = 10000,24
volume = 250
[State 11001]
type = EnvShake
trigger1 = Time = 0||Time = 10||Time = 20
time = 7
ampl = -7
freq = 95
phase = 95
[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2300,2
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,6
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2300,0
volume = 250
[State 11001]
type = EnvShake
trigger1 = Time = 60
time = 18
ampl = -18
freq = 95
phase = 95

[State 11001]
type = Explod
trigger1 = Time = 0
anim = 11335
id = 11335
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11332
id = 11332
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 11333
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = sub

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 11333
sprpriority = 2147483647
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = sub

[State 11332]
type = RemoveExplod
trigger1 = animtime = 200
ID = 11333

[State 2616]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 10,5
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 30200

[State 11001]
type = helper
triggerall = !ishelper
triggerall = numhelper(10015) = 0
trigger1 = time = 0
id = 10015
persistent = 0
name = "death"
pos = 0,0
postype = p1
stateno = 10015
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 40020
projid = 40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage  = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = time = [0,300]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 100150

[state 1]
type = targetstate
triggerall = palno = [11,12]
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
value = 100150

[State 1]
type = targetLifeAdd
triggerall = palno = [11,12]
trigger1 = numtarget > 0
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 100150 && enemyNear,time = 0
value = 1

[state 23000]
type = changestate
trigger1 = time >= 300
value = 11002

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 11002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

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

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10015]
type    = S
movetype= A
physics = N
anim = 40010
velset = 0,0
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(10015)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

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

[State 10015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10015]
type = ReversalDef 
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
p2stateno = 100150
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2
absolute = 1
ignorehitpause = 1

[state 11332]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 11331]
type = targetstate
trigger1 = numtarget>0&&roundstate=2
trigger1 = timemod = 30,0
trigger1 = time <= 600
trigger1 = target,ishelper != 1
trigger1 = target,alive
trigger2 = numtarget > 0
trigger2 = roundstate >= 3
trigger2 = target,alive
trigger2 = target,stateno != 100150
value = 100150
ignorehitpause = 1

[state 11332]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150,0
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2563,2

[State 11332]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[state 11332]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100 

[state 11332]
type = destroyself
trigger1 = var(2) != 100 
trigger1 = time = 300
trigger2 = enemy,alive != 1
ignorehitpause = 1

[Statedef 100150]
type    = S
movetype= H
physics = N
ctrl = 0

[State 100150]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 100150]
type = poweradd
triggerall = name != "KALSIEL"
trigger1 = 1
value = -2147483647
ignorehitpause = 1

[State 100150]
type = Lifeset
triggerall = name != "KALSIEL"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 100150]
type = Lifeadd
triggerall = name != "KALSIEL"
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 100150]
type = AssertSpecial
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard

[State 100150]
type = ChangeAnim
Trigger1 = Time = 0
value = 5002

[state 100150]
type = destroyself 
trigger1 = ishelper

[State 100150]
type = SelfState
trigger1 = Time >= 10
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; パニッシュ・レイ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 33500]
type     = S
movetype= I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2
[State ]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 33000]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33000]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 42
value = s2200,2
freqmul = 0.8
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s801,1

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,9
[State 19150]
type = PlaySnd
trigger1 = Time = 2
value = 2563,1
[State 19150]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
[State 19150]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 190
pos = 10,-149
ownpal = 1
ontop = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
pos = 10,-149
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2616]
type = Projectile
triggerall = palno != [7,12]
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 242
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
animtype = Hard
damage  = Ceil(0.05 * enemy,Const(data.life)),5
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
ground.type = High
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 2000]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[State 2000]
type = targetlifeadd
triggerall = palno = 12
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 2000]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 242
value = 33600

[Statedef 33600]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33600
ctrl     = 0
sprpriority = 3

[State 33600]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
bindtime = -1
ontop = 1
ownpal= 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33600]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 33600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313900]
type    = S
movetype= I
physics = S
anim = 40000
velset = 0,0
ctrl = 0

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

[State 1]
type = SelfState
triggerall = !ishelper(313900)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 313900
ignorehitpause = 1

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 180
anim = 33300
random = 25,25
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time <= 180
anim = 33400
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = DestroySelf
trigger1 = time > 180

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ソウルデストラクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 30080]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 19600
ctrl     = 0
sprpriority = 2

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 30070]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0
volume = 255
freqmul = 2.0

[State 30070]
type = PlaySnd
trigger1 = Time = 360
value = 10000,15
volume = 255
freqmul = 2.0

[State 2000]
type = Explod
trigger1 = time = 0
anim = 22174
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
removetime = 20
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 0
anim = 22172
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 2147483647
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = helper
triggerall = palno != [7,12]
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 0
anim = 22173
pos = -29,-102
sprpriority = 2147483647
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Projectile
trigger1 = palno != [7,12]
trigger1 = time >= 0
trigger1 = p2stateno != 40
attr = S, NA
projanim = 19610
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 2
postype = p1
numhits = 0
hitflag = M
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 300810
p2stateno = 300820
kill = 0

[State 30080]
type = Turn
trigger1 = P2dist X < 0

[State 30080]
type = ReversalDef
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
p2stateno = 30082
pausetime = 0,2
ignorehitpause = 1

[State 30080]
type = targetdrop
trigger1 = palno = [7,12]
triggerall = numtarget
trigger1 = target,ishelper
trigger2 = time <= 1

[State 30080]
type = ChangeState
trigger1 = palno = [7,12]
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 30081

[State 1]
type = NotHitBy 
trigger1 = palno != [7,12]
value = SCA
time = 200

[State 30080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30081]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 10

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-30

[State 30081]
type = EnvShake
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 17
ampl = -17
freq = 95
phase = 95

[State 30081]
type = EnvColor
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 3
value = 0,0,255
under = 2

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 7
anim = 22109 + (random%8)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 18
anim = 22109 + (random%8)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 11051]
type = superpause
trigger1 = time <=0
trigger2 = win
trigger3 = p2life = 0
trigger4 = p2stateno = 30082
time = 1
movetime = 1
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = time <=0
trigger2 = win
trigger3 = p2life = 0
trigger4 = p2stateno = 30082
time = 1
movetime = 1
ignorehitpause = 1
persistent = 0

[state 30081]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,0
volume = 255
freqmul = 2.0

[state 30081]
type = PlaySnd
trigger1 = animelem = 8
value = 2000,1
volume = 255
freqmul = 2.0

[state 30081]
type = PlaySnd
trigger1 = animelem = 13
value = 2000,2
volume = 255
freqmul = 2.0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 30081]
type = PlaySnd
triggerall = win
trigger1 = animelem = 17
value = 2300,1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

[State 1000, 5]
type = Explod
triggerall = win
trigger1 = numexplod(32600) = 0
trigger1 = time = 10
anim = 32600
sprpriority = 8
postype = p1
pos = -9,-57
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State -2]
type = AssertSpecial
triggerall = palno = 12
trigger1 = time < 145
trigger1 = enemy,stateno = 30082
flag = noko
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 11,0
freqmul = 2.5

[State 10005]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 10000,29
volume = 250
[State 10005]
type = BGPalFx
triggerall = !win
trigger1 = Time = 110
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 10005]
type = Explod
triggerall = !win
trigger1 = Time = 110
anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 300810]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 10

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-30

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
ignorehitpause = 1
time = 3
value = 255,0,0
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 22109 + (random%8)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + (random%8)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,2
volume = 255
freqmul = 2.0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 300820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = ChangeAnim2
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 5011
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = enemy,name = "KALSIEL"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 135
x = -7
y = -5
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = enemy,name != "KALSIEL"
x = -3
y = -5
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[state a]
type = lifeadd
trigger1 = enemy,time = 42
value = Ceil(-0.05 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = lifeadd
trigger1 = enemy,time = 130
value = Ceil(-0.4 * enemy,Const(data.life)) - 5
absolute = 1

[State 30082]
type = SelfState
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = enemy,name = "KALSIEL"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 135
trigger2 = enemy,name != "KALSIEL"
value = 5050
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ニュークリアー・レイジエーション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 10120]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 22075
ctrl = 0

[state 10120]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[state 10120]
type = varadd
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State 10120]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
darken = 0
anim = -1
unhittable = 1
sound = s2563,1

[state 10120]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[state 10120]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[state 10120]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10120]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 10120]
type = bgpalfx
trigger1 = 1
time = 10
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 10121

[Statedef 10121]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 22076
ctrl = 0
[state 10120]
type = bgpalfx
trigger1 = 1
time = 10
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1
[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay
[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2300,0
freqmul = 0.7
[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 10000,7
volume = 255
[State 2000, 6]
type = Explod
triggerall = time > 40
triggerall = time <= 240
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
[State 2000, 6] 
type = targetlifeadd 
triggerall = palno = [11,12]
trigger1 = time > 5
trigger1 = (gametime%2) = 1
value = -2
absolute = 1
[State 2000, 6]
type = EnvShake
trigger1 = (gametime%2) = 1
time = 3
ampl = -3
freq = 95
phase = 95
[State 10121]
type = Explod
trigger1 = time = 0
anim = 10110
id = 211
postype = p1
pos = 15,-85
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
[State 10121]
type = Explod
trigger1 = time > 0
trigger1 = time <= 200
trigger1 = time%19 = 2
anim = 26550
bindtime = -1
ontop = 1
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 2000]
type = Projectile
triggerall = palno != [11,12]
trigger1 = (GameTime%5) = 1
trigger1 = time > 0
trigger1 = time <= 200
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 25,-88
projscale = 5,1
animtype  = hard
damage  = 20,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 50

[State 2000]
type = Projectile
triggerall = palno = [11,12]
trigger1 = time > 0
trigger1 = time <= 200
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
animtype  = diagup
damage  = 35,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15

[state a]
type = changestate
trigger1 = time = 200
value = 10122
;------------------------------------------------
; 終了
[Statedef 10122]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22077
ctrl = 0

[State ]
type = BGPalFx
trigger1 = time <= 220
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;血の贖罪
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11220]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

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

[state a]
type = poweradd
triggerall = palno != [7,12]
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno != [7,12]
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[state a]
type = poweradd
triggerall = palno = [7,12]
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno = [7,12]
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 19150]
type = PlaySnd
trigger1 = Time = 2
value = 2563,1
[State 19150]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
[State 19150]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41
[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 11225

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 11225]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

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

[State 191, 3]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 100
value = 2000,1
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 130
value = 11,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 110
value = 11,0
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 150
value = 2000,2
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 180
value = 10000,17
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 210
value = 182,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 230
value = 10000,5
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 0||Time = 14||Time = 28||Time = 42||Time = 56||Time = 72
value = 10000,24
volume = 250

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,26
Channel = 5
ignorehitpause = 1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,25
Channel = 5
ignorehitpause = 1

[State 11225]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 45
trigger5 = Time = 60
trigger6 = Time = 70
time = 7
ampl = -7
freq = 95
phase = 95

[State 11225]
type = EnvShake
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
time = 13
ampl = -13
freq = 95
phase = 95

[State 11225]
type = Explod
trigger1 = Time = 0
anim = 11330
id = 11330
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11225]
type = Explod
trigger1 = Time = 85
anim = 11333
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 109
anim = 11334
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 133
anim = 11333
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 157
anim = 11333
id = 11337
sprpriority = 10
PosType = Right
Facing = -1
pos = 50,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 181
anim = 11334
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 205
anim = 11333
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 229
anim = 11334
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = time = [0,240]
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype = A
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = time = [0,240]
trigger1 = (GameTime%7) = 1
trigger1 = p2movetype = A
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 10,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 11225]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 11225]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 11225] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 30201
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 1]
type = Projectile
triggerall = palno != [7,12]
trigger1 = Time = 0 || Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = A, NA
projanim = 99999
projid = 99999
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)),10
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 30,30
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno=12360

[state 11225]
type = changestate
trigger1 = time >= 240
value = 11230

;---------------------------------
[Statedef 11230]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 11230]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[state 11230]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;死の誘い
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 19500]
type    = S
physics = N
velset = 0,0
juggle = 0
sprpriority = 1
anim = 19500
ctrl = 0

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

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22174
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
removetime = 20
trans = sub

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 195,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -10,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19500]
type = helper
triggerall = !ishelper
trigger1 = numhelper(24610) = 0
trigger1 = time = 0
id = 24610
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 24610
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1
[state 0]
type = lifeset
triggerall = name != "KALSIEL"
trigger1 = !ishelper
value = 0
ignorehitpause = 1
[state 0]
type = lifeadd
triggerall = name != "KALSIEL"
trigger1 = !ishelper
value = -lifemax
absolute = 1
ignorehitpause = 1
[state 0]
type = hitdef
triggerall = name != "KALSIEL"
trigger1 = !ishelper
damage = 0,0
attr = C,NP
id = 19500
sparkno = -1
ignorehitpause = 1
[state 0]
type = changestate
trigger1 = loseko
value = 5150
ignorehitpause = 1
[state 0]
type = changestate
trigger1 = !ishelper
trigger1 = hitdefattr = C,NP
value = 1000044
ignorehitpause = 1

[state 195]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 360
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19500]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 195]
type = Turn
trigger1 = P2dist X < 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 301050]
type = U
movetype = U 
physics = U
anim = 40020
velset = 0,0 
sprpriority = 1
ctrl = 0

[State 301050]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 301050]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 301050]
Type = Posset
Trigger1 = 1
x = 0
y = 2000
ignorehitpause = 1

[State 301050]
type = Projectile
triggerall = root,palno = 12
trigger1 = time >= 1
trigger1 = root,stateno = 19201
trigger1 = root,time = [60,420]
projID = 45321423
projanim = 45321423
projremove = 0
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 30104
sparkno = -1
affectteam = F
persistent = 1

[State 301050]
type = changestate
trigger1 = !ishelper(301050)
value = 0
ctrl = !ishelper
ignorehitpause = 1

[State 301050]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1
[State 301050]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 301050]
type = destroyself
triggerall = root,palno = 12
trigger1 = roundstate != 2
trigger2 = root,stateno != 19201
trigger3 = root,time >= 420

[Statedef 30100]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = selfstate
trigger1 = name = "KALSIEL"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="KALSIEL"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "KALSIEL"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
value = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
fvalue = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="KALSIEL"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="KALSIEL"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(0) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(5) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(6) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(7) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(8) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(9) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(10) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(11) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(12) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(13) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(14) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(15) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(16) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(17) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(18) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(19) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(20) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(21) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(22) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(23) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(24) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(25) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(26) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(27) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(28) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(29) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(30) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(31) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(32) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(33) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(34) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(35) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(36) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(37) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(38) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(39) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(40) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(41) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(42) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(43) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(44) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(45) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(46) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(47) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(48) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(49) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(50) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(51) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(52) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(53) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(54) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(55) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(56) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(57) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(58) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(59) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(0) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(1) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(2) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(3) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(4) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(5) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(6) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(7) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(8) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(9) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(10) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(11) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(12) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(13) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(14) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(15) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(16) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(17) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(18) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(19) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(20) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(21) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(22) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(23) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(24) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(25) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(26) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(27) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(28) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(29) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(30) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(31) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(32) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(33) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(34) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(35) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(36) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(37) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(38) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(39) = 1000000000-2000000000*(ceil(gametime*0.2)%2)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="KALSIEL"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="KALSIEL"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102] 
type = destroyself 
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="KALSIEL"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
trigger1 = gametime%60 < 20
value = 30101
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 30101]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = selfstate
trigger1 = name = "KALSIEL"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="KALSIEL"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "KALSIEL"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
value = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
fvalue = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="KALSIEL"
trigger1 = root,name != "KALSIEL"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="KALSIEL"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="KALSIEL"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(0) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(5) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(6) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(7) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(8) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(9) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(10) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(11) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(12) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(13) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(14) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(15) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(16) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(17) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(18) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(19) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(20) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(21) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(22) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(23) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(24) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(25) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(26) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(27) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(28) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(29) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(30) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(31) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(32) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(33) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(34) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(35) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(36) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(37) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(38) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(39) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(40) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(41) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(42) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(43) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(44) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(45) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(46) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(47) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(48) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(49) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(50) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(51) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(52) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(53) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(54) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(55) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(56) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(57) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(58) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(59) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(0) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(1) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(2) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(3) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(4) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(5) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(6) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(7) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(8) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(9) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(10) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(11) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(12) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(13) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(14) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(15) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(16) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(17) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(18) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(19) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(20) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(21) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(22) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(23) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(24) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(25) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(26) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(27) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(28) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(29) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(30) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(31) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(32) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(33) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(34) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(35) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(36) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(37) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(38) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(39) = ((1000*(random%10))+(100*(random%10))+(10*(random%10))+(random%10))*ifelse(random%2=0,-1,1)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="KALSIEL"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="KALSIEL"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102] 
type = destroyself 
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="KALSIEL"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
trigger1 = gametime%60 < 20
value = 30101
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

[Statedef 30102]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0]
type = selfstate
trigger1 = name = "KALSIEL"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="KALSIEL"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "KALSIEL"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
value = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
fvalue = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(1) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(2) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(3) = 1-2*(gametime%321<100)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(4) = 1-2*(gametime%321<100)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="KALSIEL"
trigger1 = root,name != "KALSIEL"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="KALSIEL"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="KALSIEL"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(0) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(1) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(2) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(3) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(4) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(5) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(6) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(7) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(8) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(9) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(10) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(11) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(12) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(13) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(14) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(15) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(16) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(17) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(18) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(19) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(20) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(21) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(22) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(23) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(24) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(25) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(26) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(27) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(28) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(29) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(30) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(31) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(32) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(33) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(34) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(35) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(36) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(37) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(38) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(39) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(40) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(41) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(42) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(43) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(44) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(45) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(46) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(47) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(48) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(49) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(50) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(51) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(52) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(53) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(54) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(55) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(56) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(57) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(58) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(59) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(0) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(1) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(2) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(3) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(4) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(5) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(6) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(7) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(8) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(9) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(10) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(11) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(12) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(13) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(14) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(15) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(16) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(17) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(18) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(19) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(20) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(21) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(22) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(23) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(24) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(25) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(26) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(27) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(28) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(29) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(30) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(31) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(32) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(33) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(34) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(35) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(36) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(37) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(38) = 1-2*(gametime%321<100)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(39) = 1-2*(gametime%321<100)
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="KALSIEL"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="KALSIEL"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="KALSIEL"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30102] 
type = destroyself 
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="KALSIEL"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
trigger1 = gametime%60 < 20
value = 30103
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

;--------------------------------------------------
[Statedef 30103]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 50340]
type = selfstate
trigger1 = name = "KALSIEL"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="KALSIEL"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "KALSIEL"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
value = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
fvalue = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="KALSIEL"
trigger1 = root,name != "KALSIEL"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="KALSIEL"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="KALSIEL"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(0) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(5) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(6) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(7) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(8) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(9) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(10) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(11) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(12) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(13) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(14) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(15) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(16) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(17) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(18) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(19) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(20) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(21) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(22) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(23) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(24) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(25) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(26) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(27) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(28) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(29) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(30) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(31) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(32) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(33) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(34) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(35) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(36) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(37) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(38) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(39) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(40) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(41) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(42) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(43) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(44) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(45) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(46) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(47) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(48) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(49) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(50) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(51) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(52) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(53) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(54) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(55) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(56) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(57) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(58) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(59) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(0) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(1) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(2) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(3) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(4) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(5) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(6) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(7) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(8) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(9) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(10) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(11) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(12) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(13) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(14) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(15) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(16) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(17) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(18) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(19) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(20) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(21) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(22) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(23) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(24) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(25) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(26) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(27) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(28) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(29) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(30) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(31) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(32) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(33) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(34) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(35) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(36) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(37) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(38) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(39) = random%10000*ifelse((random%2=0),1000000000000000000000000000000000,-1000000000000000000000000000000)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="KALSIEL"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="KALSIEL"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30103]
type = destroyself 
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "KALSIEL"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name != "KALSIEL"
trigger1 = gametime%60 >= 40
value = 30104
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

;--------------------------------------------------
[Statedef 30104]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 50340]
type = selfstate
trigger1 = name = "KALSIEL"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="KALSIEL"
trigger1 = !alive
trigger2 = roundstate != 2
value = 5150
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="KALSIEL"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "KALSIEL"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
value = root,life -5
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
fvalue = root,life -5
IgnoreHitPause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
value = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
fvalue = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="KALSIEL"
trigger1 = root,name != "KALSIEL"
value = 40020
ignorehitpause = 1

[State 0]
type = changestate
triggerall = !ishelper && name!="KALSIEL"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="KALSIEL"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(0) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(5) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(6) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(7) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(8) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(9) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(10) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(11) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(12) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(13) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(14) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(15) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(16) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(17) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(18) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(19) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(20) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(21) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(22) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(23) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(24) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(25) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(26) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(27) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(28) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(29) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(30) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(31) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(32) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(33) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(34) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(35) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(36) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(37) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(38) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(39) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(40) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(41) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(42) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(43) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(44) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(45) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(46) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(47) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(48) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(49) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(50) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(51) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(52) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(53) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(54) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(55) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(56) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(57) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(58) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(59) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(0) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(1) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(2) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(3) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(4) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(5) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(6) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(7) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(8) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(9) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(10) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(11) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(12) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(13) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(14) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(15) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(16) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(17) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(18) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(19) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(20) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(21) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(22) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(23) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(24) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(25) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(26) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(27) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(28) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(29) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(30) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(31) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(32) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(33) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(34) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(35) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(36) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(37) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(38) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(39) = 100-random%201+100*(100-random%201)*(gametime%261<50)
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="KALSIEL"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="KALSIEL"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30104]
type = destroyself 
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "KALSIEL"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
trigger1 = gametime%60 = [20,39]
value = 30105
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1


;--------------------------------------------------
[Statedef 30105]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 50340]
type = selfstate
trigger1 = name = "KALSIEL"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="KALSIEL"
trigger1 = !alive
trigger2 = roundstate != 2
value = 5150
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="KALSIEL"
x = 0
y = 2000
ignorehitpause = 1

[State 30102]
type = posset
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = pos y != [-500,100]
y = 0
ignorehitpause = 1

[State 30102]
type = hitby
triggerall = name !="KALSIEL"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "KALSIEL"
value = SCA
time = 1
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
value = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
trigger2 = ishelper
trigger2 = root,name != "KALSIEL"
fvalue = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(1) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(2) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(3) = root,lifemax
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "KALSIEL"
sysvar(4) = root,lifemax
IgnoreHitPause = 1

[state 0]
type = lifeset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper && name!="KALSIEL"
value = 0
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
projanim = anim
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = prevstateno

[State 999]
type = changeanim2
triggerall = name !="KALSIEL"
trigger1 = root,name != "KALSIEL"
value = 40020
ignorehitpause = 1
[State 0]
type = changestate
triggerall = !ishelper && name!="KALSIEL"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = !ishelper && name!="KALSIEL"
trigger1 = alive
trigger1 = roundstate = 2
value = 5050
ignorehitpause = 1

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(0) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(1) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(2) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(3) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(4) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(5) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(6) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(7) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(8) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(9) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(10) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(11) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(12) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(13) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(14) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(15) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(16) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(17) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(18) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(19) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(20) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(21) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(22) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(23) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(24) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(25) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(26) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(27) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(28) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(29) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(30) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(31) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(32) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(33) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(34) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(35) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(36) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(37) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(38) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(39) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(40) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(41) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(42) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(43) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(44) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(45) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(46) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(47) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(48) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(49) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(50) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(51) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(52) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(53) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(54) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(55) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(56) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(57) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(58) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
var(59) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(0) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(1) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(2) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(3) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(4) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(5) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(6) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(7) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(8) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(9) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(10) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(11) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(12) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(13) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(14) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(15) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(16) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(17) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(18) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(19) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(20) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(21) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(22) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(23) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(24) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(25) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(26) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(27) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(28) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(29) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(30) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(31) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(32) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(33) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(34) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(35) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(36) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(37) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(38) = root,lifemax
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name != "KALSIEL"
fvar(39) = root,lifemax
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="KALSIEL"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="KALSIEL"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="KALSIEL"
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 30102]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state 30104]
type = destroyself 
triggerall = ishelper
trigger1 = time >= 20
trigger2 = root,name = "KALSIEL"
trigger3 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="KALSIEL"
trigger1 = gametime%60 = [20,39]
value = 30100
ignorehitpause = 1

[State 30102]
type = SelfState
triggerall = name !="KALSIEL"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 30200]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 30200]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state 30200]
type = destroyself
trigger1 = ishelper

[State 30200]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 30200]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 30200]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30200]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 30200]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 30200] 
type = changestate
trigger1 = time >= 8
value = 30202

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 30201]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 30201]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30201]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30201]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
value = 0

[State 30201]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
fvalue = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(1) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(2) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(3) = 0

[State 30201]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(1) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(2) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(3) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(5) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(6) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(7) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(8) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(9) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(10) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(11) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(12) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(13) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(14) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(15) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(16) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(17) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(18) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(19) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(20) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(21) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(22) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(23) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(24) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(25) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(26) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(27) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(28) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(29) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(30) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(31) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(32) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(33) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(34) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(35) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(36) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(37) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(38) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(39) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(40) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(41) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(42) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(43) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(44) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(45) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(46) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(47) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(48) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(49) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(50) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(51) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(52) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(53) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(54) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(55) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(56) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(57) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(58) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
var(59) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(1) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(2) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(3) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(4) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(5) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(6) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(7) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(8) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(9) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(10) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(11) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(12) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(13) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(14) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(15) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(16) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(17) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(18) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(19) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(20) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(21) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(22) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(23) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(24) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(25) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(26) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(27) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(28) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(29) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(30) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(31) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(32) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(33) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(34) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(35) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(36) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(37) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(38) = 0

[State 30201]
type = parentVarSet
trigger1 = enemynear,name="KALSIEL"&&ishelper
fvar(39) = 0

[State 30201]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 30201]
type = PlayerPush
trigger1 = 1
value = -1

[State 30201]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30201]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30201]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 30201]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 30201]
type = destroyself
trigger1 = ishelper&&time>=1

[State 30201] 
type = changestate
trigger1 = !ishelper&&time >= 8
value = 30202

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 30202]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 30202]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state 30202]
type = destroyself
trigger1 = ishelper

[State 30202]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 30202]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 30202]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 30202]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
value = 0

[State 30202]
type = VarRangeSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
fvalue = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(1) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(2) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(3) = 0

[State 30202]
type = VarSet
trigger1 = enemynear,name="KALSIEL"&&!ishelper&&name!="KALSIEL"
sysvar(4) = 0

[State 30202]
type = PlayerPush
trigger1 = 1
value = -1

[State 30202]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30202]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30202]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 30202]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 30202]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 30202]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 5151]
type = U
movetype = I
physics = U
velset = 0,0
sprpriority = -1

[State 0]
type = SelfState
trigger1 = name = "KALSIEL"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 0]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 5151]
type = Destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 5151]
type = selfstate
triggerall = name != "KALSIEL"
triggerall = roundstate = 2
triggerall = lifemax > 10
trigger1 = time > 0
trigger1 = !ishelper && alive
trigger2 = ishelper
value = 0
ignorehitpause = 1

[state 5151]
type = velset
triggerall = name != "KALSIEL"
trigger1 = 1
x = 0
y = 0
persistent = 0
ignorehitpause = 1

[state 5151]
type = posset
triggerall = name != "KALSIEL"
trigger1 = 1
y = 0
ignorehitpause = 1

[state 5151]
type = AssertSpecial
triggerall = name != "KALSIEL"
trigger1 = 1
flag = invisible
flag2 = noshadow
persistent = 1
ignorehitpause = 1

[State 5151]
type = DefenceMulSet
trigger1 = name != "KALSIEL"
trigger1 = !ishelper
value = 2147483647
ignorehitpause = 1

[state 5151]
type = NotHitBy
trigger1 = name != "KALSIEL"
trigger1 = !ishelper
value = SCA
value2 = SCA
ignorehitpause = 1

[State 5151]
type = statetypeset
trigger1 = name != "KALSIEL"
trigger1 = !ishelper
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[state 5151]
type = CtrlSet
trigger1 = name != "KALSIEL"
trigger1 = roundstate >= 3
trigger1 = ctrl = 0
value = 1
ignorehitpause = 1

[state 5151]
type = CtrlSet
trigger1 = name != "KALSIEL"
trigger1 = roundstate < 3
value = 0
ignorehitpause = 1

[State 5151]
type = powerset
trigger1 = name != "KALSIEL"
value = 0
ignorehitpause = 1

[State 5151]
type = playerpush
triggerall = name != "KALSIEL"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 5151]
type = changeanim2
triggerall = name != "KALSIEL"
trigger1 = alive
trigger2 = enemy,alive=0
trigger3 = enemy,life=0
trigger4 = enemy,lose
value = 5150
ignorehitpause = 1

[State 5151]
type = hitdef
triggerall = name != "KALSIEL"
trigger1 = alive
trigger2 = enemy,alive=0
trigger3 = enemy,life=0
trigger4 = enemy,lose
attr = SCA,ST	
hitflag = HLMAFDP	
guardflag = MA	
priority = 1
animtype = light
sparkno = -1
numhits = 999
affectteam = E	
hitonce = 0	
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 5151]
type = lifeset
triggerall = name != "KALSIEL"
triggerall = !ishelper
trigger1 = alive
value = 0
ignorehitpause = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;立ちからの相手状態
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 104010]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 104010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 104010]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 104010]
type = assertspecial
trigger1 = name != "KALSIEL"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 104010]
type = destroyself
trigger1 = ishelper

[State 104010]
type = lifeset
triggerall = name != "KALSIEL"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 104010]
type = powerset
triggerall = name != "KALSIEL"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 104010]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 104010]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 104010]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 104010]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

[Statedef 24610]
type    = S
movetype= I
physics = N
anim = 19610
velset = 0,0
ctrl = 0

[State 24610]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 24610]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,2147483647
numhits = 0
ignorehitpause = 1

[State 24610]
type = targetlifeadd
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 24610]
type = targetlifeadd
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -2
absolute = 1
ignorehitpause = 1

[state 24610]
type = targetstate
triggerall = roundstate >= 2
triggerall = !root,winko
trigger1 = numtarget
trigger1 = time <= 370
trigger1 = target,stateno != [1000040,1000044]
trigger2 = numtarget
trigger2 = time > 370
trigger2 = timemod = 30,0
trigger2 = target,stateno != [1000040,1000044]
value = 1000040
ignorehitpause = 1

[state 24610]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger2 = root,winko
ignorehitpause = 1

[state 24610]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

[State 210, 1]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 10000,1
volume = 255

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150, 0
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 10000,26
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2563,2
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2563,3

[State 11332]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647

[State 24610]
type = EnvShake
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
time = 11
ampl = -11
freq = 95
phase = 95

[State 24610]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150,0 
volume = 255

[state 24610]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100

[State 24610]
type = Turn
trigger1 = time<=300
trigger1 = Facing != parent,Facing
ignorehitpause = 1

[State 24610]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[state 24610]
type = destroyself
trigger1 = var(2) != 100 
trigger1 = root,stateno != 19500
trigger2 = win
trigger3 = roundstate != 2
ignorehitpause = 1

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

[statedef 1000040]
movetype = I
velset = 0,0
ctrl = 0

[State 1000040]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 1000040]
type = ctrlset
trigger1 = name != "KALSIEL"
value = 0

[state 1000040]
type = destroyself
triggerall = name = "KALSIEL"
trigger1 = ishelper
ignorehitpause = 1

[state 1000040]
type = lifeset
triggerall = name != "KALSIEL"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 1000040]
type=assertspecial
trigger1=name != "KALSIEL"
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard
ignorehitpause=1

[state 1000040]
type = powerset
triggerall = name != "KALSIEL"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 1000040]
type = changestate
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 1000040]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[state 1000040]
type = hitdef
triggerall = !ishelper
triggerall = name != "KALSIEL"
trigger1 = 1
attr = A,NA
damage = 0,0
animtype = hard
guardflag = 
hitflag = 
fall = 0
ignorehitpause = 1

[state 1000040]
type = changestate
triggerall = name != "KALSIEL"
trigger1 = !ishelper
trigger1 = alive
trigger1 = hitpausetime > 1
value = 1000044
ignorehitpause = 1

[state 1000040]
type = changestate
trigger1 = !alive
value = 5150
ignorehitpause = 1
;-----------------------------------------------------------
[statedef 1000044]
type    = U
movetype= H
physics = U
velset = 0,0
ctrl = 0

[state a]
type = SelfState
triggerall = name = "KALSIEL" 
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[state a]
type = Afterimagetime
trigger1 = 1
time = 0
ignorehitpause = 1

[state a]
type = removeexplod
trigger1 = 1
ignorehitpause = 1

[state a]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[state a]
type = velset
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[state a]
type = targetdrop
trigger1 = 1
ignorehiapause = 1

[state a]
type = powerset
triggerall = name != "KALSIEL"
trigger1 = 1
value = 0
ignorehitpause = 1

[state a]
type = lifeset
triggerall = name != "KALSIEL"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state a]
type = lifeadd
triggerall = name != "KALSIEL"
trigger1 = !ishelper
value = -2147483647
absolute = 1
ignorehitpause = 1

[state a]
type = assertspecial
triggerall = name != "KALSIEL"
trigger1 = !ishelper
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state a]
type = palfx
trigger1 = 1
time = -1
mul = 255,0,0
invertall = 1
ignorehitpause = 1

[state a]
type=posset
trigger1=ishelper
x = 0
y = 20000
ignorehitpause=1

[state a]
type = destroyself 
trigger1 = ishelper
trigger1=time >= 0
ignorehitpause = 1

[state a]
type = hitdef
triggerall = !ishelper
triggerall = name !="KALSIEL"
trigger1 = 1
attr = A,NA
damage = 0,0
animtype = hard
guardflag = 
hitflag = 
fall = 0
ignorehitpause = 1

[state a]
type = changestate
triggerall = !ishelper
trigger1 = name !="KALSIEL"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
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[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1
[state 1]
type=null
trigger1=!ishelper
trigger1=name!="KALSIEL"
ignorehitpause=1

[Statedef 30082]
type    = A
movetype= H
physics = N
velset = 0,0

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = enemy,time > 70
persistent = 0
value = s11,0
volume = 255
freqmul = 0.7
volume = 255

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
value = s11,0
freqmul = 0.5
volume = 255

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = enemy,time > 33
persistent = 0
value = s11,0
volume = 255

[State 30082]
type = ChangeAnim
triggerall = name != "KALSIEL"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time < 5
value = 5005
ignorehitpause = 1
[State 30082]
type = ChangeAnim
triggerall = name != "KALSIEL"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time = [22,69]
value = 5011
ignorehitpause = 1
[State 30082]
type = ChangeAnim
triggerall = name != "KALSIEL"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 70
value = 5002
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = enemy,name = "KALSIEL"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 120
x = -7
y = -5
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[State 30082]
type = LifeSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = PowerSet
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name != "KALSIEL"
triggerall = ishelper = 0
trigger1 = enemy,name = "KALSIEL"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 120
trigger2 = enemy,name != "KALSIEL"
value = 5050
ignorehitpause = 1

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name = "KALSIEL"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "KALSIEL"
ignorehitpause = 1

[statedef 649999]
type = U
movetype = U 
physics = U
anim = 40020
velset = 0,0 
sprpriority = 1
ctrl = 0

[State 649999]
Type = Posset
Trigger1 = 1
x = 0
y = 899999999+99999999
ignorehitpause = 1
[State 649999]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 649999]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 649999]
type = Projectile
trigger1 = time >= 1
projid = 1234567890
projanim = 1234567890
projremove = 0
projscale = 1,1
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 50340
sparkno = -1
affectteam = F
ignorehitpause = 1
[State 649999]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1
[State 649999]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[State 649999]
type = changestate
trigger1 = !ishelper(649999)
value = 0
ctrl = !ishelper
ignorehitpause = 1
[State 649999]
type = destroyself
triggerall = p2name != "Kyuketsuki"
triggerall = p2name != "Shutdown"
triggerall = p2name != "MUAHAHAHAHAHAHAHAHA"
trigger1 = roundstate != 2
trigger2 = root,stateno != 2205

[Statedef 50340]
type = U
movetype = U
physics = U
poweradd = -powermax

[State 50340]
type = selfstate
trigger1 = name = "KALSIEL"
trigger1 = !ishelper
value = 24640
ignorehitpause = 1
[State 50340]
type = NotHitBy
trigger1 = !ishelper
value = SCA
time = 1
ignorehitpause = 1
[State 50340]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1
[state 50340]
type = removeexplod
trigger1=time >= 0
ignorehitpause = 1
[State 50340]
type = posset
trigger1 = ishelper
x = 0
y = 899999999+99999999
ignorehitpause = 1
[State 50340]
type = statetypeset
trigger1 = name != "KALSIEL"
statetype = S
movetype = H
physics = N
ignorehitpause = 1
[State 50340]
type = ctrlset
triggerall = !ishelper
trigger1 = name != "KALSIEL"
value = 0
ignorehitpause = 1
[state 50340]
type = velset
triggerall = name !="KALSIEL"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1
[State 50340]
type = lifeadd
triggerall = !ishelper
trigger1 = name != "KALSIEL"
value = -2147483647
absolute = 1
ignorehitpause = 1
[State 50340]
type = lifeset
triggerall = !ishelper
trigger1 = name != "KALSIEL"
value = 0
absolute = 1
ignorehitpause = 1
[state 50340] 
type = destroyself 
triggerall = ishelper
trigger1 = time >= 30
trigger2 = root,name = "KALSIEL"
trigger3 = root,alive = 0
ignorehitpause = 1
[State 50340]
type = selfstate
triggerall = name != "KALSIEL"
triggerall = !ishelper
trigger1 = alive
trigger1 = time >= 30
value = 5150
ignorehitpause = 1
[State 50340]
type = changestate
triggerall = !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(19) > 0
trigger1 = enemynear,var(20) > 0
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(50340) < 5 || random < 70
trigger1 = enemynear,var(20) > 0
trigger1 = SelfAnimExist(enemynear,var(20))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(20)
projid = 50340
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2600
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(19)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(19) > 0
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(50347) < 3 || random < 50
trigger1 = SelfAnimExist(200)
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 50347
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2600
projhits = 800
getpower = -10
p1stateno = enemynear,var(19)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(19) > 0
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(50348) < 3 || random < 50
attr = C,HP
hitflag = MAFD
projanim = anim
projid = 50348
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2600
projhits = 800
getpower = -10
p1stateno = enemynear,var(19)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(21) > 0
trigger1 = enemynear,var(22) > 0
trigger1 = root,stateno != enemynear,var(22)
trigger1 = root,numprojid(503400) < 5 || random < 70
trigger1 = enemynear,var(21) > 0
trigger1 = SelfAnimExist(enemynear,var(21))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(21)
projid = 503400
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2600
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(22)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(22) > 0
trigger1 = root,stateno != enemynear,var(22)
trigger1 = root,numprojid(503470) < 3 || random < 50
trigger1 = SelfAnimExist(200)
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 503470
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2600
projhits = 800
getpower = -10
p1stateno = enemynear,var(22)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(22) > 0
trigger1 = root,stateno != enemynear,var(22)
trigger1 = root,numprojid(503480) < 3 || random < 50
attr = C,HP
hitflag = MAFD
projanim = anim
projid = 503480
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2600
projhits = 800
getpower = -10
p1stateno = enemynear,var(22)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(20) > 0
trigger1 = enemynear,var(23) > 0
trigger1 = root,stateno != enemynear,var(23)
trigger1 = root,numprojid(5034000) < 5 || random < 40
trigger1 = enemynear,var(20) > 0
trigger1 = SelfAnimExist(enemynear,var(20))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(20)
projid = 5034000
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 30
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(23)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(21) > 0
trigger1 = enemynear,var(23) > 0
trigger1 = root,stateno != enemynear,var(23)
trigger1 = root,numprojid(5034010) < 5 || random < 40
trigger1 = enemynear,var(21) > 0
trigger1 = SelfAnimExist(enemynear,var(21))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(21)
projid = 5034010
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 30
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(23)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(23) > 0
trigger1 = root,stateno != enemynear,var(23)
trigger1 = root,numprojid(5034700) < 3 || random < 60
trigger1 = SelfAnimExist(200)
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 5034700
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 10
projhits = 800
getpower = -10
p1stateno = enemynear,var(23)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(23) > 0
trigger1 = root,stateno != enemynear,var(23)
trigger1 = root,numprojid(5034800) < 3 || random < 60
attr = C,HP
hitflag = MAFD
projanim = anim
projid = 5034800
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 20
projhits = 800
getpower = -10
p1stateno = enemynear,var(23)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(24) > 0
trigger1 = enemynear,var(25) > 0
trigger1 = root,stateno != enemynear,var(24)
trigger1 = root,numprojid(51340) < 5 || random < 60
trigger1 = enemynear,var(25) > 0
trigger1 = SelfAnimExist(enemynear,var(25))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(25)
projid = 51340
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 300
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(24)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(24) > 0
trigger1 = enemynear,var(25) > 0
trigger1 = root,stateno != enemynear,var(24)
trigger1 = root,numprojid(513400) < 5 || random < 60
trigger1 = enemynear,var(25) > 0
trigger1 = SelfAnimExist(enemynear,var(25))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(25)
projid = 513400
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 300
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(24)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = enemynear,name = "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(19) > 0
trigger1 = enemynear,var(26) > 0
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(5134000) < 5 || random < 60
trigger1 = enemynear,var(26) > 0
trigger1 = SelfAnimExist(enemynear,var(26))
attr = C,HP
hitflag = MAFD
projanim = enemynear,var(26)
projid = 5134000
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 300
projhits = 1000000
getpower = -10
p1stateno = enemynear,var(19)
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = !time
trigger1 = enemynear,var(19) = 200
trigger1 = root,stateno != enemynear,var(19)
trigger1 = root,numprojid(50340) < 5 || random < 70
trigger1 = SelfAnimExist(200)
attr = C,HP
hitflag = MAFD
projanim = 200
projid = 50340
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 10
projhits = 1000000
getpower = -2147483647
p1stateno = enemynear,var(19)
ignorehitpause = 1

[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1 = root,name = "" || root,name = "MUAHAHAHAHAHAHAHAHA"|| p2name="Shutdown"
trigger1 = root,stateno != 944
trigger1 = root,numprojid(350300) < 7 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 2
projid = 350300
affectteam = E
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 300
projhits = 1000000
getpower = -2147483647
p1stateno = 944
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1= root,name = "UNKNOWN"
trigger1 = root,stateno != 832
trigger1 = root,numprojid(350301) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 4555
projid = 350301
affectteam = E
numhits = 0
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 832
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1= root,name = "Kyuketsuki"
trigger1 = root,stateno != 200
trigger1 = root,numprojid(350302) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 912
projid = 350302
affectteam = E
numhits = 0
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 200
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1= root,name = "Matsugami"
trigger1 = root,stateno != 20001
trigger1 = root,numprojid(350303) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 20000
projid = 350303
affectteam = E
numhits = 0
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 20001
ignorehitpause = 1
[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "KALSIEL"
trigger1= root,name = "syugosya_emiya"
trigger1 = root,stateno != 3994
trigger1 = root,numprojid(350303) < 8 || random < 70
attr = C,HP
hitflag = MAFD
projanim = 39001
projid = 350303
affectteam = E
numhits = 0
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 200
projhits = 1000000
getpower = 0
p1stateno = 3994
ignorehitpause = 1

;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -2]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************
[State -2,target]
type = DisplayToClipboard
trigger1 = 1
text = "e state = %d,e anim = %d,e state2 = %d,e anim2 = %d"
params = var(19),var(20),var(22),var(25)
ignorehitpause = 1

;アーマー強さレベル
;弱　0 1 2 3 強
[state -2]
type = varset
triggerall = palno = 12
trigger1 = !ishelper&&roundstate<2
fv = 30
value = 3 ;random%4
ignorehitpause = 1

;AI強さレベル
;弱　0 1 2 3 強
[state -2]
type = varset
triggerall = palno!= 12
trigger1 = !ishelper&&roundstate<2
v = 40
value = random%4
ignorehitpause = 1

[State -2]
type = varset
triggerall = var(30)
triggerall = palno = [7,12]
trigger1 = numhelper(6400000)
v = 30
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = palno = [7,12]
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(0) = 1
v = 30
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = palno = [1,6]
trigger1 = numhelper(28090)
trigger1 = helper(28090),var(0) = 1
v = 30
value = 1
ignorehitpause = 1

[state -1]
type = varset
trigger1 = fvar(30)!=[0,3] 
fv = 30
value = 0
ignorehitpause = 1

[State -2, Y座標自己修復]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      
trigger1 = floor(Pos Y) = [-2,3] 
y = 0

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1200     
trigger1 = stateno = [0,30] 
trigger1 = floor(Pos Y) < -2
y = 2

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2
y = -2

[State -2, Y座標強制修復]
type = ChangeState
triggerall = RoundState = 2
triggerall = ctrl = 0
triggerall = alive = 1
triggerall = !Lose
trigger1 = Pos Y < -1280
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480
trigger2 = GameTime % 10 = 0
value = 40

[State -2]
type = posset
triggerall = !ishelper
trigger1 = roundstate = 4
y = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40,0

[State -3]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
value = 40,1

[State -2]
type = playsnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105,0

[State -2]
type = stopsnd
trigger1 = stateno != 40
channel = 1

[State -2]
type = width
trigger1 = 1
edge = 5,0

[state -2]
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2]
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[state a]
type = stopsnd
trigger1 = movetype = H
channel = 1

[State -2]
type = assertspecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = nomusic

[State -2]
type = assertspecial
triggerall = !ishelper&&!loseko&&!lose&&!drawgame
trigger1 = roundstate = 4
trigger1 = stateno!=181
trigger1 = stateno!=184
trigger1 = stateno!=1840
trigger1 = stateno!=185
trigger1 = stateno!=186
trigger1 = stateno!=187
trigger1 = stateno!=[150,155]
flag = roundnotover
ignorehitpause = 1

[state -2]
type = destroyself
triggerall = palno = [10,12]
trigger1 = var(55)!=gametime+123456789
ignorehitpause = 1
;-------------------------------------------------------------------------------------------------------
;ライフ管理ステート抜けnoko
;------------------------------------------------------------------------------------------------------
[State -2];ダブルKO阻止
type = assertspecial
triggerall = !ishelper && !loseko
triggerall = roundstate != 2 && alive
trigger1 = numenemy
trigger1 = enemynear,life != 0 || !enemynear,alive
flag = noko
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[4,12]) && !ishelper && alive
triggerall = var(55) !=gametime+123456789||movetype=H
triggerall = roundstate>=2
trigger1 = GetHitVar(hitcount) >= 20
value = 24640
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = (palno=[4,12]) && !ishelper && alive
triggerall = var(55) !=gametime+123456789||movetype=H
triggerall = roundstate>=2
trigger1 = gethitvar(damage) >= 350
value = 24640
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper
trigger1 = ishelper(22101) 
trigger1 = stateno != (22101)
trigger2 = ishelper(3002) 
trigger2 = stateno != (3002)
trigger3 = ishelper(22122)
trigger3 = stateno != (22122)
trigger4 = ishelper(18102) 
trigger4 = stateno != (18102)
trigger5 = ishelper(1412) 
trigger5 = stateno != (1412)
trigger6 = ishelper(11100) 
trigger6 = stateno != (11100)
trigger7 = ishelper(1720) 
trigger7 = stateno != (1720)
trigger8 = ishelper(12310) 
trigger8 = stateno != (12310)
trigger9 = ishelper(313900) 
trigger9 = stateno != (313900)
trigger10 = ishelper(10015) 
trigger10 = stateno != (10015)
trigger11 = ishelper(24610) 
trigger11 = stateno != (24610)
trigger12 = ishelper(11502) 
trigger12 = stateno != (11502)
trigger13 = ishelper(1065) 
trigger13 = stateno != (1065)
trigger14 = ishelper(16500) 
trigger14 = stateno != (16500)
value= 24640
ignorehitpause = 1

[state -2]
type = selfstate
trigger1 = ishelper(987654321)
trigger1 = stateno !=(987654321)
value = 24640
ignorehitpause = 1

[state -2]
type = selfstate
trigger1 = ishelper(649999)
trigger1 = stateno !=(649999)
trigger2 = ishelper(301050)
trigger2 = stateno !=(301050)
trigger3 = ishelper(22222222)
trigger3 = stateno !=(22222222)
value = 24640
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=0
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -125
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -75
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -50
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30)=3
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = palno = [7,11]
triggerall = !ishelper && alive && roundstate=2 && fvar(30) = [0,3]
trigger1 = enemy,life < lifemax/2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -10
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=0
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 401
value = -125
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 301
value = -75
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 201
value = -50
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=0
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,400]
value = -50
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=1
trigger1 =  (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,300]
value = -25
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=2
triggerall = helper(6400000),var(7) != 1
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -1
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=3
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 601
value = -15
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = numhelper(6400000)
triggerall = !ishelper && alive && roundstate=2 && palno=12 && fvar(30)=3
trigger1 = (helper(6400000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,600]
value = -5
ignorehitpause = 1

[State -2]
type = ReversalDef
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = stateno = 2205
trigger1 = time = [60,400]
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu" || p2name="Shutdown"
trigger3 = stateno = 19201
trigger3 = time = [60,420]
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
trigger1 = roundstate = 2&&stateno=19201&&palno=12
trigger1 = numtarget &&(time = [60,420])
value = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = roundstate = 2 && stateno = 2205
trigger1 = numtarget &&(time = [60,400])
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="genjitsu" || p2name="Shutdown"
trigger2 = numtarget
trigger2 = enemy,alive
value = 50340
ignorehitpause = 1

[State -2];アーマー
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = numhelper(6400000) = 0
stateno = 150
name = "Helper"
id = 6400000
persistent = 1
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = helper
triggerall = palno = 12
triggerall = !ishelper
trigger1 = numhelper(66666) = 0
trigger1 = roundstate = 2
id = 66666
persistent = 0
name = "hitdefhelper"
pos = 0,0
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = helper
triggerall = !ishelper
triggerall = palno = [1,6]
trigger1 = numhelper(28090) = 0
stateno = 150
name = "player"
ID = 28090
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;-------------------------------------------------------------------------------------------------------
;　power,time and powerup管理
;-------------------------------------------------------------------------------------------------------

[state -2]
type = varadd
triggerall = !ishelper
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1
[state -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(54) > 6500
v = 54
value = 0
IgnoreHitPause = 1
[State -2]
type = VarSet
trigger1 = roundstate = 0
var(54) = 0
[state -2]
type = poweradd
triggerall = !ishelper
trigger1 = power < var(57)
value = var(57) - power
ignorehitpause = 1
[state -2]
type = varset
triggerall = !ishelper
trigger1 = power > var(57)
var(57) = power
ignorehitpause = 1
[state -2]
type = varadd
triggerall = !ishelper
triggerall = palno!= 12
trigger1 = (GameTime%5) = 1
v = 57
value = 3+((life<lifemax/4)*(powermax/1000))
IgnoreHitPause = 1
[state -2]
type = varadd
triggerall = !ishelper
triggerall = palno = 12
trigger1 = (GameTime%5) = 1
v = 57
value = 5+((life<lifemax/4)*(powermax/1000))
IgnoreHitPause = 1
[state -2]
type = varset
triggerall = !ishelper
trigger1 = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
v = 57
value = 7000
IgnoreHitPause = 1
[state -2]
type = varadd
triggerall = !ishelper
trigger1 = roundstate = 2 &&  var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1
[state -2]
type = PowerSet
trigger1 = !ishelper
value = var(57)
IgnoreHitPause = 1

[State -2]
type = pause
triggerall = palno= 12
triggerall = roundstate != 2
trigger1 = 1
time = 2147483647
movetime = 2147483647
ignorehitpause = 1

[State -2]
type = superpause
triggerall = palno=12
triggerall = roundstate != 2
trigger1 = 1
anim = -1
time = 2147483647
movetime = 2147483647
darken = 0
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;　その他
;-------------------------------------------------------------------------------------------------------

[State 0]
type = palfx
triggerall = !ishelper
triggerall = palno= 11
trigger1 = 1
time = 1
add = 0,0,0
color = 1
ignorehitpause = 1

[State 0]
type = palfx
triggerall = !ishelper
trigger1 = var(42) >= 0
time = 1
add = 0,0,0
color = 1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = roundstate != 2
v = 42
value = 0
ignorehitpause = 1

[state -2]
type = varadd
trigger1 = var(42) >= 0
v = 42
value = -1
ignorehitpause = 1

[State -3]
type = NotHitBy 
trigger1 = var(42) >= 0
value = SCA,AA,AP
ignorehitpause = 1

[State -3]
type = HitBy 
trigger1 = var(42) >= 0
value = SCA,AT
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = palno = 10 || palno = 12
trigger1 = !ishelper
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state -2]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = numhelper(6400000)
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = var(55)!=gametime+123456789
trigger2 = stateno = [5000,5150]
trigger3 = roundstate >= 3
movetype = I
ignorehitpause = 1

[State -2]
type = AttackDist
triggerall = palno != [7,12]
trigger1 = movetype != A
value = 360
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = 1
value = SCA,AA,AT,AP
time = 2147483647
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = RoundState != 2
value = SCA,AA,AT,AP
ignorehitpause = 1

[State -2,]
type = ctrlset
trigger1 = roundstate = 4
trigger1 = win && ctrl = 1
value = 0

[State -2]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = !ishelper && palno = 12
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State -2]
Type = AssertSpecial
triggerall = !ishelper
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2]
type = sprpriority
trigger1 = !ishelper
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1]
type = turn
triggerall = stateno != 10120
triggerall = stateno != 24100
triggerall = stateno != 30081
triggerall = stateno != 300810
triggerall = stateno !=  [1040,1045]
triggerall = stateno !=  [10000,10004]
triggerall = stateno !=  [22118,22120]
triggerall = stateno !=  [22115,22117]
triggerall = !ishelper
trigger1 = fvar(1) < 0
trigger1 = teammode = single
trigger1 = roundstate = 2
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;　1pから6pまでの特典
;-------------------------------------------------------------------------------------------------------

[State -3]
type = lifeadd
triggerall = palno = [4,6]
triggerall = alive && roundstate = 2
trigger1 = gametime%5 = 1
value = 2
ignorehitpause = 1

[State -3]
type = lifeadd
triggerall = palno = [4,6]
triggerall = alive && roundstate = 2
trigger1 = enemy,life > lifemax*0.5
trigger1 = enemy,life < lifemax*0.4
value = 4
ignorehitpause = 1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = S
attr = SCA,AA,AT,AP
slot = 1
stateno = 5000
time = -1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = C
attr = SCA,AA,AT,AP
slot = 1
stateno = 5010
time = -1

[State -2]
type = hitoverride
triggerall = palno = [4,6]
trigger1 = statetype = A
attr = SCA,AA,AT,AP
slot = 1
stateno = 5020
time = -1

;-------------------------------------------------------------------------------------------------------
;　演出面
;-------------------------------------------------------------------------------------------------------

[State 1]
type = varrandom
trigger1 = 1
range = -40,30
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 52

[State -2]
type = palfx
triggerall = roundstate != 0 && !ishelper
trigger1 = GameTime%60 = 1
trigger1 = stateno != 190
trigger1 = stateno != [23000,23001]
time = 60
add = 0,0,0
sinadd = 80,80,80,60
ignorehitpause = 1

[State 1]
type = PlaySnd
triggerall = roundstate = 2
trigger1 = (GameTime%60) = 0
value = 10000,26
volume = 255

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 28200
id = 28200
pos = var(50),var(51)
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
supermovetime = 2147483647
pausemovetime = 2147483647
;-------------------------------------------------------------------------------------------------------
;　負け演出
;-------------------------------------------------------------------------------------------------------

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
trigger1 = stateno = 5150
trigger1 = Time = 0||Time = 60||Time = 120||Time = 180||Time = 240||Time = 300
value = 10000,26
volume = 255
IgnoreHitPause = 1
persistent = 0

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
trigger1 = stateno = 5150
trigger1 = time = 20 || time =50 || time = 80 || time = 120 || time = 140|| time = 170|| time = 200 || time = 240 || time = 270 || time = 300 || time = 340 || time = 380 || time = 420
value = 11,random%10
freqmul = 0.7
voulme = 255

[State -2]
type = PlaySnd
triggerall = !ishelper
triggerall = loseko
trigger1 = stateno = 5150
trigger1 = time = 20 || time =40 || time = 60 || time = 80 || time = 100|| time = 120|| time = 140 || time = 160 || time = 180 || time = 220 || time = 240 || time =260 || time = 280 || time = 300 || time = 320|| time = 340|| time = 360 || time = 380
trigger1 = time = 400 || time = 420 || time = 440
value = 11,random%10
freqmul = 2.0+((random%4)*0.4)

[State -2]
type = Explod
triggerall = !ishelper
triggerall = loseko
trigger1 = stateno = 5150
trigger1 = animexist(5150)
trigger1 = (GameTime%50) = 0
anim = 5150
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 0,-5-(random%2)
removetime = -1
supermove = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = Trans
triggerall = !ishelper
triggerall = loseko
trigger1 = stateno = 5150
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State -2]
type = helper
trigger1 = loseko
trigger1 = RoundState = 3
trigger1 = numhelper(6500)=0
id = 6500
persistent = 1
name = "loseko"
pos = 0,0
postype = P1
stateno = 6500
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2]
type = AssertSpecial
triggerall = !ishelper
triggerall = loseko
trigger1 = stateno = 5150
trigger1 = time = [0,450]
flag = roundnotover

;-------------------------------------------------------------------------------------------------------
;　その他2
;-------------------------------------------------------------------------------------------------------

[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = var(21) != enemynear,anim
triggerall = (enemy,stateno != 0)&&(enemy,stateno != [10,12])&&(enemy,stateno != [50,52])
triggerall = enemy,stateno != 20
triggerall = enemy,stateno != 40
triggerall = enemy,stateno != 45
triggerall = enemy,stateno != 100&&(enemy,stateno != [105,106])
triggerall = enemy,stateno != 110
triggerall = enemy,stateno != 115
triggerall = enemy,stateno != 120
triggerall = enemy,stateno != [130,132]
triggerall = enemy,stateno != 140
triggerall = enemy,stateno != [150,155]
trigger1 = var(55)!=gametime+123456789
v = 20
value = enemy,anim
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = var(21) <= 0
triggerall = (enemy,stateno != 0)&&(enemy,stateno != [10,12])&&(enemy,stateno != [50,52])
triggerall = enemy,stateno != 20
triggerall = enemy,stateno != 40
triggerall = enemy,stateno != 45
triggerall = enemy,stateno != 100&&(enemy,stateno != [105,106])
triggerall = enemy,stateno != 110
triggerall = enemy,stateno != 115
triggerall = enemy,stateno != 120
triggerall = enemy,stateno != [130,132]
triggerall = enemy,stateno != 140
triggerall = enemy,stateno != [150,155]
trigger1 = var(55)!=gametime+123456789
v = 21
value = enemy,anim
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper && numenemy
triggerall = var(26) != enemynear,anim
trigger1 = enemynear,movecontact
trigger2 = enemynear,movereversed
var(25) = enemynear,anim
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper && numenemy
triggerall = var(26) <= 0
trigger1 = enemynear,movecontact
trigger2 = enemynear,movereversed
var(26) = enemynear,anim
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = root,var(19) = 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 19
value = stateno
ignorehitpause = (movereversed = 0)
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 19
value = 0
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = root,var(22) = 0
triggerall = root,var(19) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 22
value = stateno
ignorehitpause = (movereversed = 0)
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(22)
v = 22
value = 0
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = root,var(23) = 0
triggerall = root,var(19) != 0
triggerall = root,var(22) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 23
value = stateno
ignorehitpause = (movereversed = 0)
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 23
value = 0
ignorehitpause = 1
[State -2]
type = parentvarset
triggerall = ishelper(66666)
triggerall = root,var(24) = 0
triggerall = root,var(19) != 0
triggerall = root,var(22) != 0
triggerall = root,var(23) != 0
triggerall = stateno != root,var(19)
triggerall = stateno != root,var(22)
triggerall = stateno != root,var(23)
triggerall = stateno != root,var(24)
triggerall = stateno != root,var(26)
trigger1 = var(55)!=gametime+123456789
v = 24
value = stateno
ignorehitpause = (movereversed = 0)
[State -2]
type = varset
triggerall = !ishelper
triggerall = enemynear,alive
trigger1 = enemynear,stateno = var(19)
v = 24
value = 0
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper(66666)
trigger1 = var(55)!=gametime+123456789
value = 150
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper(40000)
trigger1 = var(55)!=gametime+123456789
value = 150
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper(6400000)
trigger1 = var(55)!=gametime+123456789
value = 150
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper
trigger1 = ishelper(169990)
trigger1 = stateno !=(169990)
trigger2 = var(55)!=gametime+123456789
value = 169990
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki" && enemy,palno = 11
v = 19
value = 200
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki" && enemy,palno = 11
v = 20
value = 912
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "syugosya_emiya"
v = 19
value = 3994
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "syugosya_emiya"
v = 20
value = 39001
ignorehitpause = 
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name="" || p2name="MUAHAHAHAHAHAHAHAHA" || p2name="Shutdown"
v = 19
value = 944
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "UNKNOWN"
v = 19
value = 882
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "UNKNOWN"
v = 20
value = 8001
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = roundstate = 2
var(31) = 1
[State -2]
type = VarSet
trigger1 = roundstate = 0
var(31) = 0
[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2
trigger2 = projcontact = 1
trigger2 = numtarget
trigger2 = target,ishelper = 0
v = 37
value = 0
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = projcontact = 1
trigger1 = !numtarget
v = 37
value = 1
ignorehitpause = 1

;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -3]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************

[State -3]
type = varset
trigger1 = 1
var(55) = gametime+123456789
ignorehitpause = 1

[State -3]
type = varset
triggerall = !ishelper
trigger1 = numenemy
fv = 1
value = abs(pos x-enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
ignorehitpause = 1
[State -3]
type = assertspecial
triggerall = !ishelper
trigger1 = fvar(1) > 0
flag = noautoturn
ignorehitpause = 1

[State -3]
type = Varset
triggerall = !var(30)
trigger1 = command = "AI_1" || command = "AI_2" || command = "AI_3" || command = "AI_4" || command = "AI_5"
trigger2 = command = "AI_6" || command = "AI_7" || command = "AI_8" || command = "AI_9" || command = "AI_10"
trigger3 = command = "AI_11" || command = "AI_12" || command = "AI_13" || command = "AI_14" || command = "AI_15"
trigger4 = command = "AI_16" || command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20"
trigger5 = command = "AI_21" || command = "AI_22" || command = "AI_23" || command = "AI_24" || command = "AI_25"
trigger6 = command = "AI_26" || command = "AI_27" || command = "AI_28" || command = "AI_29" || command = "AI_30"
trigger7 = command = "AI_31" || command = "AI_32" || command = "AI_33" || command = "AI_34" || command = "AI_35"
trigger8 = command = "AI_36" || command = "AI_37" || command = "AI_38" || command = "AI_39" || command = "AI_40"
trigger9 = command = "AI_41" || command = "AI_42" || command = "AI_43" || command = "AI_44" || command = "AI_45"
trigger10 = command = "AI_46" || command = "AI_47" || command = "AI_48" || command = "AI_49" || command = "AI_50"
var(30) = 1

[state -3]
type = varset
trigger1 = roundstate >= 3
var(30) = 0
ignorehitpause = 1

[State -3]
type = VarRandom
triggerall = !ishelper
triggerall = Alive = 1
trigger1 = var(30) = 1
trigger1 = Timemod = 1,0
v = 33
range = 1,5
ignorehitpause = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;AI動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------------
;12pのみ
;---------------------------------------------------------------------------------
;カオティック・フレア
[State -1]
type = ChangeState
value = 2200
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = numhelper(6400000)
triggerall = var(54) >= 5700 || fvar(24)>=2150 && var(54)>=2150
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "Phantom Mizuchi JP"
triggerall = enemynear,name != "R-kunagi"
triggerall = enemynear,name != "AxAyAzSSX";なぜに落ちる
trigger1 = power >= 7000
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger2 = power >= 7000
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = power >= 7000
trigger3 = Ctrl = 1
trigger3 = Var(33) = 5
trigger4 = power >= 4000
trigger4= ctrl
trigger4= p2name = "UNKNOWN" || p4name = "UNKNOWN"
trigger5 = power >= 3000
trigger5 = ctrl
trigger5 = p2name = "Matsugami"
trigger5 = random < 999
trigger6 = power >= 4000
trigger6= ctrl
trigger6= p2name = "syugosya_emiya" || p4name = "syugosya_emiya"

;カオティック・レイ
[State -1]
type = ChangeState
value = 19200
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = power >= 1000
trigger1 = ctrl
trigger1 = p2name="tenrou"&&enemy,palno=12 || p2name="tenrou"&&enemy,palno=12
trigger2 = power >= 1000
trigger2 = ctrl
trigger2 = p2name="Poltergeist"&&enemy,palno=12 || p2name="Poltergeist"&&enemy,palno=12
trigger3 = ctrl
trigger3 = p2name="efreet"|| p2name="efreet"

;ブラッディ・スペルバイング
[State -1,]
type = ChangeState
value = 11000
triggerall = var(30)
triggerall = palno = 12
triggerall = power >= 3000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1 = ctrl
trigger1 = life <= lifemax/2
trigger1 = life >= 100
trigger1 = enemy,life >=lifemax*0.8
trigger1 = var(31) > 4500
trigger1 = random <= 180
trigger2 = ctrl
trigger2 = var(31) = [650,1600]
trigger2 = enemy,life >= enemy,lifemax
trigger2 = random <= 400
trigger3 = ctrl
trigger3 = enemy,life>=enemy,lifemax*0.8
trigger3 = random = [501,600]

;神に挑むとは無謀
[State -1]
type = ChangeState
value = 19500
triggerall = var(30)
triggerall = palno = 12
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(3) > 0
trigger1 = p2name != "New_Shiki_Nanaya" || p4name != "New_Shiki_Nanaya"
trigger1 = enemynear,name != "Ayu Tukimiya"
trigger1 = power >= 4000
trigger1 = ctrl
trigger1 = p2bodydist X = [-120,120]
trigger1 = random <= 150
trigger2 = ctrl
trigger2 = var(31) > 400
trigger2 = helper(6400000),var(3) > 0
trigger2 = power >= 4000
trigger2 = random <= 999
trigger2 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"

;ブラック・アビス
[State -1]
type = ChangeState
value = 2300
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "R-kunagi"
trigger1 = power >= 6000
trigger1 = var(31) > 4200
trigger1 = life >= 100
trigger1 = enemy,life>=enemy,lifemax*0.8
trigger1 = random <= 150
trigger2 = Power >= 6000
trigger2 = Var(33) = 1
trigger2 = Random <= 100
trigger3 = Power >= 6000
trigger3 = Var(33) = 2
trigger3 = Random <= 100
trigger4 = Power >= 6000
trigger4 = Var(33) = 3
trigger4 = Random <= 100
trigger5 = ctrl 
trigger5 = power >= 2000
trigger5 = enemy,life = enemy,lifemax
trigger5 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"
trigger5 = random <= 999
trigger5 = helper(6400000),var(1) < 4
trigger6 = ctrl
trigger6 = p2name = ""|| p2name = "MUAHAHAHAHAHAHAHAHA"|| p2name = "Shutdown"|| p4name = ""|| p4name  = "MUAHAHAHAHAHAHAHAHA"|| p4name = "Shutdown" 
trigger6 = enemy,stateno = 944
trigger6 = random <= 999
trigger7 = ctrl
trigger7 = p2name = "Gogeta" || p4name = "Gogeta"
trigger7 = random <= 500
trigger7 = helper(6400000),var(1) < 4
trigger8 = power >= 6000
trigger8 = ctrl
trigger8 = life <= lifemax/2
trigger8 = life >= 100
trigger8 = enemy,life >=lifemax*0.8
trigger8 = var(31) > 4500
trigger8 = random <= 350
trigger9 = power >= 6000
trigger9 = ctrl
trigger9 = var(31) = [650,2600]
trigger9 = enemy,life >= enemy,lifemax
trigger9 = random <= 400
trigger10 = power >= 6000
trigger10 = ctrl
trigger10 = enemy,life>=enemy,lifemax*0.8
trigger10 = random = [501,800]

;パニッシュ・レイ
[State -3]
type = ChangeState
value = 33500
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = Random <= 300
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = numhelper(6400000)
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4
trigger3 = Var(33) = 5

;ソウル・デストラクション
[State -1]
type = ChangeState
value = 30080
triggerall = palno = 12
triggerall = var(30)
triggerall = roundstate = 2
triggerall = power >= 4000
triggerall = numhelper(6400000)
triggerall = helper(6400000),var(1) < 3
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random <= 450
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 19300
triggerall = palno = 12
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = power >= 6000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemynear,name != "AxAyAzSSX";なぜに落ちる
triggerall = ctrl = 1
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
trigger1 = ctrl
trigger1 = var(31) > 4200
trigger1 = life >= 100
trigger1 = enemy,life>=enemy,lifemax*0.8
trigger1 = random <= 150
trigger2 = Var(33) = 1
trigger3 = Var(33) = 2

;死刑宣告
[State -3]
type = ChangeState
value = 24000
triggerall = var(30)
triggerall = palno = 12
triggerall = var(37) != 1
triggerall = numhelper(6400000)
triggerall = statetype != A
triggerall = enemynear,name != "Phantom Mizuchi JP"
trigger1 = ctrl
trigger1 = helper(6400000),var(4) < 100

;骸骨柱
[State -1]
type = ChangeState
value = 1450
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger1 = p2bodydist X > 100-40
trigger1 = random <= 220
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 220
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 220
trigger4 = ctrl
trigger4 = p2bodydist X > 100-40
trigger4 = random <= 250

;ユニバース・ディストーションΩ
[State -1]
type = ChangeState
value = 19150
triggerall = palno = [7,12]
triggerall = palno !=10
triggerall = palno !=11
triggerall = alive   = 1
triggerall = var(30) = 1
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = numhelper(6400000)
triggerall = ctrl = 1
triggerall = enemy,life !=enemy,lifemax
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = life >= 101
trigger1 = Var(33) = 3
trigger2 = ctrl
trigger2 = random <= 200
trigger2 = life >= 101
trigger2 = Var(33) = 4
trigger3 = ctrl
trigger3 = Var(33) = 5

[State -1]
type = ChangeState
value = 195
triggerall = var(30) = 1
triggerall = palno = 12
triggerall = var(37) = 1
triggerall = numhelper(16500) = 0
triggerall = Alive   = 1
triggerall = statetype != A
triggerall = Power >= 0
triggerall = numhelper(6400000)
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = random <= 300
trigger1 = roundstate = 2

[State -1];血の贖罪
type = ChangeState
value = 11220
triggerall = var(30)
triggerall = palno = [7,12]
triggerall = palno !=10
triggerall = palno !=11
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemy,life !=enemy,lifemax
triggerall = enemy,life != 0
triggerall = numhelper(6400000)
trigger1 = life >= lifemax/4
trigger1 = ctrl
trigger1 = power >= 2000
trigger1 = power <= 3999
trigger1 = enemy,life >= lifemax/2
trigger1 = P2bodydist Y >= -50
trigger1 = random <= 70
trigger2 = ctrl
trigger2 = enemy,life >= lifemax/2
trigger2 = random <= 120
trigger3 = ctrl
trigger3 = power >= 2000
trigger3 = power <= 6000
trigger3 = var(31) <= 1200
trigger3 = random <= 200

[State -1];ニュークリアー・レイジエーション
type = ChangeState
value = 10120
triggerall = var(30) = 1
triggerall = palno = [7,12]
triggerall = palno !=10
triggerall = palno !=11
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = numhelper(6400000)
triggerall = enemy,life != lifemax
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 300
trigger2 = life >= lifemax/2
trigger2 = P2bodydist X = [60,200]
trigger2 = p2movetype != A
trigger2 = p2movetype != H
trigger2 = ctrl
trigger2 = random <= 300
trigger3 = life >= lifemax/2
trigger3 = P2bodydist X = [-200,-60]
trigger3 = p2movetype != A
trigger3 = p2movetype != H
trigger3 = ctrl
trigger3 = random <= 300

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno !=11
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 840

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno !=11
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 860

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno !=11
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 240

;ディメンション・ホール
[State -3]
Type = ChangeState
Value = 1950
triggerall = palno !=11
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = backEdgeDist <= 90
trigger1 = Ctrl = 1
trigger1 = Random <= 290

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
triggerall = numhelper(6400000)
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=20
triggerall = Ctrl = 1
triggerall = numhelper(6400000)
trigger1 = Random <= (50+(p2bodydist X >= 180)*120)
trigger2 = Random <= 50

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22115
triggerall = palno = [7,12]
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A && EnemyNear,time >= 12
triggerall = numhelper(6400000)
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -1];オロチ飛び道具
type = ChangeState
value = 1050
triggerall = palno !=10
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(1050) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= 150

[State -1];オロチ飛び道具2
type = ChangeState
value = 11610
triggerall = palno !=10
triggerall = palno !=11
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X  >= 50
triggerall = numhelper(6400000)
trigger1 = random <= 300

[State -1];オロチ飛び道具3
type = ChangeState
value = 3001
triggerall = palno !=10
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerall = p2bodydist X   >= 30
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = numhelper(6400000)
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -1];オロチ飛び道具3
Type = ChangeState
Value = 3001
triggerall = palno !=10
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30)
triggerall = numhelper(3002) = 0
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = P2StateType != C
triggerall = numhelper(6400000)
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = EnemyNear,MoveType = A
trigger1 = InGuardDist
trigger1 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
trigger1 = P2MoveType = A
trigger1 = Random <= 640

[State -1];エクスプロージョンスフィアΩ
type = ChangeState
value = 1700
triggerall = palno !=10
triggerall = palno !=11
triggerall = numHelper(1720) <= 0
triggerall = numhelper(6400000)
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 150

[State -1];ミラーウォール
type = ChangeState
value = 11600
triggerall = palno !=10
triggerall = palno !=11
triggerall = numhelper(1720) <= 0
triggerall = var(30)
triggerall = random <= 200
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L
triggerall = P2BodyDist X > 100
triggerall = P2BodyDist Y > -150
triggerall = numhelper(6400000)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno < 1080

[State -1];ヘル・パニシュ
type = ChangeState
value = 1100
triggerall = palno !=10
triggerall = palno !=11
triggerall = var(30)
triggerall = random <= 200
triggerall = statetype != A
triggerall = P2BodyDist X > 50
triggerall = P2BodyDist X <= 120
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno < 1080

[State -1];グラビティースフィア
type = ChangeState
value = 1800
triggerall = palno !=10
triggerall = palno !=11
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X   >= 80
trigger1 = ctrl
trigger1 = random <= 150

[State -1];グラビティースフィア2
type = ChangeState
value = 1810
triggerall = palno !=10
triggerall = palno !=11
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X   >= 100
trigger1 = ctrl
trigger1 = random <= 200

[State -1];フォトンスフィア
type = ChangeState
value = 11101
triggerall = palno !=10
triggerall = palno !=11
triggerall = var(30)
triggerall = numhelper(11100) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist X >= 50
triggerall = numhelper(6400000)
trigger1 = random <= 300
trigger2 = stateno = 220 && animelemtime(4) > 0
trigger3 = stateno = 240 && animelemtime(10) > 0
trigger4 = stateno = 410 && animelemtime(7) > 0

[State -1];フォトンスフィア2
type = ChangeState
value = 11500
triggerall = palno !=10
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
triggerall = numhelper(6400000)
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

;マグネティックスフィア
[State -3]
type = ChangeState
value = 12300
triggerall = palno !=10
triggerall = palno !=11
triggerall = numhelper(12310) = 0
triggerall = Alive   = 1
triggerall = roundstate = 2
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = Random<=990-((enemynear,statetype=C)*950)
triggerall = numhelper(6400000)
trigger1   = Ctrl = 1
trigger1 = Random <= 300

;マグネティックスフィア
[State -3]
type = ChangeState
value = 12300
triggerall = palno !=10
triggerall = palno !=11
triggerall = numhelper(12310) = 0
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2bodydist X >= 50
triggerall = statetype != A
triggerall = enemy,alive
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*950)
triggerall = numhelper(6400000)
trigger1 = Random<= 100

;紋章
[State -1]
type = ChangeState
value = 18100
triggerall = palno = [7,12]
triggerall = palno !=10
triggerall = palno !=11
triggerall = numhelper(18102) = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power >= 0
triggerall = numhelper(6400000)
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

;レールフォース
[State -1]
type = ChangeState
value = 1080
triggerall = palno !=10
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = p2bodydist X   >= 50
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

[State -3]
type = ChangeState
value = 25555
triggerall = palno = [7,12]
triggerall = palno !=10
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 25555
triggerall = palno = [7,12]
triggerall = palno !=10
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= 800

[State -3]
Type = ChangeState
Value = 25555
triggerall = palno = [7,12]
triggerall = palno !=10
triggerall = palno !=11
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = Random <= 990

[State -3]
Type = ChangeState
Value = 701
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = p2BodyDist X = [0,60]
trigger1 = p2BodyDist Y = [-40,0]
trigger1 = Random <= 820

[State -3]
type = ChangeState
value = 700
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2statetype != A && p2StateNo = 5120
triggerall = p2BodyDist X = [-80,80]
trigger1 = Ctrl = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 700
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2statetype != A
triggerall = (P2BodyDist X = [0,100])||backEdgeDist <= 60&&(P2BodyDist X = [0,80])
trigger1 = Ctrl = 1
trigger1 = Random <= 150

[State -3]
Type = ChangeState
Value = 700
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && enemy,numproj
trigger1 = Random <= 200
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;11p
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;10p
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1];ジェノサイドカッター
type = ChangeState
value = 1030
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2movetype != H && p2movetype != I
triggerall = p2statetype != L
triggerall = p2stateno != [150,155]
triggerall = P2BodyDist X = [0,100]
triggerall = Power    >= 3000 
trigger1 = ctrl
trigger1 = random <= 100
trigger1 = enemy,alive

;ジェノサイドカッター
[State -1]
type = ChangeState
value = 1042
triggerall = var(30)
triggerall = palno = 10
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = random <= 200
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = random <= 200
trigger3 = P2bodydist X = [-30,60]

;ソウルデストラクション
[State -1]
type = ChangeState
value = 30080
triggerall = var(30)
triggerall = palno = 10
triggerall = roundstate = 2
triggerall = power >= 4000
triggerall = numhelper(6400000)
triggerall = helper(6400000),var(1) < 3
triggerall = enemynear,hitdefattr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = p2bodydist X = [-50,50]
trigger1 = p2movetype != H
trigger1 = enemy,alive

[State -1];瞬獄殺
type = ChangeState
value = 10000
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2movetype != H && p2movetype != I
triggerall = p2statetype != L
triggerall = p2stateno != [150,155]
triggerall = Power >= 5000
trigger1 = ctrl
trigger1 = life <= lifemax/2
trigger1 = random <= 300
trigger1 = enemy,alive
trigger1 = p2bodydist X = [-50,100]
trigger2 = ctrl
trigger2 = life <= lifemax/2
trigger2 = life >= 100
trigger2 = enemy,life >=lifemax*0.8
trigger2 = var(31) > 4500
trigger2 = random <= 350
trigger3 = ctrl
trigger3 = var(31) = [650,2600]
trigger3 = enemy,life >= enemy,lifemax
trigger3 = random <= 400
trigger4 = ctrl
trigger4 = enemy,life>=enemy,lifemax*0.8
trigger4 = random = [501,800]

[State -3]
type = ChangeState
value = 200
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 120

[State -3]
type = ChangeState
value = 205
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2BodyDist X = [0,50]
trigger1 = ctrl
trigger1 = P2bodydist Y > -80
trigger1 = P2bodydist Y != 0
trigger1 = p2stateno != [150,153]

[State -3]
type = ChangeState
value = 210
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 140

[State -3]
type = ChangeState
value = 215
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2movetype != A
trigger1 = random < 150

[State -3]
type = ChangeState
value = 230
triggerall = palno = 10
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-140,-40]
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = Random <= 290

[State -3]
type = ChangeState
value = 235
triggerall = palno =10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= 680

[State -3]
type = ChangeState
value = 235
triggerall = palno =10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= 780

[State -3]
type = ChangeState
value = 235
triggerall = palno =10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = Random <= 990

[State -3]
type = ChangeState
value = 240
triggerall = var(30)
triggerall = palno = 10
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2movetype != A
trigger1 = random <= 90
trigger2 = P2bodydist X = [40,80]
trigger2 = p2movetype = H
trigger2 = random < 999
trigger2 = stateno = 430

[State -3]
type = ChangeState
value = 400
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,25]
trigger2 = Random = [480,630]
trigger3 = stateno = 400
trigger3 = p2bodydist X = [-5,25]
trigger3 = Random = [150,350]
trigger4 = stateno = 52

[State -3]
type = ChangeState
value = 410
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,50]
trigger1 = p2stateno != [150,153]
trigger1 = Random < 230

[State -3]
type = ChangeState
value = 430
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-40,40]
trigger1 = P2bodydist Y = 0
trigger1 = p2stateno != [152,153]
trigger1 = Random < 800
trigger2 = P2statetype != A && p2statetype != L
trigger2 = P2bodydist X = [-40,40]
trigger2 = stateno = 430&&movecontact >= 1
trigger2 = p2movetype = H
trigger2 = P2bodydist Y = 0
trigger2 = p2stateno != [152,153]
trigger2 = Random < 800

[State -3]
type = ChangeState
value = 440
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,70]
trigger1 = p2stateno != [150,153]
trigger1 = Random < 240

[State -1,]
type = ChangeState
value = 610
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X = [-5,70]
trigger1 = P2bodydist Y = [-80,0]

[State -1,]
type = ChangeState
value = 640
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]

[State -1]
type = ChangeState
value = 690
triggerall = palno = 10
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = random < 150

;地上リフレクト
[State -3]
type = ChangeState
value = 1200
triggerall = roundstate = 2
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2bodydist x = [0,50]
trigger1 = p2movetype = A
trigger1 = ctrl
trigger1 = random <= 400

;対空リフレクト
[State -3]
type = ChangeState
value = 1201
triggerall = roundstate = 2
triggerall = palno = 10
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2bodydist x = [0,50]
triggerall = p2bodydist y = [-140,-40]
trigger1 = p2movetype = A
trigger1 = ctrl
trigger1 = random <= 450

;立ちガード
[State -3]
type = ChangeState
value = 130
triggerall = palno = 10
triggerall = var(30)
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = p2statetype != C
triggerall = enemynear,hitdefattr = C, NA, SA, HA, NP, SP, HP
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = inguarddist
trigger1 = p2movetype = A
trigger2 = enemynear,movetype = A
trigger3 = stateno = [100,101]
trigger4 = enemy,numproj >= 1
trigger5 = enemynear,numproj >= 1

;ジャンプ
[State -3]
type = ChangeState
value = 40
triggerall = palno = 10
triggerall = roundstate = 2
triggerall = var(30)
triggerall = StateType != A
triggerall = Ctrl
trigger1 = random < 300
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2bodydist Y < -80
trigger1 = movetype = I
trigger2 = stateno = [100,101]
trigger2 = random < 300
trigger2 = p2bodydist X = [80,120]
trigger2 = p2bodydist Y = 0
trigger2 = movetype = I

;ダッシュ
[State -3]
type = ChangeState
value = 100
triggerall = var(30)
triggerall = palno = 10
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = I
triggerall = StateType != A
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = p2bodydist X < 200
trigger1 = random < 80

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;7pから9pまで
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;カオティック・フレア
[State -1]
type = ChangeState
value = 2300
triggerall = palno = [7,9]
triggerall = var(30) = 1
triggerall = power >= 7000
triggerall = roundstate = 2
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = numhelper(6400000)
triggerall = enemynear,name != "rise7"
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = life >= 101
trigger1 = Var(33) = 3
trigger2 = ctrl
trigger2 = random <= 200
trigger2 = life >= 101
trigger2 = Var(33) = 4

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;1pから6pまで
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ブラックホール
[State -1]
type = ChangeState
value = 23100
triggerall = var(30) = 1
triggerall = Alive   = 1
triggerall = palno != [7,12]
triggerall = power >= 5000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = Statetype  = S
triggerall = Random <= 300
triggerall = enemy,alive
trigger1 = Ctrl = 1
trigger1 = Var(33) = 3
trigger2 = Ctrl = 1
trigger2 = Var(33) = 4
trigger3 = Ctrl = 1
trigger2 = Var(33) = 5

;デッドリーレイブ
[State -1]
type = ChangeState
value = 7100
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 4000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = random <= 400
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = random <= 400
trigger3 = P2bodydist X = [-30,60]

;ジェノサイドカッター
[State -1]
type = ChangeState
value = 1042
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2movetype != H && p2movetype != I
triggerall = p2stateno != [150,155]
trigger1 = ctrl
trigger1 = random <= 200
trigger1 = P2bodydist X = [0,90]
trigger2 = ctrl
trigger2 = random <= 400
trigger2 = P2bodydist X = [-20,50]
trigger3 = ctrl
trigger3 = p2statetype != A
trigger3 = p2movetype = A
trigger3 = random <= 400
trigger3 = P2bodydist X = [-30,60]

;ソウルデストラクション
[State -3]
type = ChangeState
value = 30080
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = power >= 3000
triggerall = var(40)= [1,3]
trigger1 = ctrl
trigger1 = p2bodydist X = [-50,30]
trigger1 = p2movetype != A
trigger1 = p2movetype != H
trigger1 = random <= 500
trigger1 = enemy,alive

;ユニバース・ディストーションΩ
[State -1]
type = ChangeState
value = 3000
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2bodydist X >= 150
triggerall = p2movetype = A
triggerall = Power >= 2000
triggerall = p2life > 0
trigger1 = Ctrl = 1
trigger1 = Random <= 440

;ユニバース・ディストーションΩ
[State -1]
type = ChangeState
value = 3000
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = enemy,life != lifemax
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 200

[State -1];ニュークリアー・レイジエーション
type = ChangeState
value = 10120
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = fvar(30)= [1,3]
trigger1 = life >= lifemax/2
trigger1 = P2bodydist X = [60,150]
trigger1 = p2movetype != A
trigger1 = ctrl
trigger1 = random <= 200

[State -1];ジェノサイドカッター
type = ChangeState
value = 1030
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2movetype != H && p2movetype != I
triggerall = p2statetype != L
triggerall = p2stateno != [150,155]
triggerall = P2BodyDist X = [0,200]
triggerall = Power    >= 1000 
trigger1   = Ctrl        = 1
trigger1 = Random <= 50
trigger1 = enemy,alive

[State -1];ソウルブレイク
type = ChangeState
value = 11800
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = p2statetype  != A && p2statetype != L
triggerall = P2BodyDist X = [0,65]
triggerall = Power    >= 1000 
trigger1   = Ctrl        = 1
trigger1 = Random <= 50
trigger1 = enemy,alive

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno!= [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-80,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=50
triggerall = Ctrl = 1
trigger1 = Random <= (50+(p2bodydist X >= 180)*120)
trigger2 = Random <= 200

;バニシング・ラッシュ
[State -3]
type = ChangeState
value = 22118
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

[State -1];髑髏柱
type = ChangeState
value = 1450
triggerall = var(30) = 1
triggerall = palno = [7,9]
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 100-40
trigger1 = random <= 220
trigger2 = ctrl
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-30,30]
trigger2 = random <= 220
trigger3 = ctrl
trigger3 = p2movetype = A
trigger3 = p2bodydist X = [0,30]
trigger3 = random <= 220
trigger4 = ctrl
trigger4 = p2bodydist X > 100-40
trigger4 = random <= 250
trigger4 = Time = 60 || Time = 120 || Time = 180 || Time = 240 || Time = 300 || Time = 360 || Time = 400 || Time = 440

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1250
triggerall = palno != [7,12]
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,150]
triggerall = p2movetype = H
trigger1 = Ctrl = 0
trigger1 = stateno = 1260 && animelem = 4,>=0
trigger1 = Random <= 500

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,100]
triggerall = Random<=990-((enemynear,statetype=C)*950)
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

;エクスプローディングスフィア
[State -3]
type = ChangeState
value = 1260
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,100]
triggerall = Ctrl = 1
triggerall = Random<=990-((enemynear,statetype=C)*850)
trigger1 = Random <= 105

[State -3]
type = ChangeState
value = 25555
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,30]
trigger1 = Ctrl        = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 25555
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y = [-110,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= 600

[State -3]
Type = ChangeState
Value = 25555
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = Random <= 700

[State -3]
Type = ChangeState
Value = 701
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = p2BodyDist X = [0,60]
trigger1 = p2BodyDist Y = [-40,0]
trigger1 = Random <= 800

[State -3]
type = ChangeState
value = 700
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2statetype != A && p2StateNo = 5120
triggerall = p2BodyDist X = [-80,80]
trigger1 = Ctrl = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 700
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2statetype != A
triggerall = (P2BodyDist X = [0,100])||backEdgeDist <= 60&&(P2BodyDist X = [0,80])
trigger1 = Ctrl = 1
trigger1 = Random <= 150

[State -3]
Type = ChangeState
Value = 700
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && enemy,numproj
trigger1 = Random <= 200

[State -3]
type = ChangeState
value = 200
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -3]
type = ChangeState
value = 210
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= 60

[State -3]
type = ChangeState
value = 230
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-140,-40]
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = Random <= 290

[State -3]
type = ChangeState
value = 240
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2movetype != A
trigger1 = random <= 250
trigger2 = P2bodydist X = [40,80]
trigger2 = p2movetype = H
trigger2 = random < 999
trigger2 = stateno = 430

;しゃがみ弱攻撃
[State -3]
type = ChangeState
value = 400
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,21]
trigger2 = Random = [480,630]
trigger3 = stateno = 400
trigger3 = p2bodydist X = [-5,21]
trigger3 = Random = [150,350]
trigger4 = stateno = 52

;しゃがみ弱キック
[State -3]
type = ChangeState
value = 430
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-40,40]
trigger1 = P2bodydist Y = 0
trigger1 = p2stateno != [152,153]
trigger1 = Random < 999
trigger2 = P2statetype != A && p2statetype != L
trigger2 = P2bodydist X = [-40,40]
trigger2 = stateno = 430 && movecontact >= 1
trigger2 = p2movetype = H
trigger2 = P2bodydist Y = 0
trigger2 = p2stateno != [152,153]
trigger2 = Random < 999

;しゃがみ強キック
[State -3]
type = ChangeState
value = 440
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,70]
trigger1 = p2stateno != [150,153]
trigger1 = Random < 120

;空中強パンチ
[State -1,]
type = ChangeState
value = 610
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X = [-5,70]
trigger1 = P2bodydist Y = [-80,0]

;空中強キック
[State -1,]
type = ChangeState
value = 640
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]

;空中ふっ飛ばし攻撃
[State -1]
type = ChangeState
value = 690
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = random < 50

[State -3]
type = ChangeState
value = 800
triggerall = palno != [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2statetype = S
triggerall = P2BodyDist X = [0,20]
trigger1 = Ctrl        = 1
trigger1 = Random <= 200

[State -3]
type = ChangeState
value = 702
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = random < 200
trigger1 = stateno = 5050
trigger1 = pos y >=-40

;立ちガード
[State -3]
type = ChangeState
value = 130
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = P2statetype != C
triggerall = EnemyNear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = inguarddist
trigger1 = P2MoveType = A
trigger2 = EnemyNear,MoveType = A
trigger3 = stateno = [100,101]
trigger4 = Enemy,NumProj >= 1
trigger5 = EnemyNear,NumProj >= 1

;屈みガード
[State -3]
type = ChangeState
value = 131
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = P2statetype = C
triggerall = EnemyNear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
triggerall = StateType != A
triggerall = Ctrl = 1
triggerall = inguarddist
trigger1 = P2MoveType = A
trigger2 = EnemyNear,MoveType = A
trigger3 = stateno = [100,101]
trigger4 = Enemy,NumProj >= 1
trigger5 = EnemyNear,NumProj >= 1

;空中ガード
[State -3]
type = ChangeState
value = 132
triggerall = palno != [7,12]
triggerall = var(30)
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = inguarddist
triggerall = StateType = A
trigger1 = P2MoveType = A
trigger2 = EnemyNear,MoveType = A
trigger3 = stateno = [100,101]
trigger4 = Enemy,NumProj >= 1
trigger5 = EnemyNear,NumProj >= 1

;ジャンプ
[State -3]
Type     = ChangeState
Value    = 40
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = StateType != A
triggerall = Ctrl
trigger1 = random < 300
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2bodydist Y < -80
trigger1 = movetype = I
trigger2 = stateno = [100,101]
trigger2 = random < 300
trigger2 = p2bodydist X = [80,120]
trigger2 = p2bodydist Y = 0
trigger2 = movetype = I

;ダッシュ
[State -3]
Type     = ChangeState
Value    = 100
triggerall = var(30)
triggerall = palno != [7,12]
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = I
triggerall = StateType != A
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = p2bodydist X < 200
trigger1 = random < 80
